41 lines
2.2 KiB
Markdown
41 lines
2.2 KiB
Markdown
# Paths
|
|
|
|
## P-STAGE-001
|
|
- title: Default stage configuration to final Boss
|
|
- path_type: solve
|
|
- start: stageinfo.csv Normal row
|
|
- goal: final Boss entry
|
|
- steps:
|
|
1. Read bossSpawnRule and bossSpawnRuleValue — E-STAGE-CONFIG-001, F-STAGE-001.
|
|
2. For Default, load board.csv rows loop=0..value-1 — E-STAGE-CONFIG-001, F-STAGE-001.
|
|
3. Resolve each floor with its row's enemy stat template — E-STAGE-CONFIG-001, F-STAGE-001.
|
|
4. After the final configured loop, enter stage bossID — E-STAGE-CONFIG-001, F-STAGE-001.
|
|
- residual_risks: Default mid-boss user-visible floor number needs one capture to close the zero/one-based presentation boundary.
|
|
|
|
## P-REFRESH-001
|
|
- title: Start-tile transition to additive board refresh
|
|
- path_type: callflow
|
|
- start: player passes the start tile
|
|
- goal: next-floor board state
|
|
- steps:
|
|
1. Advance the loop through AddNextLoopTiles — E-STAGE-NATIVE-001, F-REFRESH-001.
|
|
2. Draw loopIndex+2 player good-tile metas — E-STAGE-NATIVE-001, F-TILE-001.
|
|
3. Resolve each refNewTileId and attempt installation with good-tile FX — E-STAGE-NATIVE-001, F-TILE-001.
|
|
4. Add enemyTilesPerLoop enemy tiles without a full board rebuild — E-STAGE-NATIVE-001, F-REFRESH-001.
|
|
5. At each third display floor, expose the shop on the start tile — E-STAGE-WEB-001, F-REFRESH-002.
|
|
- residual_risks: The original serialized enemyTilesPerLoop value is not present in the recovered tables/assets.
|
|
|
|
## P-GAUGE-001
|
|
- title: DiceGauge settlement to Boss pressure conversion
|
|
- path_type: callflow
|
|
- start: qualified tile settlement in a DiceGauge stage
|
|
- goal: Boss pressure tiles generated and gauge reset
|
|
- steps:
|
|
1. Add bossSpawnRuleValue to the distinct runtime gauge and clamp 0..100 — E-STAGE-NATIVE-001, F-GAUGE-001.
|
|
2. Run mid-boss and boss-spawn checks after movement — E-STAGE-NATIVE-001, F-GAUGE-001.
|
|
3. With value 50, two standard settlements reach 100 — E-STAGE-NATIVE-001, E-STAGE-RUNTIME-001, F-GAUGE-002.
|
|
4. Count down the next four rolls — E-STAGE-RUNTIME-001, F-GAUGE-002.
|
|
5. Convert four unique non-blessing tiles and clear the runtime gauge — E-STAGE-NATIVE-001, E-STAGE-RUNTIME-001, F-GAUGE-002.
|
|
- residual_risks: Candidate shortage, mode-specific protected tiles and exact post-attack restoration are not closed.
|
|
|