diff --git a/index.html b/index.html
index e416e7f..e351019 100644
--- a/index.html
+++ b/index.html
@@ -371,6 +371,7 @@
const STORAGE_KEY = 'echo-loop-progress-v1';
const MAX_PULSES = 120;
+ const MAX_ECHOES = 4;
const DIRS = Object.freeze({
up: { dx: 0, dy: -1, key: 'U', label: '上' },
left: { dx: -1, dy: 0, key: 'L', label: '左' },
@@ -416,12 +417,8 @@
map: [
'###############',
'#S..aA........#',
- '#.###.#####.#.#',
- '#...#.....#...#',
- '###.#.###.#.#.#',
- '#b..#...B...G.#',
- '#.###########.#',
- '#.............#',
+ '#######.#######',
+ '#b......B..G..#',
'###############'
]
},
@@ -535,8 +532,7 @@
const active = new Set();
Object.entries(state.plates).forEach(([code, point]) => {
const occupiedByEcho = state.echoes.some((echo) => echo.x === point.x && echo.y === point.y);
- const occupiedByPlayer = state.player.x === point.x && state.player.y === point.y;
- if (occupiedByEcho || occupiedByPlayer) active.add(code);
+ if (occupiedByEcho) active.add(code);
});
return active;
}
@@ -611,6 +607,15 @@
showToast('还没有可封存的路线');
return;
}
+ if (state.echoes.length >= MAX_ECHOES) {
+ showToast('记忆库已满 · 先用现有回声完成实验');
+ return;
+ }
+ const currentPlate = tileAt(state.player.x, state.player.y);
+ if (!isPlate(currentPlate)) {
+ showToast('只有站在绿色节点上,才能封存回声');
+ return;
+ }
const echoNumber = state.echoes.length + 1;
state.echoes.push({ id: echoNumber, x: state.start.x, y: state.start.y, actions: [...state.actions] });
resetEchoPositions();
@@ -753,7 +758,7 @@
els.echoList.appendChild(entry);
});
}
- els.bankCount.textContent = `${String(state.echoes.length).padStart(2, '0')} / 04`;
+ els.bankCount.textContent = `${String(state.echoes.length).padStart(2, '0')} / ${String(MAX_ECHOES).padStart(2, '0')}`;
els.echoCoord.textContent = state.echoes.length ? `${state.echoes.length} 条记忆正在从起点重播` : '尚未封存任何记忆';
els.echoStatus.textContent = state.echoes.length ? '在线' : '空';
els.echoStatus.className = `objective-status${state.echoes.length ? ' live' : ''}`;
diff --git a/tests/verify.mjs b/tests/verify.mjs
index dd807f1..b291cb4 100644
--- a/tests/verify.mjs
+++ b/tests/verify.mjs
@@ -41,6 +41,76 @@ for (const [index, level] of levels.entries()) {
assert.deepEqual([...plates].sort(), [...gates].sort(), `level ${index + 1} node/gate pairs must match`);
}
+function canReachTarget(level, target, openGates = new Set()) {
+ const height = level.map.length;
+ const width = level.map[0].length;
+ const start = {};
+ const destination = {};
+ for (let y = 0; y < height; y += 1) for (let x = 0; x < width; x += 1) {
+ if (level.map[y][x] === 'S') Object.assign(start, { x, y });
+ if (level.map[y][x] === target) Object.assign(destination, { x, y });
+ }
+ const queue = [start];
+ const visited = new Set([`${start.x},${start.y}`]);
+ while (queue.length) {
+ const point = queue.shift();
+ if (point.x === destination.x && point.y === destination.y) return true;
+ for (const [dx, dy] of [[1, 0], [-1, 0], [0, 1], [0, -1]]) {
+ const x = point.x + dx;
+ const y = point.y + dy;
+ if (x < 0 || y < 0 || x >= width || y >= height) continue;
+ const tile = level.map[y][x];
+ if (tile === '#' || /[A-Z]/.test(tile) && tile !== 'S' && tile !== 'G' && !openGates.has(tile)) continue;
+ const key = `${x},${y}`;
+ if (!visited.has(key)) {
+ visited.add(key);
+ queue.push({ x, y });
+ }
+ }
+ }
+ return false;
+}
+
+levels.forEach((level, index) => assert.equal(canReachTarget(level, 'G'), false, `level ${index + 1} must require at least one powered gate`));
+const third = levels[2];
+assert.equal(canReachTarget(third, 'b'), false, 'the third experiment node b must be behind gate A');
+assert.equal(canReachTarget(third, 'b', new Set(['A'])), true, 'gate A must expose the third experiment node b');
+assert.equal(canReachTarget(third, 'G', new Set(['A'])), false, 'the third experiment must still require gate B');
+assert.equal(canReachTarget(third, 'G', new Set(['A', 'B'])), true, 'both powered gates must expose the third experiment exit');
+
+function reachableSymbols(level) {
+ const height = level.map.length;
+ const width = level.map[0].length;
+ const start = {};
+ for (let y = 0; y < height; y += 1) for (let x = 0; x < width; x += 1) if (level.map[y][x] === 'S') Object.assign(start, { x, y });
+ const queue = [start];
+ const visited = new Set([`${start.x},${start.y}`]);
+ while (queue.length) {
+ const point = queue.shift();
+ for (const [dx, dy] of [[1, 0], [-1, 0], [0, 1], [0, -1]]) {
+ const x = point.x + dx;
+ const y = point.y + dy;
+ if (x < 0 || y < 0 || x >= width || y >= height) continue;
+ if (level.map[y][x] === '#') continue;
+ const key = `${x},${y}`;
+ if (!visited.has(key)) {
+ visited.add(key);
+ queue.push({ x, y });
+ }
+ }
+ }
+ return [...visited].map((key) => key.split(',').map(Number));
+}
+
+levels.forEach((level, index) => {
+ const reachable = new Set(reachableSymbols(level).map(([x, y]) => `${x},${y}`));
+ [...level.map.join('')].filter((symbol) => /[a-z]/.test(symbol)).forEach((symbol) => {
+ const row = level.map.findIndex((line) => line.includes(symbol));
+ const column = level.map[row].indexOf(symbol);
+ assert.ok(reachable.has(`${column},${row}`), `level ${index + 1} node ${symbol} must be reachable from start`);
+ });
+});
+
function simulateFirstExperiment(level) {
const map = level.map;
const start = { x: 1, y: 1 };
@@ -70,6 +140,10 @@ simulateFirstExperiment(first);
assert.match(script, /function resetEchoPositions\(\)/, 'multi-echo timelines must reset every echo to the start');
assert.match(script, /resetEchoPositions\(\);\s*state\.actions = \[\];/, 'recording a new echo must restart the existing echo fleet');
+assert.match(script, /const occupiedByEcho = state\.echoes\.some/, 'only echoes may power memory nodes');
+assert.doesNotMatch(script, /const occupiedByPlayer = state\.player\.x/, 'the current player must not directly power memory nodes');
+assert.match(script, /if \(!isPlate\(currentPlate\)\)/, 'recording must require the player to stand on a memory node');
+assert.match(script, /state\.echoes\.length >= MAX_ECHOES/, 'the memory bank must enforce its visible capacity');
console.log('ECHO//LOOP verification passed');
console.log(`- ${levels.length} level definitions validated`);