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Walkability 1.3.0: the game's own pathing - #1

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game-pathing
Oct 16, 2026
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jeany55 merged 1 commit into
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game-pathing

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@jeany55 jeany55 commented Oct 16, 2026

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Where the scm-sim plugin's engine is beside the editor (scmjs.dev), Walkability can have the game itself walk the map. It uses scm-sim 0.7.0's pathing() (scm-js/plugin-scm-sim#9; the play page that answers it is deployed). The editor's default pin for scm-sim 0.7.0 is scm-js/scm-js#44.

What it adds

  • Panel, "The game's own pathing":
    • Unit ticks (Probe, Zergling, Dragoon, Siege Tank, Ultralisk, named by the editor) and Both ways.
    • Walk the map, Walk between two points and Stop, with progress per walk.
    • What the game found: walks that stop short, get stuck or run out of time; starts the game finds no ground between (and whether the estimate disagrees); routes ≥ 30 % and ≥ 10 tiles longer than the estimate's shortest ground route; units the game could not place. Each row goes to the place on the map.
  • Overlay mode "The game's regions and walks": the game's regions (a colour each, darker edges), each unit's route in its colour, and a red cross where a walk went wrong. Pointing at the map names the game's region and ground group.
  • Details and Copy report: every walk with its time at Fastest.
  • Edits and other maps: an edit marks the walks out of date. It does not walk again on its own, as a run takes 10–40 s. Another map clears them.
  • No requires: where there is no engine (the desktop app, an older page) the section is not there.
  • game.ts holds the findings and wording (pure, tested). vendor/scm-sim.d.ts is the scm-sim contract at v0.7.0. Korean for every new string, a README section, and version 1.3.0 with dist/plugin.js rebuilt.

Checked

  • 29 tests pass and tsc is clean.
  • End to end in an editor build served beside the scm-sim dev server, with the game data installed from StarEdit's download and this bundle plus scm-sim 0.7.0 loaded as local plugins. No page errors.
    • (4)Lost Civilization: 30 walks, all arrived, 8.4 s.
    • (8)Bridge to Bridge '98: 140 walks in 33 s and 5 findings: every unit from Player 4 to Player 8 stops about 150 tiles short. Clicking one goes to the route and the place it ended.
    • Walk between two points works. It showed that the engine stands the test units five tiles from the clicked point, and that the game can refuse one unit's spot (the Dragoon there). Walkability now says which unit it could not place. The engine fix (units at the point, on ground the game takes) follows in scm-sim.

After merge

Tag v1.3.0, then the editor's default pin.

🤖 Generated with Claude Code

Where the scm-sim plugin's engine is beside the editor (scmjs.dev), the
panel can have the game itself walk the map: the regions it plans ground
routes over, and real units walked between the start locations (or two
picked points) by its own pathfinding. What the game found is listed
against Walkability's estimate: walks that stop short, get stuck or run
out of time, starts with no ground between them, routes much longer than
the shortest ground route, and units the game could not place.

- game.ts: the findings and wording, pure and tested.
- vendor/scm-sim.d.ts: the scm-sim service's types (contract v0.7.0).
- plugin.ts: the panel section, the overlay mode "The game's regions and
  walks" (regions, routes per unit, a cross where a walk went wrong), the
  game's walks in the details and the report. An edit marks the walks out
  of date; another map clears them. No `requires`: without the engine
  (the desktop app) the section is not there.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@jeany55
jeany55 merged commit b4f8ce4 into main Oct 16, 2026
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@jeany55
jeany55 deleted the game-pathing branch October 16, 2026 01:42
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