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docs: create roadmap (6 phases)
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@ -18,6 +18,10 @@ Requirements for the engine's completion. Each maps to roadmap phases.
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- [ ] **PATH-01**: 引擎支持自动寻路
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- [ ] **PATH-02**: 移动端通过点击地图触发自动寻路移动
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### 数据端(Data)
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- [ ] **DATA-01**: 数据端(L0–L3)接口实现完成——用户设计的接口全部落地,数据层各系统(地图/角色/敌人/flag/战斗/触发器/存档/回放)可用,并可在 Node 环境独立运行回放验证
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### 渲染适配与双布局(Render)
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- [ ] **REND-01**: 渲染端适配新数据层接口
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@ -48,21 +52,22 @@ Which phases cover which requirements. Updated during roadmap creation.
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| Requirement | Phase | Status |
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|-------------|-------|--------|
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| EVT-01 | — | Pending |
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| EVT-02 | — | Pending |
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| EVT-03 | — | Pending |
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| PATH-01 | — | Pending |
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| PATH-02 | — | Pending |
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| REND-01 | — | Pending |
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| REND-02 | — | Pending |
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| LEGACY-01 | — | Pending |
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| LEGACY-02 | — | Pending |
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| TEST-01 | — | Pending |
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| EVT-01 | Phase 1 | Pending |
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| EVT-02 | Phase 1 | Pending |
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| EVT-03 | Phase 1 | Pending |
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| PATH-01 | Phase 2 | Pending |
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| PATH-02 | Phase 2 | Pending |
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| DATA-01 | Phase 3 | Pending |
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| REND-01 | Phase 4 | Pending |
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| REND-02 | Phase 4 | Pending |
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| LEGACY-01 | Phase 5 | Pending |
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| LEGACY-02 | Phase 5 | Pending |
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| TEST-01 | Phase 6 | Pending |
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**Coverage:**
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- v1 requirements: 10 total
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- Mapped to phases: 0
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- Unmapped: 10 ⚠️
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- v1 requirements: 11 total
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- Mapped to phases: 11
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- Unmapped: 0 ✓
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---
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*Requirements defined: 2026-09-07*
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103
.planning/ROADMAP.md
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103
.planning/ROADMAP.md
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# Roadmap: 魔塔游戏引擎(mota-ts)
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## Overview
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引擎从旧 mota-js 运行时逐步重构,渲染端已重构完成,数据端接口设计中。本路线图沿「事件系统 → 寻路 → 数据端完成 → 渲染适配 → legacy 移植 → 单元测试」的依赖顺序推进:先补齐剧情事件、自动寻路两大玩法系统,再完成数据端 L0–L3 接口落地,随后把新数据层与已重构渲染端打通并支持双布局,接着清理被新接口覆盖的 legacy,最后以单元测试兜底,使引擎能完整跑通一部魔塔。接口/架构设计由用户主导,AI 负责实现与测试,所有 git 提交须经用户 review。
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## Phases
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**Phase Numbering:**
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- Integer phases (1, 2, 3): Planned milestone work
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- Decimal phases (2.1, 2.2): Urgent insertions (marked with INSERTED)
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Decimal phases appear between their surrounding integers in numeric order.
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- [ ] **Phase 1: 事件系统** - blockly 式低代码事件定义,驱动简单场景事件流程
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- [ ] **Phase 2: 寻路系统** - 自动寻路与移动端点击地图触发移动
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- [ ] **Phase 3: 数据端完成** - 数据端 L0–L3 接口全部落地,可在 Node 环境独立跑回放验证
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- [ ] **Phase 4: 渲染适配与双布局** - 新数据层 ↔ 已重构渲染端对接,支持移动端与桌面端双布局
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- [ ] **Phase 5: Legacy 移植** - 删除被新接口覆盖的旧系统,迁移仍需要的内容
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- [ ] **Phase 6: 单元测试** - 为核心系统补齐单元测试
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## Phase Details
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### Phase 1: 事件系统
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**Goal**: 引擎能以 blockly 式低代码定义事件,并驱动简单场景的事件流程
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**Depends on**: Nothing (first phase)
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**Requirements**: EVT-01, EVT-02, EVT-03
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**Success Criteria** (what must be TRUE):
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1. 开发者能通过数据/序列化接口定义事件(blockly 式低代码可序列化为引擎事件数据,编辑器在外部项目)
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2. 引擎能执行踩踏触发事件(角色踩上地板触发对应事件)
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3. 引擎能执行对话事件与开门事件,打通简单场景事件全链路
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4. 事件系统保持面向初学者的简单抽象,未引入复杂场景的通用表达能力
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**Plans**: TBD
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### Phase 2: 寻路系统
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**Goal**: 引擎支持自动寻路,移动端点击地图即可触发移动
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**Depends on**: Phase 1
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**Requirements**: PATH-01, PATH-02
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**Success Criteria** (what must be TRUE):
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1. 角色能在地图上自动寻路移动到指定格
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2. 移动端点击地图上的可达格时,角色自动寻路移动到该格
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3. 寻路正确避开不可通行格(碰撞/障碍/墙体)
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**Plans**: TBD
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**UI hint**: yes
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### Phase 3: 数据端完成
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**Goal**: 数据端 L0–L3 接口实现完成,数据层各系统可用并可在 Node 环境独立运行回放验证
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**Depends on**: Phase 2
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**Requirements**: DATA-01
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**Success Criteria** (what must be TRUE):
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1. 用户设计的 L0–L3 数据层接口全部落地,地图/角色/敌人/flag/战斗/触发器/存档/回放各系统可用
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2. 数据端可在 Node 环境独立运行回放验证,无 DOM 依赖
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3. 数据端与渲染端保持双端分离,渲染相关代码经 `r()`/`rf()` 门控或走 hook,渲染端不向数据端推送更新
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4. 接口设计由用户主导,AI 仅负责实现
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**Plans**: TBD
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### Phase 4: 渲染适配与双布局
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**Goal**: 渲染端通过新数据层接口驱动,并同时支持移动端与桌面端布局
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**Depends on**: Phase 3
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**Requirements**: REND-01, REND-02
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**Success Criteria** (what must be TRUE):
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1. 用新数据层接口加载一张地图后,已重构的渲染端能正确渲染该地图场景
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2. 桌面端布局下,地图、角色、界面元素正常显示并可操作
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3. 移动端(窄屏)布局下,同一场景正常显示且可操作
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4. 数据端与渲染端保持双端分离——数据端无 DOM,仍可在 Node 环境跑回放验证
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**Plans**: TBD
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**UI hint**: yes
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### Phase 5: Legacy 移植
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**Goal**: 删除被新接口覆盖的 legacy 系统,迁移仍需要的内容
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**Depends on**: Phases 1-4
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**Requirements**: LEGACY-01, LEGACY-02
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**Success Criteria** (what must be TRUE):
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1. 被新接口覆盖的 legacy 系统已删除,代码中无残留引用
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2. 仍需要的 legacy 内容已迁移到新接口
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3. 仅当无新接口覆盖时才新增接口,且接口设计经用户 review
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4. 移植后引擎仍能完整跑通一部魔塔,无功能回归
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**Plans**: TBD
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### Phase 6: 单元测试
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**Goal**: 为核心系统(数据层等)补齐单元测试
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**Depends on**: Phases 1-5
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**Requirements**: TEST-01
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**Success Criteria** (what must be TRUE):
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1. 核心数据层系统有单元测试覆盖
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2. 测试覆盖关键行为(战斗伤害、触发器、寻路、事件等)
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3. 测试在本地可运行且全部通过
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4. 测试由 AI 编写,经用户 review 后提交
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**Plans**: TBD
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## Progress
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**Execution Order:**
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Phases execute in numeric order: 1 → 2 → 3 → 4 → 5 → 6
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| Phase | Plans Complete | Status | Completed |
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|-------|----------------|--------|-----------|
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| 1. 事件系统 | 0/TBD | Not started | - |
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| 2. 寻路系统 | 0/TBD | Not started | - |
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| 3. 数据端完成 | 0/TBD | Not started | - |
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| 4. 渲染适配与双布局 | 0/TBD | Not started | - |
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| 5. Legacy 移植 | 0/TBD | Not started | - |
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| 6. 单元测试 | 0/TBD | Not started | - |
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79
.planning/STATE.md
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79
.planning/STATE.md
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---
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gsd_state_version: '1.0'
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status: planning
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progress:
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total_phases: 6
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completed_phases: 0
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total_plans: 0
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completed_plans: 0
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percent: 0
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---
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# Project State
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## Project Reference
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See: .planning/PROJECT.md (updated 2026-09-07)
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**Core value:** 引擎能完整跑通一部魔塔——开局到结局,存档、战斗、地图、事件、剧情全链路可玩。
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**Current focus:** Phase 1 — 事件系统
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## Current Position
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Phase: 1 of 6 (事件系统)
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Plan: 0 of TBD in current phase
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Status: Ready to plan
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Last activity: 2026-09-07 — Roadmap revised (6 phases, 11 requirements mapped)
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Progress: [░░░░░░░░░░] 0%
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## Performance Metrics
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**Velocity:**
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- Total plans completed: 0
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- Average duration: N/A
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- Total execution time: 0 hours
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**By Phase:**
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| Phase | Plans | Total | Avg/Plan |
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|-------|-------|-------|----------|
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| - | - | - | - |
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**Recent Trend:**
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- Last 5 plans: N/A
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- Trend: N/A
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*Updated after each plan completion*
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## Accumulated Context
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### Decisions
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Decisions are logged in PROJECT.md Key Decisions table.
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Recent decisions affecting current work:
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- 接口/架构设计由用户主导;AI 仅做实现与测试
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- 渲染层先于数据层完成重构(既有顺序延续)
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- 阶段顺序调整为玩法优先:事件 + 寻路 → 数据端完成 → 渲染适配 → legacy 移植 → 单元测试
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- Git 提交必须经用户 review,AI 不擅自提交
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### Pending Todos
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None yet.
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### Blockers/Concerns
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- 数据层 L0–L3 接口设计仍在进行中(由用户主导),DATA-01(Phase 3)依赖接口设计落地
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## Deferred Items
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| Category | Item | Status | Deferred At | Milestone |
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|----------|------|--------|-------------|-----------|
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| *(none)* | | | | |
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## Session Continuity
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Last session: 2026-09-07
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Stopped at: Roadmap 修订完成(6 阶段,重排为玩法优先),等待规划 Phase 1
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Resume file: None
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