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Walkability 1.3.0: the game's own pathing - #1
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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 An edit marks the walks out of date; another map clears them.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>
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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
requires: where there is no engine (the desktop app, an older page) the section is not there.game.tsholds the findings and wording (pure, tested).vendor/scm-sim.d.tsis the scm-sim contract at v0.7.0. Korean for every new string, a README section, and version 1.3.0 withdist/plugin.jsrebuilt.Checked
tscis clean.After merge
Tag
v1.3.0, then the editor's default pin.🤖 Generated with Claude Code