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feat(levels): redesign L11 Throne Room on 12x12 grid
Climactic Act 6 level — 9 guards covering ALL six guard types (static, rotating, blinking, patrolling, mirror, chaser). BFS-proven solvable in 22 moves. All playable levels (L1-L11) now verified solvable; only L12 remains unsolvable by design.
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@@ -634,55 +634,88 @@ export const LEVELS = [
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parMoves: 24,
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},
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{
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// The Throne Room — all guard types combined including chaser
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// L11 Throne Room — 12x12, 9 guards covering ALL SIX TYPES
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// (static, rotating, blinking, patrolling, mirror, chaser).
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// The climactic test before the impossible Princess Chamber.
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id: 11,
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name: "The Throne Room",
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storyKey: "level11Story",
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grid: { rows: 9, cols: 9 },
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grid: { rows: 12, cols: 12 },
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player: { row: 0, col: 0 },
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goal: { row: 8, col: 8 },
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goal: { row: 11, col: 11 },
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walls: [
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{ row: 2, col: 0 }, { row: 2, col: 1 }, { row: 2, col: 2 },
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{ row: 2, col: 3 }, { row: 2, col: 4 }, { row: 2, col: 5 }, { row: 2, col: 6 },
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{ row: 4, col: 2 }, { row: 4, col: 3 }, { row: 4, col: 4 },
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{ row: 4, col: 5 }, { row: 4, col: 6 }, { row: 4, col: 7 }, { row: 4, col: 8 },
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{ row: 6, col: 0 }, { row: 6, col: 1 }, { row: 6, col: 2 },
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{ row: 6, col: 3 }, { row: 6, col: 4 }, { row: 6, col: 5 }, { row: 6, col: 6 },
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{ row: 1, col: 4 }, { row: 1, col: 8 },
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{ row: 2, col: 2 }, { row: 2, col: 6 },
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{ row: 3, col: 4 }, { row: 3, col: 9 },
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{ row: 4, col: 1 }, { row: 4, col: 6 },
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{ row: 5, col: 3 }, { row: 5, col: 10 },
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{ row: 6, col: 5 }, { row: 6, col: 8 },
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{ row: 7, col: 2 }, { row: 7, col: 6 },
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{ row: 8, col: 4 }, { row: 8, col: 9 },
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{ row: 9, col: 1 }, { row: 9, col: 6 },
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{ row: 10, col: 3 }, { row: 10, col: 8 },
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],
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guards: [
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{
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type: "static",
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position: { row: 1, col: 7 },
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position: { row: 1, col: 2 },
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litCells: [
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{ row: 0, col: 7 }, { row: 1, col: 6 }, { row: 1, col: 8 },
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{ row: 0, col: 2 }, { row: 1, col: 1 },
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{ row: 1, col: 3 }, { row: 2, col: 1 },
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],
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},
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{
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type: "rotating",
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position: { row: 3, col: 3 },
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position: { row: 3, col: 5 },
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startDirection: 0,
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},
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{
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type: "mirror",
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position: { row: 5, col: 5 },
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reflectDirection: "cw",
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},
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{
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type: "blinking",
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position: { row: 5, col: 7 },
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position: { row: 4, col: 9 },
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startState: true,
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litCells: [
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{ row: 5, col: 6 }, { row: 5, col: 8 },
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{ row: 3, col: 10 }, { row: 4, col: 8 },
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{ row: 4, col: 10 }, { row: 5, col: 9 },
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],
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},
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{
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type: "patrolling",
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startPosition: { row: 7, col: 1 },
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startPosition: { row: 6, col: 2 },
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path: [
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{ row: 7, col: 1 }, { row: 7, col: 2 },
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{ row: 7, col: 3 }, { row: 7, col: 4 },
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{ row: 6, col: 2 }, { row: 6, col: 3 },
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{ row: 7, col: 3 }, { row: 7, col: 2 },
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],
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},
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{
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// Chaser guards the final stretch
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type: "static",
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position: { row: 8, col: 2 },
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litCells: [
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{ row: 7, col: 2 }, { row: 8, col: 1 },
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{ row: 8, col: 3 }, { row: 9, col: 2 },
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],
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},
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{
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type: "rotating",
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position: { row: 9, col: 8 },
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startDirection: 2,
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},
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{
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type: "blinking",
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position: { row: 10, col: 10 },
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startState: false,
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litCells: [
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{ row: 9, col: 10 }, { row: 10, col: 9 },
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{ row: 10, col: 11 },
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],
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},
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{
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type: "chaser",
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position: { row: 7, col: 7 },
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position: { row: 8, col: 7 },
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detectionRadius: 3,
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},
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],
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@@ -17,8 +17,7 @@ const SOLVER_OPTS = { maxStates: 2_000_000 };
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// Levels known broken under current design. Each entry names the phase that
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// redesigns it — flip to expect `solvable: true` after the redesign lands.
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const KNOWN_UNSOLVABLE_BUGS = new Set([
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// L2, L3, L4, L9 fixed (phases 04-08).
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11, // redesign in phase-09-redesign-l11.md
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// All playable levels now fixed (phases 04-09). L12 unsolvable by design.
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]);
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describe('level solvability', () => {
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