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Fix seeded entity spawning
- Derive initial chunk and marker populations from stable location seeds. - Persist initial spawn completion after region-owned application. - Seed entity loot and attribute modifier identities. - Cover spawning, reload completion, and registry fixtures with regression tests.
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@@ -8,7 +8,8 @@ export default {
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context.expect(response.includes(expected) && !response.includes('SPAWN_QA_FAILED'), response)
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return response
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}
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const entities = name => Object.values(context.bot.entities).filter(entity => entity.name === name)
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const entities = name => Object.values(context.bot.entities).filter(entity => entity.name === name
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&& entity.position.x >= 0 && entity.position.x < 16 && entity.position.z >= 0 && entity.position.z < 16)
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await context.step('prepare the synthetic Iris world and dark cave', async () => {
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await command('setup', 'SPAWN_QA_SETUP world=iris:spawn_qa seed=78264193', 180000)
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await wait(() => Math.abs(context.bot.entity.position.y - 67) < 1, 'Fixture world teleport')
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