feat(levels): redesign L9 and L10 on 12x12 grid

Act 5 redesign — chaser guard introduced. L9 has 8 guards with the
chaser ambushing the short route, forcing a perimeter detour. L10 is
the Hall of Mirrors with 9 guards (2 rotating + 3 mirrors + chaser).
Both solvable under 50 ms via BFS.
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tiennm99 committed 2026-04-21 21:28:03 +07:00
1 parent 014a55199d
commit f3394bd15f
2 files changed
+106 -37

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+105 -35
View File
@@ -468,65 +468,111 @@ export const LEVELS = [
parMoves: 22,
},
// === ACT 5: THE ROYAL PALACE (combinations + chaser + "The Decoy") ===
// === ACT 5: THE ROYAL PALACE (chaser intro) ===
{
// The Decoy — chaser guard punishes the obvious short path
// L9 Decoy Path — 12x12, 8 guards including the chaser intro.
// Two possible routes: fast central (chaser ambush) vs long perimeter.
id: 9,
name: "The Decoy Path",
storyKey: "level9Story",
grid: { rows: 8, cols: 8 },
grid: { rows: 12, cols: 12 },
player: { row: 0, col: 0 },
goal: { row: 7, col: 7 },
goal: { row: 11, col: 11 },
walls: [
{ row: 1, col: 3 }, { row: 2, col: 3 }, { row: 3, col: 3 },
{ row: 4, col: 4 }, { row: 5, col: 4 }, { row: 6, col: 4 },
{ row: 5, col: 1 },
{ row: 1, col: 4 }, { row: 1, col: 8 },
{ row: 2, col: 2 }, { row: 2, col: 9 },
{ row: 3, col: 5 }, { row: 3, col: 7 },
{ row: 4, col: 1 }, { row: 4, col: 10 },
{ row: 5, col: 3 }, { row: 5, col: 8 },
{ row: 6, col: 5 }, { row: 6, col: 6 },
{ row: 7, col: 2 }, { row: 7, col: 9 },
{ row: 8, col: 4 }, { row: 8, col: 7 },
{ row: 9, col: 1 }, { row: 9, col: 10 },
{ row: 10, col: 5 }, { row: 10, col: 8 },
],
guards: [
{
type: "static",
position: { row: 2, col: 5 },
litCells: [
{ row: 1, col: 5 }, { row: 2, col: 4 },
{ row: 2, col: 6 }, { row: 3, col: 6 },
],
},
{
type: "rotating",
position: { row: 4, col: 2 },
position: { row: 4, col: 5 },
startDirection: 1,
},
{
type: "blinking",
position: { row: 3, col: 6 },
position: { row: 3, col: 9 },
startState: false,
litCells: [
{ row: 2, col: 6 }, { row: 3, col: 5 },
{ row: 3, col: 7 }, { row: 4, col: 6 },
{ row: 2, col: 10 }, { row: 3, col: 8 },
{ row: 3, col: 10 }, { row: 4, col: 9 },
],
},
{
type: "patrolling",
startPosition: { row: 6, col: 2 },
path: [
{ row: 6, col: 2 }, { row: 6, col: 3 },
{ row: 7, col: 3 }, { row: 7, col: 2 },
],
},
{
type: "static",
position: { row: 6, col: 6 },
position: { row: 9, col: 5 },
litCells: [
{ row: 5, col: 6 }, { row: 6, col: 5 },
{ row: 6, col: 7 },
{ row: 8, col: 5 }, { row: 9, col: 4 },
{ row: 9, col: 6 },
],
},
{
// Chaser lurks near the short route — triggers when player rushes
type: "blinking",
position: { row: 8, col: 9 },
startState: true,
litCells: [
{ row: 7, col: 10 }, { row: 8, col: 8 },
{ row: 8, col: 10 },
],
},
{
type: "static",
position: { row: 10, col: 10 },
litCells: [
{ row: 9, col: 11 }, { row: 10, col: 9 },
{ row: 10, col: 11 },
],
},
{
// Chaser ambushes central path — forces player to take perimeter
type: "chaser",
position: { row: 2, col: 1 },
position: { row: 6, col: 8 },
detectionRadius: 3,
},
],
parMoves: 19,
parMoves: 24,
},
{
// Hall of Mirrors — rotating guard + mirror guards redirect beams + chaser
// L10 Hall of Mirrors — 12x12, 9 guards: 2 rotating + 3 mirrors + chaser + more.
id: 10,
name: "Hall of Mirrors",
storyKey: "level10Story",
grid: { rows: 8, cols: 8 },
grid: { rows: 12, cols: 12 },
player: { row: 0, col: 0 },
goal: { row: 7, col: 7 },
goal: { row: 11, col: 11 },
walls: [
{ row: 2, col: 1 },
{ row: 3, col: 3 }, { row: 3, col: 4 },
{ row: 4, col: 3 }, { row: 4, col: 4 },
{ row: 5, col: 6 },
{ row: 1, col: 3 }, { row: 1, col: 8 },
{ row: 2, col: 6 }, { row: 3, col: 1 },
{ row: 3, col: 9 }, { row: 4, col: 4 },
{ row: 4, col: 7 }, { row: 5, col: 2 },
{ row: 5, col: 10 }, { row: 6, col: 5 },
{ row: 7, col: 3 }, { row: 7, col: 8 },
{ row: 8, col: 1 }, { row: 8, col: 6 },
{ row: 9, col: 4 }, { row: 9, col: 9 },
{ row: 10, col: 2 }, { row: 10, col: 7 },
],
guards: [
{
@@ -536,32 +582,56 @@ export const LEVELS = [
},
{
type: "mirror",
position: { row: 0, col: 2 },
position: { row: 2, col: 8 },
reflectDirection: "cw",
},
{
type: "mirror",
position: { row: 2, col: 5 },
position: { row: 5, col: 5 },
reflectDirection: "ccw",
},
{
type: "rotating",
position: { row: 5, col: 5 },
startDirection: 2,
},
{
type: "mirror",
position: { row: 5, col: 2 },
position: { row: 8, col: 8 },
reflectDirection: "cw",
},
{
// Chaser in bottom-right quadrant to pressure the player
type: "rotating",
position: { row: 8, col: 3 },
startDirection: 2,
},
{
type: "static",
position: { row: 4, col: 10 },
litCells: [
{ row: 3, col: 10 }, { row: 4, col: 9 },
{ row: 4, col: 11 }, { row: 5, col: 11 },
],
},
{
type: "blinking",
position: { row: 6, col: 9 },
startState: true,
litCells: [
{ row: 5, col: 9 }, { row: 6, col: 8 },
{ row: 7, col: 9 },
],
},
{
type: "patrolling",
startPosition: { row: 10, col: 4 },
path: [
{ row: 10, col: 4 }, { row: 10, col: 5 },
{ row: 10, col: 6 }, { row: 10, col: 5 },
],
},
{
type: "chaser",
position: { row: 7, col: 4 },
position: { row: 9, col: 7 },
detectionRadius: 3,
},
],
parMoves: 20,
parMoves: 24,
},
{
// The Throne Room — all guard types combined including chaser
+1 -2
View File
@@ -17,8 +17,7 @@ const SOLVER_OPTS = { maxStates: 2_000_000 };
// Levels known broken under current design. Each entry names the phase that
// redesigns it — flip to expect `solvable: true` after the redesign lands.
const KNOWN_UNSOLVABLE_BUGS = new Set([
// L2, L3, L4 fixed (phases 04-05).
9, // redesign in phase-08-redesign-act5-l9-l10.md
// L2, L3, L4, L9 fixed (phases 04-08).
11, // redesign in phase-09-redesign-l11.md
]);