| Commit message (Collapse) | Author | Age | Files | Lines |
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- 补拍 P14 修复后夜间真实运行时帧并入 docs/evidence/(被 .gitignore 命中,git add -f)
- 生成器世界 512x384 seed4242 夜/昼整帧 2048x1536 + 桥头河面 2x 特写(灯笼光晕+水面)
- 样例村庄真实运行夜/昼整帧 1280x720 + 特写 2x(民居/水面/炊烟)
- 维护说明新增「证据清单(P32)」小节与复现命令,更新 docs/evidence 入库说明
- check-no-white-blocks.py 7 帧 0 命中
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视觉证据单已派发
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occupation-system-design 取代)
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v3/职业系统 P11-P15 小节/P23-P31 来源 hash)
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HEAD=0bd0f8d remote=0bd0f8d; Kernel 119/119, Desktop 160/160, digest PASS; no writer, no quota error.
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frames, vision+white-block OK)
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(build/tests/determinism green), no dispatch
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no dispatch
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(build/tests/determinism green), no dispatch
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(build/tests/determinism green), no dispatch
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regenerated + vision recheck, no dispatch
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(source_commit=1b0724d unsigned), P31 evidence recheck; no dispatch
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all green), no new dispatch (writer quota unavailable)
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profession system P-a..d complete
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dispatched, no merge this tick
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P31)
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Change points, evidence commands, frozen gates restated: kernel 119 /
desktop 160 green, digest 953775FAEB2F unchanged, 64x48/256x192 checksums
pinned, M3 files untouched; art/ evidence kept out of the repo.
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- Task panel (T key): a storyline row per occupation, e.g. ju-qing-xian:
shui-wei-yu-shou-cheng, zou-fang-zhong (line name + stage name); absent
for occupation-free saves.
- Occupation select page: minimal hint line showing the selected
occupation's storyline name.
- Evidence hook LV_STORY_SHOT=1 (+LV_STORY_OCCUPATION, LV_STORY_STAGE):
boots a real world through the standard bootstrap, advances the story
via the real dialogue pipeline (chooseDialogueWith bias + Story.onDialogue
+ StoryAnnal append), opens the task panel and saves one back-buffer
frame, then exits. 4 Xvfb shots (farmer/fisher/peddler/scholar) captured
under art/ (gitignored, not committed).
- 4 new desktop tests (156 -> 160): panel storyline lines, bias + story
advance through M5Interaction, no-occupation path stays story-free.
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- Sim.AnnalKind gains StoryAnnal (summary lives in the existing Summary
field); WorldSave v3 serializes it with the new 'story' token. v1/v2
saves never contain the token and stay byte-identical; v3 save -> load
-> save roundtrips byte-for-byte (tested).
- Occupation.Story.identitySummaryOf: plain chronicle-style identity line
written to the yearbook at game start (design section 3), e.g. yi-da-yu-wei-sheng.
- Desktop: story summaries render in the chronicle panel; StartNewGame
appends the identity annal; chooseIntent now routes responses through
Occupation.biasResponse and advances the storyline (one stage per
player dialogue) with the summary appended as a StoryAnnal.
- M5View gains Seed (world seed source for the story start-day hash).
- Chinese copy synced into requiredUiLabels; cjk-glyphs.txt +
CjkGlyphAtlas.characterTable extended 238 -> 307 glyphs (384x480),
atlas regenerated with the deterministic script.
- 4 new kernel tests (115 -> 119); performance digest unchanged.
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- Occupation.Story: three-segment arc per occupation (accept task -> visit
households -> conclude), driven one stage per player dialogue with day
gates derived from the same splitmix pattern as the daily task pool
(start day = hash(seed ^ storySeed, day 0) mod 3 + 2, range [2,4]).
- relationMeanToPlayer: decayed valence mean over acquainted NPCs only
(same decay formula as Sim.relationMatrix); no acquaintances = 0.
- Three endings (warm/plain/distant) chosen by deterministic thresholds
(>=0.3 / >=0.0 / <0); ending text is fixed at the concluding dialogue.
- onDialogue returns (state, summary text option) for the caller to write
into the yearbook; StoryStage itself is unchanged (0..3) and already
roundtrips through the existing v3 occupation segment.
- 14 new kernel tests (101 -> 115); performance digest unchanged.
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- Occupation.biasResponse: deterministic pure remap over Sim.responseFor;
no occupation = byte-identical pass-through (all intents x personalities).
farmer AskHelp Refused->Helpful; fisher SmallTalk Reserved->Friendly;
peddler SmallTalk Reserved->Bargaining; scholar Joke fully overridden to
Reserved (documented total-override semantics, opposite of personality).
- Sim.responseFor made public (same pure function, reused as the base path).
- Sim.chooseDialogueWith: extracted body of chooseDialogue with an injectable
respond function; chooseDialogue keeps identity semantics unchanged.
- Sim.appendAnnal made public for the upcoming story annal writes.
- 9 new kernel tests (92 -> 101); performance digest unchanged.
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gate closed
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复验通过 92/156, digest PASS)
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- MapGen(仅大图尺寸自适应分支,默认 64x48/256x192 不进入、不消费额外 RNG):
① ExtraRiversideHouses 16 -> 30,组团 2-5 座;含基础岸屋的路段优先布组并为每座孤立
基础民居贴格配对,placeGroup 试排后按「与既有/同组民居足迹间隙 <=2」过滤,孤立单屋不落地。
512 seed4242:组团民居 24 -> 45,规模 [5;4x6;3x2;2x3],0 组 <2 座。
② 新增 GroundTile.PaddyField=4/VegetablePlot=5(成熟 tile;非水可通行)+ Result.Groves
(纯视觉)+ Result.Farmhouses(门贴院落路、计入 BFS);18x14 确定性网格铺田块/树丛/农舍,
离水 >=3 格、避开路网/核心/民居。草地瓦片 96.3% -> 83.9%,水田 11595 + 菜畦 12877 格。
③ Result.MainRoadCenter 逐列中心线,value noise(scale 130、幅度 ±3)确定性缓弯,
相邻列步长 <=1、遇弯补格保证 4 连通;默认图主街仍笔直。
- VillageArt:水田/菜畦/树丛/农舍渲染(复用成熟 sprite 与同一立面纯函数)、农舍门窗计入夜光、
新增 drawMapRegion 局部真实离屏渲染。
- Game:P30 证据钩子 LV_MAPGEN_P30_SHOT=1(整图 3072x2304 day/night + 田块/主路 512x256@4px)。
- 回归 +5:组团规模/空区填充/田块合规/农舍可达确定性/主路确定性弯曲。
Kernel 92 / Desktop 156 全绿;Release 0 警告 0 错误;
final_digest=953775FAEB2F… 3 次一致、performance_determinism=PASS;
64x48=6042052、256x192=1284656962 锁定不变。
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ses_f38ab2ab4, M3 16/30
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二次衰减/桥头与门窗 halo)— Hermes 复验通过
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- MapGen:仅大图新增 ClusterSeed(group seeding)与组团布屋——512 沿横向石板路
(主街+河岸路)成排成组:组内 2-4 座/1 格间隙、组间 4-6 格空档,宽度 2/3/4 分层;
垂柳改为确定性成丛(2-3 株/丛、丛间 3-5 格空档)。独立 clusterRng 不触碰
structureRng,默认图仍不消费 RNG,64x48=6042052 / 256x192=1284656962 锁定不变。
- VillageArt:新增 lanternFalloff(二次 1-(d/r)^2,半径 0 处最大、边缘 0、严格单调无平台);
lanternGlowLayers 按该衰减逐环累积 alpha;drawNightGlows 对桥头灯笼+民居门窗画半径
4 tile 的柔和径向光晕,整图取证与实机 DrawWorldView 共用同一套纯函数。
- 回归 +6:组团行/成丛/衰减/光源确定性;Desktop 151、Kernel 92 全绿,Release 0/0,
final_digest=953775FAEB2F… 3 次一致。证据帧见 art/p29-*。
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