- seedState/mutateState/assertRestored now cover every key state: hero base attrs + modifier final atk + location, flags score/coins/stage, map two blocks + active status, enemy hp/atk, replay steps
- Replay seeded with 10 @system/replay steps mixing Up/Right/Down/Left/Teleport/UseItem/Equip/Unequip and varied param types, asserted per step
- New container test loops flags and replay through CoreState across the three compression tiers
- Append 06-13 create-or-append section to 06-COVERAGE-MAP.md; existing #06-09-1..5 skips unchanged
- drive real MainDamageCalculator over a monster with 10 top-level specials,
real aura 25, real support 26, common/special query and final effects
- assert one exact {damage,turn} with full per-branch derivation in comments
- add a control asserting the result differs without the support pipeline
- append the 06-10 coverage-map section (create-or-append, no new codes)
- play a recorded small-map route with bounded waiting and recording disabled
- assert a second recording equals the first step-by-step (code and param type/value)
- trigger warn 176 and errors 2001-2008 through the real replay commands
- append 06-07 code coverage map rows and record finding #06-07-1
- combine multiple top-level specials through the real damage calculator
- cover real support recursion, aura base/query combination and stage order
- cover final-effect priority order and damage cache markDirty/deleteEnemy/with
- add real-API single-special damage baselines via EnemyManager prefab
- add real EnemyContext single common aura and single guard aura baselines
- inline synthetic fixtures with no production changes
- add data-state/test/saveablesRoundTrip.test.ts: public CoreState.saveState/loadState over 5 saveables x 3 compressions, codes 112/113/177/178
- append 06-09 section to 06-COVERAGE-MAP.md (11 codes, create-or-append)
- register #06-09-1..5 suspected defects and the pre-existing test:ci blocker in 06-TEST-FINDINGS.md
- rewrite every built-in as EventXxx implements BuiltInFunction<P, E>
(setBlock/moveBlock/deleteBlock/moveHero/moveHeroStep/touchFront/
insertEvents/insertEvent), matching the EventSetBlock reference style
- move shared helpers to event/utils.ts (getPossibleMap, getPossibleLayer,
getEventExecutor, enter/exitEventInsert); utils is not exported via index
- move per-class helpers into private methods (EventTouchFront and
EventInsertEvents collectInvocations)
- use IObjectMover.push for move sequences instead of manual step calls
- registrations.ts: one createEventRegistrations() writing the eight entries
in order, categories separated by single-line comments
- remove EventBuiltinName; classes own short string names
- update event tests; core.ts uses createEventRegistrations
- Load the fixed replay event through the internal serialized boundary
- Assert trigger, raw statements, coordinate binding, one execution, and final state
- Extend the closed-loop fixture across hero and all map matrices
- Throw deterministic local diagnostics at the first replay divergence
- Add the dedicated test:data-node process gate