feedback1d WO: the preference route is 0.1.0's again; equal floor keeps the official route
Review follow-up to the D5 fix. Two changes in grid.js _buildField: - The road-over-floor preference smoothing is 0.1.0's again: its line of sight may cover non-blockable tiles (Bresenham footprint, diagonal-step corners included) only on the tile's own raw chain, and the jump stops at the first ancestor it cannot see so. Exact crossings (a corner touch is not a crossing) are used only to choose between the official and the preference pointer. The previous version let the preference brush the corner of off-chain floor, so on 战场#02's Final Assault the right-half exit route (2,10) -> (3,11) slipped past an operator on (2,11) while the left half was still blocked on (2,9). Both halves now mirror each other again ((2,10) -> (2,11) -> (4,11)). - On an equal floor count the official pointer stays; the preference pointer wins only when it merely skips a collinear official waypoint (same walk). The old "farther waypoint" tie-break could bend an official route without saving any floor, e.g. a crate on (10,6) of 战场#04 brought back the L via (9,8) for the lower gate. Still 140 of 154 stage routes official; data/stages.json groundPaths regenerated (战场#02 boss right exit back to 0.1.0's, device-less helper paths of #03 / #04 / #06 follow the same rule). New tests: 战场#02 boss exits mirror and are blocked beside the exit; a single crate on any tile of an active stage never leaves a gate route non-official without crossing strictly less floor. The cross-check reference port follows both rules.
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@@ -424,7 +424,7 @@ test('random layouts: official lengths, fewest non-blockable tiles among equal-l
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// routes: strictly closer each hop; every segment is official line of sight (walkable, crate-free Bresenham
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// footprint); `cost` = the non-blockable tiles the route crosses; never more than the pure official route, nor than
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// the fewest-floor chain (pen); a pointer other than the official one crosses strictly less floor, or as little
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// with a farther waypoint
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// while it only skips the official waypoint (which lies on the straight line to it and leads there)
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assert.deepEqual([...f.official], [...fp.next], `${what}: the official pointers`);
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const nbSeg = (x, y) => segmentTiles([(x / COLS) | 0, x % COLS], [(y / COLS) | 0, y % COLS]).slice(1).filter(([r, c]) => g.unblockable[r * COLS + c]).length;
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const offNb = new Int32Array(N);
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@@ -445,7 +445,10 @@ test('random layouts: official lengths, fewest non-blockable tiles among equal-l
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assert.ok(f.cost[k] <= f.pen[k] - g.unblockable[k] + g.unblockable[dest], `${what}: (${a}) more floor than its fewest-floor chain`);
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if (y !== o) {
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const co = nbSeg(k, o) + f.cost[o];
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assert.ok(f.cost[k] < co || (f.cost[k] === co && f.dist[y] < f.dist[o]), `${what}: (${a}) leaves the official pointer without less floor`);
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const oo = [(o / COLS) | 0, o % COLS];
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const skips = f.next[o] === y && (oo[0] - a[0]) * (b[1] - a[1]) === (oo[1] - a[1]) * (b[0] - a[0])
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&& segmentTiles(a, b).some(([r, c]) => r === oo[0] && c === oo[1]);
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assert.ok(f.cost[k] < co || (f.cost[k] === co && skips), `${what}: (${a}) leaves the official pointer without less floor`);
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}
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}
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}
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@@ -2,10 +2,11 @@
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// `Torappu.Battle.SPFA`: FIFO SPFA from the destination over the WHOLE level map, UP/RIGHT/DOWN/LEFT, crates cost 1000,
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// strict improvement; row-major in-place Bresenham smoothing with the diagonal corner rule), run on the raw level files
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// in .cache/gamedata (skipped when absent), extended by our blockable-ground preference (grid.js header: a second,
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// preference field — equal-length ties to the chain with the fewest non-blockable tiles, smoothing that backs off from
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// segments through non-blockable tiles off the own raw chain — whose pointer replaces the official one where its route
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// crosses fewer non-blockable tiles, or as few with a farther waypoint; "crosses" = positive-length intersection with
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// the tile, found here by clipping the segment against each tile, independently of grid.js crossTiles):
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// preference field = 0.1.0's — equal-length ties to the chain with the fewest non-blockable tiles, a line of sight that
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// covers non-blockable tiles, diagonal-step corners included, only on the own raw chain — whose pointer replaces the
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// official one where its route crosses fewer non-blockable tiles, or as few while only skipping the official waypoint
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// (on the straight line to it, leading there); "crosses" = positive-length intersection with the tile, found here by
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// clipping the segment against each tile, independently of grid.js crossTiles):
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// * the 8 active stages with their match-start devices: the smoothed chain from EVERY walkable tile of the normal,
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// 联防 and boss rects to every goal equals the full-map reference one (the sim's rect limit changes nothing);
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// * 400 random crate / block layouts: identical chains to the same algorithm limited to the rect;
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@@ -113,24 +114,21 @@ function official(sid, { crates: extraCrates = [], blocks: extraBlocks = [], rec
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}
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return { dist, par };
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};
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// row-major in-place smoothing; `guard`: back off to the farthest passed waypoint whose segment crosses
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// non-blockable tiles only on the tile's own raw chain
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// row-major in-place smoothing; `guard` (0.1.0's preference smoothing): the line of sight toward ancestor a may
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// also cover non-blockable tiles (Bresenham footprint, diagonal-step corners included) only on the tile's own raw
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// chain between the tile and a — the jump stops at the first ancestor it cannot see so
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const smooth = ({ dist, par }, guard) => {
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const nxt = new Map(par);
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for (let r = 0; r < H; r++) {
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for (let c = 0; c < W; c++) {
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const k = `${r},${c}`;
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if (!nxt.has(k)) continue;
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const chain = new Set();
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if (guard) for (let x = [r, c]; x; x = par.get(x.join())) chain.add(x.join());
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const sees = (a) => bres([r, c], a, (y, x) => losClear(y, x)
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&& (!guard || !nb(y, x) || (chain.has(`${y},${x}`) && dist.get(`${y},${x}`) >= dist.get(a.join()))));
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let b = nxt.get(k);
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const hops = [b];
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while (nxt.has(b.join()) && bres([r, c], nxt.get(b.join()), losClear)) { b = nxt.get(b.join()); hops.push(b); }
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if (guard) {
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const chain = new Set();
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for (let x = [r, c]; x; x = par.get(x.join())) chain.add(x.join());
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const ok = (a) => through([r, c], a).every(([y, x]) => !nb(y, x) || (chain.has(`${y},${x}`) && dist.get(`${y},${x}`) >= dist.get(a.join())));
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while (hops.length > 1 && !ok(hops[hops.length - 1])) hops.pop();
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b = hops[hops.length - 1];
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}
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while (nxt.has(b.join()) && sees(nxt.get(b.join()))) b = nxt.get(b.join());
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nxt.set(k, b);
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}
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}
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@@ -142,15 +140,19 @@ function official(sid, { crates: extraCrates = [], blocks: extraBlocks = [], rec
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let nxt = smooth(off, false);
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if (prefer) {
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// per tile in increasing distance: the preference pointer when its route crosses fewer non-blockable tiles (or as
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// few with a farther waypoint)
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// few while it only skips the official waypoint: o strictly inside the segment a → p, and o's chosen pointer is p)
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const nxtP = smooth(spfa(true), true);
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const cost = new Map([[D, 0]]);
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const chosen = new Map();
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const skips = (a, o, p) => {
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const t = through(a, p);
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return key(o) !== key(a) && key(o) !== key(p) && (o[0] - a[0]) * (p[1] - a[1]) === (o[1] - a[1]) * (p[0] - a[0]) && t.some((x) => key(x) === key(o));
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};
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for (const k of [...dist.keys()].sort((a, b) => dist.get(a) - dist.get(b))) {
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if (k === D) continue;
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const a = unkey(k), o = nxt.get(k), p = nxtP.get(k);
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const co = segNb(a, o) + cost.get(key(o)), cp = segNb(a, p) + cost.get(key(p));
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const useP = cp < co || (cp === co && dist.get(key(p)) < dist.get(key(o)));
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const useP = cp < co || (cp === co && key(o) !== key(p) && key(chosen.get(key(o)) ?? []) === key(p) && skips(a, o, p));
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chosen.set(k, useP ? p : o);
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cost.set(k, useP ? cp : co);
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}
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@@ -1,7 +1,7 @@
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// Official route shapes (community report after 0.1.0, D5: on 战场#04 活性源石 the lower-gate enemies walked two tiles
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// straight left of the red gate and then straight up, instead of crossing diagonally from the 4th row to the 3rd as in
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// the official game). grid.js keeps the official flow field (research 08 §3.1) wherever its route crosses no more
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// non-blockable tiles (floor, gates) than the blockable-ground preference of user playtest #2 — a segment that only
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// the official game). grid.js keeps the official flow field (research 08 §3.1) unless the blockable-ground preference
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// route of user playtest #2 (0.1.0's) crosses strictly fewer non-blockable tiles (floor, gates) — a segment that only
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// brushes a floor tile's corner does not cross it. Audit: every stage (active or not) × gate × field against the pure
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// official algorithm; the routes that still differ are listed, each avoiding floor the official route walks over.
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import { test } from 'node:test';
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@@ -78,8 +78,8 @@ const DEVIATIONS = {
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'act1autochess_m02 unite 9,18>9,2': '9,18 9,17 11,17 12,12 12,3 9,3 9,2',
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'act1autochess_m02 boss 2,10>1,3': '2,10 2,9 4,9 4,6 2,6 2,3 1,3',
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'act1autochess_m02 boss 2,10>2,2': '2,10 2,9 4,9 4,6 2,6 2,2',
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'act1autochess_m02 boss 2,10>1,17': '2,10 3,11 4,11 4,14 2,14 2,17 1,17',
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'act1autochess_m02 boss 2,10>2,18': '2,10 3,11 4,11 4,14 2,14 2,18',
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'act1autochess_m02 boss 2,10>1,17': '2,10 2,11 4,11 4,14 2,14 2,17 1,17',
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'act1autochess_m02 boss 2,10>2,18': '2,10 2,11 4,11 4,14 2,14 2,18',
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'act1autochess_m07 unite 12,18>9,2': '12,18 12,11 9,11 9,2',
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};
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@@ -128,3 +128,55 @@ test('D5: an operator on (9,9), (9,8) or (10,8) blocks the lower-gate enemy on t
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assert.ok(h.runUntil(() => h.enemies()[0]?.blockedBy === u, 30), `blocked by the operator on (${r},${c})`);
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}
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});
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test('战场#02 Final Assault: the (2,10) exit routes mirror each other and an operator beside the exit on (2,9) / (2,11) blocks them', REAL, () => {
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// the preference route is 0.1.0's (a diagonal step's corner tiles count in its line of sight); only the choice between
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// it and the official route counts exact crossings — otherwise the right half slipped diagonally past (2,11)
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const g = stageGrid('act1autochess_m02', GEO.BOSS_RECT);
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const mirror = (wp) => wp.map(([r, c]) => [r, 20 - c]);
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assert.deepEqual(g.waypoints(2, 10, 1, 17), mirror(g.waypoints(2, 10, 1, 3)));
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assert.deepEqual(g.waypoints(2, 10, 2, 18), mirror(g.waypoints(2, 10, 2, 2)));
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const guard = chessRec({ id: 't_guard', profession: 'WARRIOR', stats: { atk: 0, blockCnt: 3, maxHp: 1e6 }, skill: null });
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const walker = enemyRec({ key: 'enemy_walker', hp: 1e6, speed: 1 });
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for (const [tile, end] of [[[2, 9], [1, 3]], [[2, 9], [2, 2]], [[2, 11], [1, 17]], [[2, 11], [2, 18]]]) {
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const h = makeBattle({ stageId: 'act1autochess_m02', kind: 'boss', defs: { chess: { t_guard: guard }, enemies: { enemy_walker: walker } },
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units: [{ chessId: 't_guard', row: tile[0], col: tile[1] }], enemies: [{ key: 'enemy_walker', route: { motion: 'WALK', start: [2, 10], end, checkpoints: [] } }],
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content: 'none', autoFinish: false, timeLimit: 60 });
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const u = h.unit('t_guard');
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assert.ok(h.runUntil(() => h.enemies()[0]?.blockedBy === u, 20), `the enemy (2,10) → (${end}) is blocked on (${tile})`);
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assert.ok(u.deployed && u.tileR === tile[0] && u.tileC === tile[1], `operator on (${tile})`);
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}
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});
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test('equal floor never bends the official route: one crate on any tile of an active stage leaves every gate route official or crossing strictly fewer non-blockable tiles', REAL, () => {
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const stages = ['act1autochess_m01', 'act1autochess_m02', 'act1autochess_m03', 'act1autochess_m04', 'act2autochess_m01', 'act2autochess_m02', 'act2autochess_m03', 'act2autochess_m04'];
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const floor = (g, wp) => {
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let n = 0;
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for (let i = 1; i < wp.length; i++) for (const [r, c] of segmentTiles(wp[i - 1], wp[i]).slice(1)) n += g.unblockable[r * COLS + c];
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return n;
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};
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const R = GEO.NORMAL_RECT;
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let n = 0;
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for (const sid of stages) {
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for (let r = R.r0; r <= R.r1; r++) {
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for (let c = R.c0; c <= R.c1; c++) {
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const g = stageGrid(sid, R), p = stageGrid(sid, R, true);
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if (!g.walkable(r, c) || g.obstacle[r * COLS + c]) continue;
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g.setObstacle(r, c, true, 'crate');
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p.setObstacle(r, c, true, 'crate');
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for (const s of [[9, 10], [12, 10]]) {
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const ours = g.waypoints(s[0], s[1], 9, 2), off = p.waypoints(s[0], s[1], 9, 2);
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if (!ours || str(ours) === str(off)) continue;
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n++;
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assert.ok(floor(g, ours) < floor(g, off), `${sid} crate (${r},${c}) from (${s}): ${str(ours)} vs the official ${str(off)}`);
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}
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}
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}
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}
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assert.ok(n > 0, 'some layouts keep a floor-avoiding deviation');
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// the case that used to slip through: a crate on (10,6) of 战场#04 — official (9,10) → (9,9) → (11,7), as much floor as
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// the L via (9,8), so the official one stays
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const g = stageGrid(M04, R);
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g.setObstacle(10, 6, true, 'crate');
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assert.equal(str(g.waypoints(9, 10, 9, 2)), '9,10 9,9 11,7 11,4 9,4 9,2');
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});
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