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Roadmap: 魔塔游戏引擎(mota-ts)

Overview

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;验证通过后 AI 可自行创建 git commit。

Phases

Phase Numbering:

  • Integer phases (1, 2, 3): Planned milestone work
  • Decimal phases (2.1, 2.2): Urgent insertions (marked with INSERTED)

Decimal phases appear between their surrounding integers in numeric order.

  • 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(验证已通过,待完成阶段收尾)
  • Phase 2: 寻路系统 - 自动寻路与移动端点击地图触发移动
  • 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 (completed 2026-09-10)
  • 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
  • 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
  • Phase 6: 单元测试 - 为核心系统补齐单元测试

Phase Details

Phase 1: 事件系统

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 Depends on: Nothing (first phase) Requirements: EVT-01, EVT-02, EVT-03 Success Criteria (what must be TRUE):

  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)
  2. 引擎能执行踩踏触发事件(角色踩上地板触发对应事件)
  3. 引擎能执行踩踏触发事件驱动的事件执行链路(对话/开门依赖 A2 内建函数清单,延后到收尾工作)
  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

Plans: 13/13 plans executed Plans:

  • 01-13-PLAN.md

  • 01-04-PLAN.md

  • 01-05-PLAN.md

  • 01-06-PLAN.md

  • 01-07-PLAN.md

  • 01-08-PLAN.md — GameEventStore add/get/duplicate-warning regression; rawEvent and cycle baselines preserved

  • 01-09-PLAN.md — GameMap point-event-only save aggregation; production registration deferred

  • 01-10-PLAN.md

  • 01-11-PLAN.md — CoreState legacy map initialization selects eventLayer; existing source-aware movement path remains reachable

  • 01-12-PLAN.md — Close phase-owned type diagnostics and CRLF/Prettier quality-gate gaps without behavior changes

Wave 1

  • 01-01-PLAN.md — L0/L1 事件数据契约落地 + 图块/点位事件视图 + 存读档迁移

Wave 2 (blocked on Wave 1 completion)

  • 01-02-PLAN.md — 执行器接口用户确认(checkpoint)+ 执行器实现 + 删除旧 ITrigger(D-13)+ CoreState 装配

Wave 3 (blocked on Wave 2 completion)

  • 01-03-PLAN.md — moverImpl 踩踏触发重写为事件执行 + 阶段验收

Wave 8 (blocked on completed event ingestion, dispatch, and persistence gap plans)

  • 01-11-PLAN.md — CoreState legacy map initialization selects eventLayer; existing source-aware dispatch remains reachable

Wave 9 (blocked on Wave 8 completion)

  • 01-12-PLAN.md — Phase-owned type and CRLF/Prettier gap closure

Phase 2: 寻路系统

Goal: 引擎支持自动寻路,移动端点击地图即可触发移动 Depends on: Phase 1 Requirements: PATH-01, PATH-02 Success Criteria (what must be TRUE):

  1. 角色能在地图上自动寻路移动到指定格
  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
  3. 寻路正确避开不可通行格(碰撞/障碍/墙体)

Plans: 5/5 plans executed

Scope correction (2026-09-10): 用户审查确认本阶段不交付未授权的 HeroPathfinding L3 勇士封装;当前阶段保留 L2 寻路核心、共享通行性谓词与 DataCommon 方向映射依赖,勇士或渲染侧接线不作为本阶段实现内容。 UI hint: yes Plans:

  • 02-01-PLAN.md — 接口草案 + mover.ts:651 缺陷调查 + 回归脚手架 + D-07 用户拍板关卡(checkpoint)

  • 02-02-PLAN.md — L0 坐标回写缺陷修复 + L2 寻路核心(有向图 + 最小损失 + 仅取路径 + 回退策略槽位)

  • 02-03-PLAN.md — L3 接线(逐步/瞬移/回退默认策略/D-08 双语义/打断接管)+ barrel/logger 装配 + 阶段门禁

  • 02-04-PLAN.md — 恢复用户授权的 path/types.ts 契约并收口 moverImpl TS18047

  • 02-05-PLAN.md — 稳定全量 Vitest 门禁并提供非 watch 测试命令

Wave 1

  • 02-01-PLAN.md — 接口草案与拍板关卡(autonomous: false)

Wave 2 (blocked on Wave 1 用户拍板)

  • 02-02-PLAN.md — L0 修复 + L2 寻路核心

Wave 3 (blocked on Wave 2)

  • 02-03-PLAN.md — L3 接线与阶段门禁

Wave 4 (gap closure; blocked on Wave 3 completion)

  • 02-04-PLAN.md — 用户契约范围与阶段类型错误收口
  • 02-05-PLAN.md — 全套件超时与跳过测试门禁收口

Phase 3: 数据端完成

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 Depends on: Phase 2 Requirements: DATA-01 Success Criteria (what must be TRUE):

  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
  2. 数据端可在 Node 环境独立运行回放验证,无 DOM 依赖
  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
  4. 接口设计由用户主导,AI 仅负责实现

Plans: 19/19 plans executed Plans:

  • 03-17-PLAN.md

  • 03-18-PLAN.md

  • 03-19-PLAN.md

  • 03-10-PLAN.md

  • 03-11-PLAN.md

  • 03-12-PLAN.md

  • 03-13-PLAN.md

  • 03-14-PLAN.md

  • 03-15-PLAN.md

  • 03-16-PLAN.md

  • 03-07-PLAN.md

  • 03-08-PLAN.md

  • 03-09-PLAN.md

  • 03-01-PLAN.md — Node-safe CoreState、内部 legacy 依赖边界与最小 replay tracer

  • 03-02-PLAN.md — 八个事件内建函数契约 checkpoint 与最小注册实现

  • 03-03-PLAN.md — 稳定 replay enum、异步 command 与 top-level 注册

  • 03-04-PLAN.md — 固定 Node 回放 fixture、首分歧 thrown diagnostic 与最终快照

  • 03-05-PLAN.md — DATA-01 focused closure 与四包 type/circular 最终门禁

  • 03-06-PLAN.md — Tile events contract 与 legacy conversion 收口

Wave 1

  • 03-01-PLAN.md — Node-safe CoreState、内部 legacy 依赖边界与最小 replay tracer

Wave 2 (blocked on Wave 1 completion)

  • 03-02-PLAN.md — 八个事件内建函数契约 checkpoint 与最小注册实现
  • 03-06-PLAN.md — Tile events contract 与 legacy conversion 收口

Wave 3 (blocked on Wave 2 completion)

  • 03-03-PLAN.md — 稳定 replay enum、异步 command 与 top-level 注册

Wave 4 (blocked on Wave 3 completion)

  • 03-04-PLAN.md — 固定 Node 回放 fixture、首分歧 thrown diagnostic 与最终快照

Wave 5 (blocked on Wave 4 completion)

  • 03-05-PLAN.md — DATA-01 focused closure 与四包 type/circular 最终门禁

Phase 4: 渲染适配与双布局

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 Depends on: Phase 3 Requirements: REND-01, REND-02 Success Criteria (what must be TRUE):

  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
  2. 桌面端布局下,地图、角色、界面元素正常显示并可操作
  3. 移动端(窄屏)布局下,同一场景正常显示且可操作
  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

Plans: TBD UI hint: yes

Phase 5: Legacy 移植

Goal: 删除被新接口覆盖的 legacy 系统,迁移仍需要的内容 Depends on: Phases 1-4 Requirements: LEGACY-01, LEGACY-02 Success Criteria (what must be TRUE):

  1. 被新接口覆盖的 legacy 系统已删除,代码中无残留引用
  2. 仍需要的 legacy 内容已迁移到新接口
  3. 仅当无新接口覆盖时才新增接口,且接口设计经用户 review
  4. 移植后引擎仍能完整跑通一部魔塔,无功能回归

Plans: TBD

Phase 6: 单元测试

Goal: 为核心系统(数据层等)补齐单元测试 Depends on: Phases 1-5 Requirements: TEST-01 Success Criteria (what must be TRUE):

  1. 核心数据层系统有单元测试覆盖
  2. 测试覆盖关键行为(战斗伤害、触发器、寻路、事件等)
  3. 测试在本地可运行且全部通过
  4. 测试由 AI 编写并运行,通过验证后可提交

Plans: 9/9 原计划 executed replanned (D-28;旧 06-01/06-02 执行结果标记 superseded,按同号重跑;数据端切片,非数据 render/legacy 覆盖延后) + gap-fill 06-10..06-15 (D-46;人工评审缺口补测,只补测试不改生产代码;15/15 executed) + perf 06-16 (性能测试补充;只加测试与配置,不改生产代码) + perf 06-17 (真实地图存读档性能补充;移入 13 张真实地图夹具,只加测试与夹具) + perf 06-18 (真实大地图场景性能补充;整条 lane 计时改为 performance.mark/measure + 新增 mapScenario.perf.ts,只加测试不改生产代码)

Plans:

  • 06-01-PLAN.md — Combat L2 (data-system/src/combat) + EnemyContext aura pipeline / effect combos / full interface & code coverage (D-21..D-27)
  • 06-02-PLAN.md — enemy top-level BASIC functionality only (data-state/src/enemy;单分支,无组合,无 save/load)
  • 06-03-PLAN.md — Enemy data model full public surface except legacy (data-base/src/enemy;无 save/load)
  • 06-04-PLAN.md — Replay focus ReplayArray ops + encode/decode + system/sandbox/decorators (data-common/src/replay;无 save/load,完整播放→06-07)
  • 06-05-PLAN.md — Hero ALL files incl. rendering + async mover (data-base/src/hero;无 save/load)
  • 06-06-PLAN.md — Map ALL interfaces, emphasis static/dynamic tiles + static arrays (data-base/src/map;无 save/load)
  • 06-07-PLAN.md — Top-level integration: damage combos + map+replay play + second-play re-record equality; error 2001–2008 (user confirmed replay recording wired)
  • 06-08-PLAN.md — Flag full surface + common (utils/indexer/faceManager+face/mover) (无 save/load)
  • 06-09-PLAN.md — Save/load independent system: every saveState/loadState class + CoreState top-level (BLOCKED: pre-execution user confirmation)

Wave 1 (independent test-writing plans; no shared production edits)

  • 06-01-PLAN.md
  • 06-02-PLAN.md
  • 06-03-PLAN.md
  • 06-04-PLAN.md
  • 06-05-PLAN.md
  • 06-06-PLAN.md
  • 06-08-PLAN.md

Wave 2 (blocked on Wave 1 + user confirmation)

  • 06-07-PLAN.md — depends on 06-02/06-04/06-06; replay recording wired by user (17d7c8f), SUMMARY complete
  • 06-09-PLAN.md — depends on 06-03/06-05/06-06/06-08; requires user to adjust CoreState saveables + add public save/load entry

Wave 3 (gap-fill batch, D-46; extends existing *.test.ts, no production edits)

  • 06-10-PLAN.md — combat/enemy combination gaps: G-06-01-A/B/C + G-06-07-A
  • 06-11-PLAN.md — hero/map gaps: G-06-05-A + G-06-06-A/B/C
  • 06-12-PLAN.md — replay/enemy gaps: G-06-04-B (runnable) + G-06-04-A/G-06-03-A (correct-expectation skip)
  • 06-13-PLAN.md — save/load gaps: G-06-09-A/B (only plan testing saveState/loadState, D-32)

Wave 4 (G-06-04-C follow-up gap-fill, D-46; serialized after 06-12 because it shares array.test.ts)

  • 06-14-PLAN.md — replay read-stream gaps: G-06-04-C/A (stream-only complex route + middle start index) + G-06-04-C/B (per-param typed assertions, index progression, expired-after-mutation); blocked #06-04-3/#06-04-4 as correct-expectation it.skip

Wave 5 (G-06-01-D interface-coverage gap-fill, D-46; serialized after 06-14)

  • 06-15-PLAN.md — combat interface gap: G-06-01-D (EnemyContext.deleteAura normal case — addAura applies atk 2→5 → deleteAura same instance → buildup expects 2); blocked #06-15-1 (same root cause as #06-01-4) as correct-expectation it.skip, pending user decision

Wave 6 (performance-test supplement, user-authorized; appended after 06-15; isolated test:perf lane + new *.perf.ts files, no production edits, no new dependencies)

  • 06-16-PLAN.md — perf supplement: vitest.perf.config.ts + test:perf script (isolated from pnpm test:ci); 18 cases = ② critical calc (1000/10000/50000) + ① enemy-context buildup (N = 50/200/1000) + ③ hero attribute recalc (M = 10/100/1000) + ④ CoreState save/load round trip (10/100/1000 items × NoCompression/LowCompression/HighCompression); warmup 3 + 20 samples → median/min/p95 via console.table, zero assertions, results recorded in 06-16-SUMMARY.md

Wave 7 (realistic map save/load perf supplement, user-authorized; appended after 06-16; reuses the same isolated test:perf lane; one fixture move + one new *.perf.ts, no production edits, no new dependencies)

  • 06-17-PLAN.md — realistic map save/load perf: move the root floors.json (13 real 13×13 maps) into packages-user/data-state/test/fixtures/; new packages-user/data-state/test/saveablesReal.perf.ts measuring 存档/读档/往返 (save-only / load-only / round trip) for map scale 1/5/13 × NoCompression/LowCompression/HighCompression (27 rows) with a fixed realistic side load (50 flags, 20 hero modifiers incl. 4 from equipped items, 4 equipped instances, 20 item kinds, 1000 replay steps); cleared live map (2/3/4/6 → 0) vs original compareWith reference so HighCompression stores changed rows; warmup 3 + 20 samples → median/min/p95 via console.table, zero assertions, results recorded in 06-17-SUMMARY.md

Wave 8 (realistic large-map combat scenario perf supplement + lane-wide timing-method upgrade, user-authorized; appended after 06-17; reuses the same isolated test:perf lane; timing helper switch in 5 existing files + one new *.perf.ts, no production edits, no new dependencies)

  • 06-18-PLAN.md — timing method upgrade + realistic large-map combat scenario perf: switch the inlined measureCase in all *.perf.ts from globalThis.performance.now() to performance.mark + performance.measure (unique per-case tags, per-sample clearMarks/clearMeasures; same case/scale/median ms/min ms/p95 ms columns, warmup 3 + 20 samples, record-only); new packages-user/data-state/test/mapScenario.perf.ts merging the 13 real 13×13 maps into ONE grid-tiled map (ceil(sqrt(n)) columns, placed at (col*13, row*13)) for scale 1/5/13 → 13×13/39×26/52×52 with 11/79/204 monster tiles, 12 real Enemy prefabs (4 carrying real auras: CommonAura Full/Manhattan/Rect + GuardAura), mulberry32-seeded assignment, createCoreState() real wiring + resize + addPrefab + fromRaw + per-tile setEnemyAt; measures ① enemyContext.buildup() ② mapDamage.refreshAll() + per-monster getSeparatedDamage/getReducedDamage ③ one real calculateCritical(view, 'atk') per monster (plus a second table reporting monsters/total ms/avg ms); results recorded in 06-18-SUMMARY.md

Phase 7: 数据端缺陷修复

Goal: 修复 Phase 6 单元测试暴露的数据端疑似缺陷,使正确预期用例转绿,且仅限数据端、不涉及渲染端 Depends on: Phase 6 Requirements: FIX-01 Success Criteria (what must be TRUE):

  1. 06-TEST-FINDINGS.md 登记的数据端疑似缺陷全部处置完毕(修复或经用户裁定改契约/不修复):#06-01-1..4、#06-03-1、#06-04-1..4、#06-05-1..3、#06-06-1、#06-07-1、#06-08-1、#06-09-1/2/3/5,以及同根因的 #06-15-1(#06-09-4 已作废)
  2. 对应的正确预期 it.skip 用例在修复后取消 skip 并通过;无法修复的缺陷经用户确认后同步修正接口文档/契约
  3. pnpm test:ci 全绿且不新增跳过用例,数据范围 check:type / check:circular 门禁通过
  4. 改动仅限数据端(packages 与 packages-user/data-),不改动渲染端 @user/client- 与 legacy 渲染接线,双端分离约束保持

Plans: 14/14 plans executed — 07-01..07-09 已执行(07-09 为阶段标记 Complete 后追加的重开计划,已执行并有 SUMMARY);07-10..07-14 为第二轮追加(把 C–H 与 CR-01/CR-02 由「只登记」转为「修复」,尚未执行)(按 D-02 一系统一计划;每个计划以 D-09 预执行汇报关卡开头,autonomous: false)

阶段重开(2026-09-16):07-LOADSTATE-AUDIT.md 登记的同引用审计条目 #06-17-1(A)与 #06-17-2(B)在本阶段收口后追加为计划 07-09,Phase 7 因此由 Complete 回到未完成;执行 07-09 后 07-VERIFICATION.md(2026-09-16 结论仅覆盖 8/8 计划的工作树)失效,必须重跑 /gsd-verify-work 重新出具验证结论。

阶段二次追加(2026-09-16):07-LOADSTATE-AUDIT.md 的同引用审计条目 C–H(#06-17-3..8)、07-REVIEW.md 的 CR-01 / CR-02 与 4 条相关警告(WR-01/02/03/07、WR-04/05/06)、以及 06-TEST-FINDINGS.md 中此前「只登记不修」的部分,经用户裁定由「登记」转为「修复」,追加为计划 07-10(replay 编解码与索引编辑)、07-11(容器同引用存读档)、07-12(装备/属性存档正确性)、07-13(地图失效边界)、07-14(legacy hero 代理)。07-09 的范围守卫(「C–H 只登记不修」)据此解除。 每个计划以 checkpoint:decision(gate="blocking-human")关卡开头,逐条列出需用户裁决的契约点(set() 语义、录像格式版本、溢出处置、诊断码、逐子系统同引用保留、读档禁录、失效契约等);契约未裁决前不得执行。执行完毕后 07-VERIFICATION.md 必须重跑。

Plans:

  • 07-10-PLAN.md — replay:CR-01(set() 索引数组损坏,与 delete() 对齐)/ 审计 H #06-17-3(setReplayArray 漏 expireStreams)/ WR-01(bigint 长度字节溢出)/ WR-02(参数计数用未截断长度)/ WR-03(编解码格式版本)/ WR-07(insert/delete/set 越界校验)
  • 07-11-PLAN.md — 容器同引用:#06-17-4(equipStore 重建实例脱钩)/ #06-17-5(flag/system 字段脱钩)/ #06-17-6(followers 重建脱钩)
  • 07-12-PLAN.md — 装备/属性存档正确性:WR-04(装备修饰器活值未持久化)/ WR-05(deleteModifierByIndex 簿记残留)/ WR-06(HeroEquipment.loadState 读档写录像)
  • 07-13-PLAN.md — 地图:CR-02(MapDamage 幽灵伤害:来源消失/范围收缩后缓存残留)/ #06-17-8(MapLayer.setMapRef 失效契约 + 读档旧动态块累积)
  • 07-14-PLAN.md — legacy:#06-17-7(data-fallback core.status.hero 代理闭包持有读档前属性)——经用户裁定 WONTFIX(不修复):兼容层即将删除,Q1..Q4 一律不改动;零代码改动、零新增测试(07-14-SUMMARY.md)
  • 07-09-PLAN.md — hero:#06-17-1 / #06-17-2 同引用修复(HeroAttribute 自身实现 ISaveableContent,属性存读档在自身实例上原地完成;IHeroStateSave 形状变更 + 装备修饰器不入属性存档)
  • 07-01-PLAN.md — combat:#06-01-1 / #06-01-2 / #06-01-3 / #06-01-4(含 #06-15-1)
  • 07-02-PLAN.md — enemy:#06-03-1 创建入口接入复用映射
  • 07-03-PLAN.md — replay:#06-04-1 / #06-04-2 / #06-04-3 / #06-04-4
  • 07-04-PLAN.md — hero:#06-09-1(高)/ #06-09-2 / #06-05-1 / #06-05-2 / #06-05-3(D-06 保留)
  • 07-05-PLAN.md — map:#06-06-1(D-04 改发 128)/ #06-09-3
  • 07-06-PLAN.md — flag+common:#06-08-1 后退基准修正
  • 07-07-PLAN.md — save:#06-09-5(D-05 差集方向取反 + 既有用例纠偏)
  • 07-08-PLAN.md — path:#06-07-1(D-07 用户接线后取消 skip 验证)

Wave 1

  • 07-01-PLAN.md — combat 四条根因(含既有 3 条绿用例纠偏)

Wave 2 (blocked on Wave 1)

  • 07-02-PLAN.md — enemy 复用映射

Wave 3 (blocked on Wave 2)

  • 07-03-PLAN.md — replay 编解码与索引编辑

Wave 4 (blocked on Wave 3)

  • 07-04-PLAN.md — hero 存读档与属性/槽位

Wave 5 (blocked on Wave 4)

  • 07-05-PLAN.md — map 诊断码与动态图块读档

Wave 6 (blocked on Wave 5)

  • 07-06-PLAN.md — flag+common 后退基准与契约注释

Wave 7 (blocked on Wave 6)

  • 07-07-PLAN.md — save 码 178 语义与既有用例纠偏

Wave 8 (blocked on Wave 7 + 用户完成 D-07 接线)

  • 07-08-PLAN.md — path 顶层录像瞬移验证(用户负责接线,AI 仅取消 skip)

Wave 9 (blocked on Wave 8)

  • 07-09-PLAN.md — hero 属性同引用存读档(#06-17-1 / #06-17-2;HeroAttribute 实现 ISaveableContent)

Wave 10 (blocked on Wave 9;用户裁决 Task 0 契约后执行)

  • 07-10-PLAN.md — replay 编解码与索引编辑(CR-01 / #06-17-3 / WR-01 / WR-02 / WR-03 / WR-07)

Wave 11 (blocked on Wave 10)

  • 07-11-PLAN.md — 容器同引用存读档(#06-17-4 / #06-17-5 / #06-17-6)

Wave 12 (blocked on Wave 11)

  • 07-12-PLAN.md — 装备/属性存档正确性(WR-04 / WR-05 / WR-06)

Wave 13 (blocked on Wave 12)

  • 07-13-PLAN.md — 地图失效边界与动态块(CR-02 / #06-17-8)

Wave 14 (blocked on Wave 13)

  • 07-14-PLAN.md — legacy hero 代理:经用户裁定 WONTFIX(#06-17-7;兼容层即将删除,零代码、零测试;计划原定的该包首个测试文件按裁决不产出)

Progress

Execution Order: Phases execute in numeric order: 1 → 2 → 3 → 4 → 5 → 6 → 7

Phase Plans Complete Status Completed
1. 事件系统 13/13 In Progress
2. 寻路系统 5/5 In Progress
3. 数据端完成 19/19 Complete 2026-09-12
4. 渲染适配与双布局 0/TBD Not started -
5. Legacy 移植 0/TBD Not started -
6. 单元测试 18/18 In Progress
7. 数据端缺陷修复 14/14 Complete 2026-09-17