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test(06): restore suite green after replaySystem wiring change
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@ -103,7 +103,9 @@ function createItem(
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function createEnv(): TestEnv {
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const tileStore = new TileStore();
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const itemStore = new ItemStore<IHeroAttr, unknown>();
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const state = { tileStore, itemStore } as never;
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// 录像系统桩,仅用于满足装备/卸下时的 route.add 记录
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const replaySystem = { route: { add: vi.fn() } };
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const state = { tileStore, itemStore, replaySystem } as never;
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const attribute = new HeroAttribute<IHeroAttr>(createBaseAttr());
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const store = new HeroEquipsStore<IHeroAttr>(state);
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const equipment = new HeroEquipment<IHeroAttr>(store, attribute);
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@ -62,7 +62,9 @@ function createState(): IDataCommon {
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pass: { onlyEvents: false, inPass: 15, outPass: 15 },
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eventPass: true
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});
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return { tileStore, itemStore } as never;
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// 录像系统桩,仅用于满足移动时的 route.add 记录
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const replaySystem = { route: { add: vi.fn() } };
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return { tileStore, itemStore, replaySystem } as never;
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}
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/** 构造一个停在原点的勇士位置对象 */
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@ -58,7 +58,9 @@ interface ItemFixture {
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function createEnv(): TestEnv {
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const tileStore = new TileStore();
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const itemStore = new ItemStore<IHeroAttr, unknown>();
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const state = { tileStore, itemStore } as never;
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// 录像系统桩,仅用于满足道具使用时的 route.add 记录
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const replaySystem = { route: { add: vi.fn() } };
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const state = { tileStore, itemStore, replaySystem } as never;
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return {
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state,
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tileStore,
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@ -44,9 +44,12 @@ afterAll(() => {
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/** 构造一个仅含图块与道具存储的公共层假对象 */
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function createState(): IDataCommon {
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// 录像系统桩,仅用于满足移动时的 route.add 记录
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const replaySystem = { route: { add: vi.fn() } };
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return {
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tileStore: new TileStore(),
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itemStore: new ItemStore()
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itemStore: new ItemStore(),
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replaySystem
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} as never;
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}
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@ -8,6 +8,7 @@ import {
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IReplayArray,
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IEnemyAttr,
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IHeroAttr,
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ReplayCommandCode,
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SaveCompression,
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TileType
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} from '@user/data-common';
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@ -20,7 +21,6 @@ import {
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IMapStoreSave
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} from '@user/data-base';
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import { CoreState, createCoreState } from '../../src/core.ts';
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import { ReplayCommandCode } from '../../src/replay/types.ts';
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export interface IClosedLoopLayerSnapshot {
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readonly zIndex: number;
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