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| author | Christian Cleberg <[email protected]> | 2026-07-13 00:26:52 -0500 |
|---|---|---|
| committer | Christian Cleberg <[email protected]> | 2026-07-13 18:46:35 -0500 |
| commit | f1a0321e1edb598cd1eb421e4621be769b2d8b75 (patch) | |
| tree | c5d1307a4db81aa56acbce273cf117a05689e492 /1mb/index.html | |
| parent | de2460845efda51820eb3c6343fb158661ae76bb (diff) | |
| download | micro-roguelike-f1a0321e1edb598cd1eb421e4621be769b2d8b75.tar.gz micro-roguelike-f1a0321e1edb598cd1eb421e4621be769b2d8b75.tar.bz2 micro-roguelike-f1a0321e1edb598cd1eb421e4621be769b2d8b75.zip | |
Phase 0–1: verification guardrails and engine enablers for the 1MB expansion (#2)
* Add byte-budget gate, headless solver harness, and size ledger
Phase 0 guardrails for the 1MB roguelike; no changes under 1mb/.
- tools/check-size.sh: per-file byte ledger for 1mb/, fails past
1 MiB, warns loudly past 95%
- tools/validate.js: evaluates the unmodified game in a stubbed vm
environment and sweeps seeds x floors 2-6 through the real
escapeSolve, failing on any unwinnable escape room
- tools/check.sh: single entry point running both gates
- tools/pre-commit: optional installable hook running check.sh
- README: Budget & verification section; docs/SIZES.md: ledger
seeded at 82,240 B (7.8% of budget)
* Task 1.1: data-driven floor graph
Move room topology out of build() into a GRAPH table in data.js: each
floor declares its room set and exit wiring (TOPO shared by floors 1-7),
and build() consumes it generically. BASES flatten to raw map arrays
since their exit wiring now lives in GRAPH.
Two new graph capabilities, exercised by a hidden floor-9 proving ground
(debug key T): extra room instances beyond the nine fixed codes (h2,
inheriting family behavior from its first letter — spawn, darkness,
room text, path counters) and one-way exits ("!dest" seals after one
crossing). Guard cover()/the debug solve line for floors with no e room.
Behavior-neutral: fixed-seed summary() and variantSummary() identical
across floors 1-7 before/after; save format unchanged (v:1 round-trips).
* Task 1.2: procedural room generator
Add genRoom(rand, spec) to the engine: builds a 12x12 map from a spec
(required exit letters, pit-room O ring, wall-cluster and pit-vein tile
budgets, trap/item sprinkles, a stamp pattern for the idol ring) with
perimeter walls and a flood-fill guarantee that every walkable tile and
exit stays mutually reachable — block-overlay spots count as solid, and
overlay spot coords plus spawns are forced open so hazards never bury a
door. Bounded retries end in a sparse layout, then an authored fallback.
Floors 2+ draw each variant pick from the authored arrays plus
PROC_SLOTS=2 generated slots per room type (PROC_SPECS in data.js);
escapes stay authored from floor 6 up and BASES rooms are never
generated. Procedural escape rooms are gated by escapeSolve at build
time with regeneration on failure. Fully deterministic per seed.
Generator weighs 3,268 bytes. validate.js 500: 2500/2500 solvable.
* Task 1.3: full-floor solver
Add floorSolve(seed, level) to the engine: proves a floor completable
end to end — gate to bones for the torch, hall to idol for the bow,
hall to vault via pit or crack, crown and key pickups, then the escape
room via the existing beast simulation, back to the gate. Room legs are
BFS path costs over the built maps with block overlays solid and pits
never crossed; exits and item tiles are located dynamically from the
GRAPH-built rooms, so future topologies validate without changes.
Floor 1 crosses the escape room at torch 8 (fresh-run fuel plus an
allowed brazier refuel; 6 was falsely failing a third of floor-1 seeds
that play fine).
validateSeeds (V key) and tools/validate.js now sweep floors 1-7 with
full-floor checks: 200 seeds x 7 floors in ~6.5s, 500 in ~15s. The
debug panel gains a "floor : ok:<cost>" line (n/a on graphs without
idol/vault/escape rooms). A scratch copy with the vault crown walled
off fails 250/350 checks with per-floor variant detail.
Diffstat (limited to '1mb/index.html')
| -rw-r--r-- | 1mb/index.html | 227 |
1 files changed, 188 insertions, 39 deletions
diff --git a/1mb/index.html b/1mb/index.html index 32cc57c..4668483 100644 --- a/1mb/index.html +++ b/1mb/index.html @@ -131,13 +131,90 @@ function campOffers(next){ return [a,b] } +function genRoom(rand,spec){ + const pick=n=>(rand()*n)|0,lo=spec.ring?2:1,hi=spec.ring?W-3:W-2 + const bad=[...(spec.keep||[]),...(spec.blocked||[])] + const openAt=(g,x,y)=>g[y][x]=="."&&!bad.some(b=>b[0]==x&&b[1]==y) + const spots=g=>{const c=[];for(let y=lo;y<=hi;y++)for(let x=lo;x<=hi;x++)if(openAt(g,x,y))c.push([x,y]);return c} + for(let t=0;t<25;t++){ + const sparse=t==24 + const g=Array.from({length:H},(_,y)=>Array.from({length:W},(_,x)=>!x||!y||x==W-1||y==H-1?"#":".")) + if(spec.ring)for(let i=1;i<W-1;i++)g[1][i]=g[H-2][i]=g[i][1]=g[i][W-2]="O" + if(!sparse){ + for(let w=spec.walls||0;w>0;){ + const hz=pick(2),len=2+pick(3) + const x=lo+pick(hi-lo+1-(hz?len:0)),y=lo+pick(hi-lo+1-(hz?0:len)) + for(let i=0;i<len;i++)if(openAt(g,hz?x+i:x,hz?y:y+i))g[hz?y:y+i][hz?x+i:x]="#" + w-=len + } + let px=lo+pick(hi-lo+1),py=lo+pick(hi-lo+1) + for(let p=spec.pits||0;p>0;p--){ + if(openAt(g,px,py))g[py][px]="O" + if(pick(5)){const d=[[1,0],[-1,0],[0,1],[0,-1]][pick(4)] + px=Math.min(hi,Math.max(lo,px+d[0]));py=Math.min(hi,Math.max(lo,py+d[1])) + }else{px=lo+pick(hi-lo+1);py=lo+pick(hi-lo+1)} + } + } + if(spec.stamp){ + const sh=spec.stamp.length,sw=spec.stamp[0].length + let put=0 + for(let s=0;s<20&&!put;s++){ + const sx=lo+pick(hi-lo+2-sw),sy=lo+pick(hi-lo+2-sh) + if(bad.some(b=>b[0]>=sx&&b[0]<sx+sw&&b[1]>=sy&&b[1]<sy+sh))continue + for(let y=0;y<sh;y++)for(let x=0;x<sw;x++)g[sy+y][sx+x]=spec.stamp[y][x] + put=1 + } + if(!put)continue + } + let full=0 + for(const kind of [sparse?0:spec.traps,spec.items])if(kind)for(const ch in kind)for(let n=kind[ch];n>0;n--){ + const c=spots(g) + if(!c.length){full=1;break} + const [x,y]=c[pick(c.length)];g[y][x]=ch + } + for(const ch in spec.exits){ + const at=spec.exits[ch] + if(at=="any"){ + const c=spots(g) + if(!c.length){full=1;break} + const [x,y]=c[pick(c.length)];g[y][x]=ch + }else g[at[1]][at[0]]=ch + } + if(full)continue + for(const [x,y] of spec.keep||[])if(g[y][x]=="#"||g[y][x]=="O")g[y][x]="." + const solid=(x,y)=>g[y][x]=="#"||g[y][x]=="O"||(spec.blocked||[]).some(b=>b[0]==x&&b[1]==y) + let total=0,start=null + for(let y=0;y<H;y++)for(let x=0;x<W;x++)if(!solid(x,y)){total++;start=start||[x,y]} + const seen=new Set([start.join()]),q=[start] + while(q.length){ + const [x,y]=q.pop() + for(const [dx,dy] of [[1,0],[-1,0],[0,1],[0,-1]]){ + const nx=x+dx,ny=y+dy,k=nx+","+ny + if(nx<0||ny<0||nx>=W||ny>=H||solid(nx,ny)||seen.has(k))continue + seen.add(k);q.push([nx,ny]) + } + } + if(seen.size==total)return g.map(row=>row.join("")) + } +} +function procSpec(kind,level,code){ + const spec={...PROC_SPECS[kind]},keep=[(P[code]||P[code[0]]).slice()],blocked=[] + for(const s of BLOCK_SPOTS[level]||[])if(s[0]==code)blocked.push([s[1],s[2]]) + for(const T of [RELIC_SPOTS,EFFIGY_SPOTS,BRAZIER_SPOTS,SHRINE_SPOTS,CURSE_SPOTS,SHADE_SPOTS,WATCHER_SPOTS,LEECH_SPOTS]) + for(const s of T[level]||[])if(s[0]==code)keep.push([s[1],s[2]]) + if(kind=="escapes")for(const b of LEVELS[level].beasts)keep.push(b.slice()) + spec.keep=keep;spec.blocked=blocked + return spec +} + function build(seed0){ - const L=LEVELS[S&&S.level||1],r=rng(seed0+((S&&S.level||1)-1)*9973) - const B=BASES[S&&S.level||1] - V={hall:(r()*L.halls.length)|0,pit:(r()*L.pits.length)|0,idol:(r()*L.idols.length)|0,crack:(r()*L.cracks.length)|0,escape:(r()*L.escapes.length)|0,beast:(r()*L.beasts.length)|0} + const level=S&&S.level||1 + const L=LEVELS[level],r=rng(seed0+(level-1)*9973) + const B=BASES[level] + const slots=k=>level<2||(k=="escapes"&&level>=6)?0:PROC_SLOTS + V={hall:(r()*(L.halls.length+slots("halls")))|0,pit:(r()*(L.pits.length+slots("pits")))|0,idol:(r()*(L.idols.length+slots("idols")))|0,crack:(r()*(L.cracks.length+slots("cracks")))|0,escape:(r()*(L.escapes.length+slots("escapes")))|0,beast:(r()*L.beasts.length)|0} B0=L.beasts[V.beast] const relicBag=RELIC_IDS.slice().sort(()=>r()-.5) - const level=S&&S.level||1 O={relics:pickSpots(r,RELIC_SPOTS[level]||[],(level>=5?RELIC_SLOTS_HIGH:level>=3?RELIC_SLOTS_MID:RELIC_SLOTS_LOW)+(S&&S.mods&&S.mods.includes("rich")?RELIC_SLOTS_RICH_BONUS:0)).map((v,i)=>({r:v[0],x:v[1],y:v[2],id:relicBag[i%relicBag.length],on:1})), braziers:pickSpots(r,BRAZIER_SPOTS[level]||[],level>=5?3:level>=3?2:1).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), shrines:pickSpots(r,SHRINE_SPOTS[level]||[],level>=4?3:level>=3?2:1).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), @@ -147,13 +224,19 @@ function build(seed0){ leeches:pickSpots(r,LEECH_SPOTS[level]||[],Math.max(0,level-2)).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), blocks:pickSpots(r,BLOCK_SPOTS[level]||[],99).map(v=>({r:v[0],x:v[1],y:v[2],on:1})), effigies:pickSpots(r,EFFIGY_SPOTS[level]||[],Math.max(0,level-1)).map(v=>({r:v[0],x:v[1],y:v[2],on:1}))} - R={ - g:B.g,b:B.b,v:B.v,d:B.d, - h:{m:L.halls[V.hall],ex:{a:"p",b:"i",c:"c",d:"d",">":"g"}}, - p:{m:L.pits[V.pit],ex:{">":"v"}}, - i:{m:L.idols[V.idol],ex:{">":"h"}}, - c:{m:L.cracks[V.crack],ex:{">":"v"}}, - e:{m:L.escapes[V.escape],ex:{">":"g"}} + R={} + for(const code in GRAPH[level]){ + const spec=GRAPH[level][code],arr=L[spec.arr],vi=V[spec.v] + const m=spec.base?B[spec.base]:vi<arr.length?arr[vi]:genRoom(r,procSpec(spec.arr,level,code))||arr[vi%arr.length] + R[code]={m,ex:{...spec.ex}} + } + if(R.e&&V.escape>=L.escapes.length){ + let ok=escapeSolve(level,V.escape,V.beast,level>=3?8:6) + for(let i=0;i<6&&!ok;i++){ + R.e.m=genRoom(r,procSpec("escapes",level,"e"))||L.escapes[V.escape%L.escapes.length] + ok=escapeSolve(level,V.escape,V.beast,level>=3?8:6) + } + if(!ok)R.e.m=L.escapes[V.escape%L.escapes.length] } } @@ -341,8 +424,8 @@ function tile(x,y,r=S.r){ if(overAt(r,x,y,"watchers"))return "q" if(overAt(r,x,y,"leeches"))return "l" if(overAt(r,x,y,"curses"))return "z" - if(r=="b"&&S.flags.mask&&x==4&&y==2)return "." - if(r=="b"&&S.flags.torch&&x==5&&y==2)return "." + if(r[0]=="b"&&S.flags.mask&&x==4&&y==2)return "." + if(r[0]=="b"&&S.flags.torch&&x==5&&y==2)return "." return base(x,y,r) } function setMsg(msg){S.msg=msg} @@ -350,7 +433,7 @@ function die(msg,cause=msg){S.alive=0;S.gameState="dead";S.deathCause=cause;S.en function win(){S.win=1;S.gameState="win";S.endTitle="dawn";S.endLead="You escape alive.";S.fx="win";setMsg("Dawn spills through the gate. You escape alive.");S.end=summary();clearSave();hasSave=!1} function sign(n){return n<0?-1:n>0?1:0} function dist(ax,ay,bx,by){return Math.abs(ax-bx)+Math.abs(ay-by)} -function dark(r=S.r){return LEVELS[S.level].dark.includes(r)} +function dark(r=S.r){return LEVELS[S.level].dark.includes(r[0])} function carriedFire(){return S.flags.torch&&!S.flags.mask} function fire(){return carriedFire()||(S.drop&&S.drop.r=="e"&&S.drop.fuel)} @@ -378,6 +461,7 @@ function runStyle(){ } function roomMsg(r=S.r){ + r=r[0] if(r=="g")return S.flags.crown&&S.flags.key?(S.level==1?"The gate shudders instead of opening. Something deeper calls you on.":S.level<5?"The gate yields, but the campaign is not done with you yet.":S.level==5?"The gate opens onto the final road.": "The last gate waits. Only what survives the shrines goes home."):(S.level==1?"The broken gate yawns behind you. Bones left, beast right, ruin below.":S.level==2?"The gate is still shut. The deeper ruin waits below.":S.level==3?"The gate is quiet, but the shrines are not.":S.level==4?"The hunt floor waits below the gate, listening.":S.level==5?"The hollow floor waits below the gate, hungry for what remains.":"The final gate is quiet. Shrines and hunger ring it like judges.") if(r=="b")return S.flags.torch?(S.level==1?"The bone room is dim now, only soot and old footprints.":S.level==2?"The bones are freshened by newer ash. Even the dead have been disturbed.":"The bones are carved with ward-scratches. Someone learned too late."):(S.level==1?"A torch and a funeral mask wait among the bones.":S.level==2?"A torch and a funeral mask wait among the bones, as if placed for your return.":"A torch, a mask, and an old shrine wait among the bones.") if(r=="e"){ @@ -496,7 +580,7 @@ function variantSummary(){ } function escapeSolve(level=S.level,escapeIdx=V.escape,beastIdx=V.beast,torch=6){ - const map=LEVELS[level].escapes[escapeIdx],start=P.e,beast=LEVELS[level].beasts[beastIdx],q=[[{x:start[0],y:start[1],bx:beast[0],by:beast[1],torch,chase:0,ward:level==3?8:0},""]],seen=new Set() + const map=LEVELS[level].escapes[escapeIdx]||R.e.m,start=P.e,beast=LEVELS[level].beasts[beastIdx],q=[[{x:start[0],y:start[1],bx:beast[0],by:beast[1],torch,chase:0,ward:level==3?8:0},""]],seen=new Set() while(q.length){ const [s,path]=q.shift(),k=[s.x,s.y,s.bx,s.by,s.torch,s.chase,s.ward].join() if(seen.has(k))continue @@ -531,18 +615,70 @@ function escapeSolve(level=S.level,escapeIdx=V.escape,beastIdx=V.beast,torch=6){ return "" } +function floorSolve(seed0,level=S&&S.level||1){ + const kS=S,kV=V,kR=R,kO=O,kB=B0 + S={level,mods:kS&&kS.mods||pickMods(seed0)} + build(seed0) + const solidAt=(rm,x,y)=>{const t=R[rm].m[y][x];return t=="#"||t=="O"||!!overAt(rm,x,y,"blocks")} + const find=(rm,ch)=>{for(let y=0;y<H;y++)for(let x=0;x<W;x++)if(R[rm].m[y][x]==ch)return [x,y];return null} + const exitTo=(rm,dest)=>{for(const ch in R[rm].ex)if(R[rm].ex[ch].replace("!","")==dest)return find(rm,ch);return null} + const cost=(rm,from,...tos)=>{ + let total=0,at=from + for(const to of tos){ + if(!to)return -1 + let d=-1 + const seen=new Set([at.join()]),q=[[at[0],at[1],0]] + while(q.length){ + const [x,y,n]=q.shift() + if(x==to[0]&&y==to[1]){d=n;break} + for(const [dx,dy] of [[1,0],[-1,0],[0,1],[0,-1]]){ + const nx=x+dx,ny=y+dy,k=nx+","+ny + if(nx<0||ny<0||nx>=W||ny>=H||seen.has(k)||solidAt(rm,nx,ny))continue + seen.add(k);q.push([nx,ny,n+1]) + } + } + if(d<0)return -1 + total+=d;at=to + } + return total + } + const sp=rm=>(P[rm]||P[rm[0]]).slice() + const out=(()=>{ + if(!R.b||!R.h||!R.i||!R.v||!R.e)return "" + let total=0 + for(const c of [ + cost("g",sp("g"),exitTo("g","b")), + cost("b",sp("b"),find("b","T"),exitTo("b","h")), + cost("h",sp("h"),exitTo("h","i")), + cost("i",sp("i"),find("i","I"),exitTo("i","h")) + ]){if(c<0)return "";total+=c} + const via=r2=>{ + const a=cost("h",sp("h"),exitTo("h",r2)) + if(a<0)return -1 + const b=cost(r2,sp(r2),exitTo(r2,"v")) + return b<0?-1:a+b + } + const vp=via("p"),vc=via("c") + if(vp<0&&vc<0)return "" + total+=vp<0?vc:vc<0?vp:Math.min(vp,vc) + const vault=cost("v",sp("v"),find("v","C"),find("v","K"),exitTo("v","e")) + if(vault<0)return "" + total+=vault + // floor 1 crosses e with fresh-run fuel plus a brazier refuel: 8 is fair + const esc=escapeSolve(level,V.escape,V.beast,level==2?6:8) + if(!esc)return "" + return "ok:"+(total+esc.length) + })() + S=kS;V=kV;R=kR;O=kO;B0=kB + return out +} + function validateSeeds(n=24){ - const keep=S let bad=0,msg=[] - for(const level of [2,3,4,5,6])for(let i=0;i<n;i++){ - const t={level,mods:keep.mods||pickMods(seed+i)} - S=t;build(seed+i) - const path=escapeSolve(level,V.escape,V.beast,level>=3?8:6) - if(!path){bad++;if(msg.length<6)msg.push(`l${level}:${(seed+i).toString(36)} e${V.escape} b${V.beast}`)} + for(const level of [1,2,3,4,5,6,7])for(let i=0;i<n;i++){ + if(!floorSolve(seed+i,level)){bad++;if(msg.length<6)msg.push(`l${level}:${(seed+i).toString(36)}`)} } - S=keep - build(seed) - return `check ${n} seeds | ${bad?"bad "+bad+" "+msg.join(", "):"all clear"}` + return `check ${n} seeds x floors 1-7 | ${bad?"bad "+bad+" "+msg.join(", "):"all clear"}` } function dropTorch(){ @@ -582,6 +718,7 @@ function beastState(){ function cover(x,y){ let n=0 + if(!R.e)return 0 for(const d of [[1,0],[-1,0],[0,1],[0,-1]])if(tile(x+d[0],y+d[1],"e")=="#")n++ return n } @@ -619,7 +756,7 @@ function beastTurn(){ function burnTorch(){ if(!S.alive||S.win||!dark())return if(S.flags.torch){ - let drain=(S.level==2||S.level>=4)&&"ec".includes(S.r)?TORCH_DRAIN_HAZARD:TORCH_DRAIN_BASE + let drain=(S.level==2||S.level>=4)&&"ec".includes(S.r[0])?TORCH_DRAIN_HAZARD:TORCH_DRAIN_BASE if(S.level>=3&&S.flags.ward)drain++ if(hasMod("thin"))drain++ if(S.flags.relic=="wick")drain++ @@ -656,31 +793,32 @@ function shadow(){ return 0 } -function enter(r,x=P[r][0],y=P[r][1],msg){ +function enter(r,x=(P[r]||P[r[0]])[0],y=(P[r]||P[r[0]])[1],msg){ S.hint="" S.r=r;S.x=x;S.y=y - if(r=="e"){S.chase=0;if(S.flags.crown)S.beast={x:B0[0],y:B0[1]}} - if(r=="p")S.path.pit++ - if(r=="c")S.path.crack++ - if(r=="d")return die("The black arch keeps its promise.") - if(r=="e"&&dist(S.x,S.y,S.beast.x,S.beast.y)<=1)return die("The beast is on you before you can breathe.") - if(r=="c"&&S.flags.gold&&!S.flags.mask&&S.flags.relic!="tooth"){ + const f=r[0] + if(f=="e"){S.chase=0;if(S.flags.crown)S.beast={x:B0[0],y:B0[1]}} + if(f=="p")S.path.pit++ + if(f=="c")S.path.crack++ + if(f=="d")return die("The black arch keeps its promise.") + if(f=="e"&&dist(S.x,S.y,S.beast.x,S.beast.y)<=1)return die("The beast is on you before you can breathe.") + if(f=="c"&&S.flags.gold&&!S.flags.mask&&S.flags.relic!="tooth"){ if(S.level>=3&&S.flags.ward){loseWard(S.flags.relic=="greave"?4:3);msg="Ward parts the crack; the blessing thins."} else return die("Weighted by treasure, you wedge fast in the crack.") } - if(r=="c"&&S.flags.torch&&!(S.flags.relic=="veil"&&S.flags.mask)){ + if(f=="c"&&S.flags.torch&&!(S.flags.relic=="veil"&&S.flags.mask)){ S.flags.torch=Math.max(0,S.flags.torch-(S.flags.relic=="greave"?2:S.flags.relic=="wick"?0:S.flags.torch)) S.flags.ash=!S.flags.torch?1:S.flags.ash msg=S.flags.torch?"Crack strips the torch.":"Crack snuffs the torch." } - if(r=="g"&&S.flags.crown&&S.flags.key){ + if(f=="g"&&S.flags.crown&&S.flags.key){ if(S.level<5)return startCamp(S.level+1) if(S.level==5)return startFinale() return win() } - if(r=="b"&&!S.flags.torch)showHint("torch") - if(r=="c")showHint("crack") - if(r=="e")showHint("beast") + if(f=="b"&&!S.flags.torch)showHint("torch") + if(f=="c")showHint("crack") + if(f=="e")showHint("beast") setMsg(msg||roomMsg(r)) } @@ -786,8 +924,9 @@ function step(dx,dy){ if(t=="#")return setMsg(roomMsg()) S.turn++ if(shadow()){setMsg("Darkness twists the room around you.");burnTorch();beastTurn();return} - const ex=R[S.r].ex[t] + let ex=R[S.r].ex[t] if(ex){ + if(ex[0]=="!"){delete R[S.r].ex[t];ex=ex.slice(1)} if(S.r=="e"&&nx==S.beast.x&&ny==S.beast.y)return die("The beast tears you open.") burnTorch();return enter(ex) } @@ -819,6 +958,15 @@ function jumpLevel(level=2){ render() } +function testFloor(){ + startRun(S&&S.mode||"standard",0) + S.level=9;S.currentLevel=9 + build(seed) + S.r="g";S.x=P.g[0];S.y=P.g[1] + setMsg("Proving ground. Exit a in the hall drops one-way into h2; exit b in h2 climbs back.") + render() +} + function key(e){ if(e.key=="m"){muted=!muted;render();return} if(S.gameState=="win"&&(e.key=="p"||e.key=="7")){startPostgame();render();return} @@ -835,6 +983,7 @@ function key(e){ if(e.key=="J"){jumpLevel(3);return} if(e.key=="k"){jumpLevel(4);return} if(e.key=="K"){jumpLevel(5);return} + if(e.key=="T"){testFloor();return} if(S.gameState=="camp"){ if("1234".includes(e.key))applyCampChoice(e.key) render() @@ -915,7 +1064,7 @@ function render(){ remember() const th=floorTheme() U.innerHTML=`floor ${S.level} | ${th.name}<small>${buildTitle()} | ${th.tag} | ${th.accent} | ${MODES[S.mode||"standard"].label} | seed ${S.seed.toString(36)}</small>` - I.textContent=sidePanel()+(DBG.show?`\n\ndebug\n${variantSummary()}\nsolve : ${escapeSolve(S.level,V.escape,V.beast,S.level>=3?8:6)?"ok":"fail"}${DBG.out?`\ncheck : ${DBG.out}`:""}\nkeys : v V R j J k K`:"") + I.textContent=sidePanel()+(DBG.show?`\n\ndebug\n${variantSummary()}\nsolve : ${R.e?escapeSolve(S.level,V.escape,V.beast,S.level>=3?8:6)?"ok":"fail":"n/a"}\nfloor : ${R.i&&R.v&&R.e?floorSolve(seed,S.level)||"fail":"n/a"}${DBG.out?`\ncheck : ${DBG.out}`:""}\nkeys : v V R j J k K T`:"") L.textContent=[S.msg,S.hint,roomMsg()].filter(Boolean).join("\n") X.onclick=()=>{reset(1);render()} X.hidden=true |
