- clone() now binds each cloned modifier to the clone, records its modifierName, mirrors the source save flag and recomputes the attribute, matching addModifier's bookkeeping
- a cloned attribute can enumerate, index and persist its modifiers, and a cloned modifier's setValue notifies the clone
- add the bookkeeping and save-ability regression cases
- both multiplier checks tighten from < 1 to <= 1, matching warning 149's own text (must be greater than 1)
- an exact multiplier of 1 now warns 149 and falls back to the existing factor 2, so buffer expansion always terminates
- add the multiplier-of-one regression case (two code 149 warnings, 15 appended steps all read back in order)
- normalizeParam returns null for an unencodable param value, matching its own jsDoc and the documented discard semantics of normalizeParamList
- the command param count, the bytes actually written and the param cursor stay consistent so later commands keep their correct byte offsets
- add the discard-alignment regression case (count 0, later command bytes intact, read stream aligned)
- compareEquip clones each compared item's modifier before adding it to the comparison clone and removes the same clone objects afterwards
- the live attribute's already-bound modifiers never enter the clone and are never unbound
- add the equipped-item diff regression case (both directions, no warning 108, live bookkeeping untouched)
- add private clearDynamics() that snapshots the managed dynamic tiles and drops each via the deleteDynamic semantics (syncStaticEvent + removeTile + onDeleteDynamic), without awaiting the hook
- call it as the first line of loadState so all three compression tiers and the missing-dynamicBlocks case start from a clean slate (#06-17-8)
- add regressions: mapLayer hook/instance witness and the three-tier repeated-load non-accumulation case
- deleteEnemy removes the deleted view from point.affectedBy and drops its point.damages entry so lazy refreshIndex never revisits a dead view (IN-01)
- deleteMapDamage removes the sourcelessDamage IPointInfo once both damages and affectedBy are empty, keeping markDirtyIndex
- add IN-01 regressions: dead-view witness (getDamageWithoutCheck not called) and the two arms of the sourceless empty-point cleanup
removeEnemyAffecting collects removed coordinate indexes and markDirtyIndex each; refreshEnemyAndClearCache/refreshEnemy register enemyStore.set(view, set) before the empty-set return so later markEnemyDirty uses local refresh instead of refreshAll(). Adds a Chinese comment before each new it.
49aacb0 renamed ReplayMoveCommand -> ReplayMove (and siblings); sync the two stale expectations in data-state/src/replay/commands.test.ts (constructor names + core.ts source assertions).
Adds a third metric that calls the real calculateCritical for every monster on
the merged map and fully consumes the generator, plus a second console.table
with monsters / total ms (sampled median of one full-map sweep) / avg ms.
avg ms equals total ms divided by the monster count.
Merges the first 1/5/13 real 13x13 maps into one grid-tiled map
(13x13, 39x26, 52x52 with 11/79/204 monsters), builds the scene from a real
CoreState (real converters/reducer/calculator/final effect), assigns 12 real
Enemy prefabs (3 CommonAura ranges + GuardAura) via a seeded mulberry32, and
records buildup + map damage build timings with performance.mark/measure.
Zero assertions.
- measureCase sampling loop now pairs mark(startTag)/mark(endTag) with
measure(measureName, startTag, endTag) and clears marks/measures per sample
- tag names derive from caseName+scale so they never collide across cases
- WARMUP_RUNS/SAMPLE_RUNS/median/min/p95/toFixed(3)/columns unchanged
- HeroAttribute.loadState replaces its private base object; the HeroAttribute wrapper identity is preserved so equipment/combat references stay valid across load (#06-17-1/#06-17-2).
- Clone the incoming base attribute in the constructor so the shared HERO_DEFAULT_ATTRIBUTE is no longer mutated across CoreState instances.
- Use any for the hero position in combat handler/aura/enemy-view generics to clear the 45 new type errors introduced by HeroAttribute implementing ISaveableContent.
- migrate the top-level snapshot assertion to heroSave.attribute.values.hp
- add CoreState enemyContext.getBindedHero() regressions: same live attribute before/after load, no rebinding, across all compressions
- IHeroStateSave.attribute becomes IHeroAttributeSave<THero>; top-level modifiers removed
- HeroState.attribute is readonly and loadState delegates to attribute.loadState (never reassigns)
- delete attachAttribute from IHeroState and HeroState, and its only test case
- thin-delegate registerModifier/createModifier/createAndInsertModifier to the attribute registry
- loadEquipEffect mounts equipment modifiers with save=false so equipment bonuses only return via re-equip
- add #06-17-1 regressions: same attribute instance, bonuses kept, no double-count when type is registered
- expand COMPRESSIONS to NoCompression / LowCompression / HighCompression so the matrix is 3 map counts x 3 compressions x 3 timing items = 27 rows
- keep measureCase, fixture build order, side load and 06-16 files untouched; still zero assertions
- one full run: 5 perf files / 45 tests passed, 0 WARNING/ERROR codes, saveablesReal.perf.ts (27 tests) in 379ms -- no case approaches the 30000ms testTimeout
- move root floors.json into packages-user/data-state/test/fixtures/ (byte-identical) and delete the root copy
- add saveablesReal.perf.ts: toFlat/clearCodes/registerTiles/createRealMapFixture with a one-shot compareWith baseline
- seed the minimum 1 equipment instance so HeroEquipsStore.loadState does not raise error 58
- 3 rows: save / load / round trip for 1 map x NoCompression, zero assertions