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.
This commit is contained in:
Brian Neumann-Fopiano committed 2026-10-04 06:14:46 -04:00
1 parent 12e8bb5a09
commit be0d3b0156
33 files changed
+1932 -407

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@@ -8,7 +8,8 @@ export default {
context.expect(response.includes(expected) && !response.includes('SPAWN_QA_FAILED'), response)
return response
}
const entities = name => Object.values(context.bot.entities).filter(entity => entity.name === name)
const entities = name => Object.values(context.bot.entities).filter(entity => entity.name === name
&& entity.position.x >= 0 && entity.position.x < 16 && entity.position.z >= 0 && entity.position.z < 16)
await context.step('prepare the synthetic Iris world and dark cave', async () => {
await command('setup', 'SPAWN_QA_SETUP world=iris:spawn_qa seed=78264193', 180000)
await wait(() => Math.abs(context.bot.entity.position.y - 67) < 1, 'Fixture world teleport')