three-cell L
candidate lies below crate_big

SkeletonL is the first inventory item near render384,1020; candidate cells25,3 26,3 25,2 are downstream. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


avoids early route and uses cells below neutral prop


화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Use game_view_content_pixel_rect for render-xy mapping; game_view_window_pixel_rect includes Unity Game View tab/toolbar pixels.

Game View window is smaller than target render size; viewport may be clipped

derived toolbar/top inset is small; inspect move proof before clicking


cliclick target uses '=' for absolute negative coordinates; move and click are accepted only when cliclick p:. reports the cursor within tolerance of the intended logical coordinate.

Verify the cursor is visible inside the Game View content target before trusting this target for gameplay input.


Before inventory click, require canStartInventoryDrag=True and the intended hitParent. After click, require drag-offset-check --require-tracking to show dragging=True, selectedCollider non-null, and trackingOk=True.

ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Skeleton;hitParent=Skeleton 2x1 L(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Instant click mode minimizes hover time by sending move and click in one cliclick invocation; safety is verified with post-click position and proof screenshots.


For click-place, require trackingOk=True, compute mouse/grid target as desired object world position minus dragOffset, then run placement-commit-check.

dragging=True;selected=Skeleton 2x1 L(Clone);objectPos=(16.00, -3.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Skeleton;selectedColliderCenter=(16.00, -3.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -2.89, -10.00);snappedMouseWorld=(16.00, -3.00, 0.00);expectedObjectPos=(16.00, -3.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: SkeletonL selected.


test and commit SkeletonL at late root25,3


selected SkeletonL
candidate root25,3
crate_big is directly above

move to root25,3 and require all-green footprint

SkeletonL is actively dragging with zero offset; root25,3 keeps its three cells downstream of the support core. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


all three L footprint cells are legal and placement commits

K115 recommends the late packing test without adding early-route combat

pointer proof then require-placeable footprint before click and commit check


placed count becomes 9 and inventory becomes 4


pointer proof, footprint, click, commit check


Click-place only when allGreen=true, allCurrentStage=true, activeGridCurrentStage=true, and allPlaceable=true. For multi-cell objects, every part must be green/current-stage, not only the selected collider.


hover Skeleton2x1L root25,3 without click


Exact footprint rejection changes packing plan.


Re-evaluate only after returning or moving prior objects.

At root25,3 the SkeletonL footprint had two green parts but its root cell25,3 was red.

Shift the L one cell right to root26,3 and recheck all three cells.

Do not click SkeletonL at root25,3 in this placement family.


Summary: root25,3 failed safely before click


test and commit SkeletonL at downstream root26,3


candidate cells26,3 27,3 26,2 are downstream

The rejected L remains dragging; shifting one cell right avoids the known red root25,3. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


all three parts green and placement commits

one-cell right shift follows K116 and keeps combat late

pointer proof, footprint gate, click, placement commit


Shift one cell right from rejected root.


Exact no-tile cell constrains L packing.


Only changes after placement family reset.

At root26,3 the L reached cell27,3, which had no tile; the other two cells were green.

Test root25,2 on the lower continuous row.

Do not use an L orientation crossing cell27,3.


Summary: cell27,3 hole rejected safely


test and commit SkeletonL on continuous lower cells at root25,2


cell27,3 is a hole
candidate avoids known red root25,3

The L remains selected; root25,2 uses cells25,2 26,2 25,1, all previously observed on the continuous bottom region. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


continuous late cells after both support interactions

pointer proof, footprint gate, click, commit


Avoid both exact rejected upper candidates.


Before simulation or the next placement depends on this result, require commitClean=true, the intended object present in placedObjects, absent from inventoryObjects, and the expected placed/inventory counts. commitClean alone only proves drag cleanup.

stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=9;inventoryCount=4;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Statue_Def(Clone)@(23.00, 3.00, 0.00) parent=Placed|Skeleton 3x1(Clone)@(26.00, 1.00, 0.00) parent=Placed|Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(25.00, 2.00, 0.00) parent=Placed|;inventory=Slime 1x2(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|


Placed SkeletonL at root25,2 after all-green proof.

compare prediction with post-action screenshot/probe and close the agent cycle

SkeletonL moved from inventory to placed


Placed SkeletonL at root25,2 after all-green proof.


select Slime1x2 and find late legal footprint


Revalidate after any return-all or relocation.

SkeletonL root25,2 used cells25,2 26,2 25,1 and committed cleanly as placement9.

Fit the remaining Slime1, StatueSlime, Goblin, and crate around the downstream region.

Keep SkeletonL at root25,2 in this family.


Summary: SkeletonL lower anchor accepted


Slime1x2 is now the first inventory object at the proven first slot. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


select Slime1x2
select later inventory objects

Slime1x2 becomes selected with tracked drag offset

solve remaining monster footprints in inventory order

inventory hit check and drag-offset check


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Slime;hitParent=Slime 1x2(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Slime 1x2(Clone);objectPos=(16.00, -3.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Slime;selectedColliderCenter=(16.00, -3.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -2.89, -10.00);snappedMouseWorld=(16.00, -3.00, 0.00);expectedObjectPos=(16.00, -3.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Slime1x2 selected


test and commit Slime1x2 after the support core at root22,1


candidate cells22,1 and23,1
support interactions occur by path5

move and require the two-cell footprint to be all green

Slime1x2 is dragging with zero offset; root22,1 lies after Heart, Def, and the second Heart on the known route. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


root22,1 post-support
root22,4 pre-support

places combat after established healing and defense

pointer proof, footprint gate, click, commit check


Preserve Heart-Def-Heart before combat and fit remaining monsters downstream.


Revalidate after reset or moving prior objects.

Both footprint cells22,1 and23,1 were current-stage tiles but red.

Test the off-route right-side pair root26,4 before considering early cells.

Do not place Slime1 horizontally at root22,1 in this family.


Summary: both lower-left cells red


test Slime1x2 in the off-route right-side gap


root22,1 rejected
candidate cells26,4 27,4

Slime1x2 remains dragging; root26,4 sits below Trap and left of the vertical Slime4. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


pointer proof and footprint gate before click


Prefer off-route gaps after exact lower-left rejection.


hover horizontal Slime1 root26,4 without click


Vertical orientation can use two observed green column cells.


Recheck after rotation and any object movement.

Horizontal root26,4 failed only because cell27,4 has no tile; root26,4 itself is green.

Rotate Slime1 vertical at root26,4 to test cells26,4 and26,3.

Avoid horizontal shapes across cell27,4.


Summary: horizontal crosses cell27,4 hole


rotate Slime1x2 vertical at the right-side root26,4


current pointer root26,4
right click rotates
candidate vertical cells26,4 and26,3

right-click once then verify tracking and full footprint

The selected Slime1 is horizontal at root26,4; cell27,4 is the only failure and the column below is available for testing. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


rotate vertical at26,4
continue horizontal probing

vertical footprint26,4 and26,3 is all green

orientation change avoids the exact hole while preserving an off-route location

right-click once, drag offset, footprint check


rotate vertical at26,4;continue horizontal probing


dragging=True;selected=Slime 1x2(Clone);objectPos=(26.00, 4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Slime;selectedColliderCenter=(26.00, 4.00, 0.00);mousePosition=(1024.00, 565.00, 0.00);mouseWorld=(26.00, 3.89, -10.00);snappedMouseWorld=(26.00, 4.00, 0.00);expectedObjectPos=(26.00, 4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


One right-click rotated Slime1 vertical at root26,4; cells26,4 and26,3 were all green with offset0.

Commit without moving, then solve the last three objects.

Keep vertical Slime1 at root26,4 in this family.


Summary: vertical Slime1 all green


commit verified vertical Slime1 at root26,4


two green cells
offset0
no pointer move needed

revalidate footprint then left-click once

Vertical Slime1 remains selected at the proven all-green root26,4. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=10;inventoryCount=3;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Statue_Def(Clone)@(23.00, 3.00, 0.00) parent=Placed|Skeleton 3x1(Clone)@(26.00, 1.00, 0.00) parent=Placed|Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(25.00, 2.00, 0.00) parent=Placed|Slime 1x2(Clone)@(26.00, 4.00, 0.00) parent=Placed|;inventory=Statue_Slime(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|


select StatueSlime and test upper-middle gap root23,5


Vertical Slime1 committed cleanly at root26,4 as placement10.

Use remaining upper-middle and single-cell gaps for StatueSlime, Goblin, and crate.

Preserve Slime1 root26,4 while fitting the last three objects.


Summary: Slime1 vertical anchor accepted


select StatueSlime for the remaining upper-middle gap


10 placed
3 inventory
StatueSlime first slot

StatueSlime is now first in the three-item inventory. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


select StatueSlime
select single-cell objects first

StatueSlime selected with tracked offset

solve the last multi-cell object before flexible singles


Solve the remaining multi-cell shape first.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Block_0_0;hitParent=Statue_Slime(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Statue_Slime(Clone);objectPos=(16.00, -3.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(16.00, -3.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -2.89, -10.00);snappedMouseWorld=(16.00, -3.00, 0.00);expectedObjectPos=(16.00, -3.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: StatueSlime selected


test StatueSlime in upper-middle gap root23,5


last multi-cell object
upper-middle candidate

move and inspect its exact three-part footprint

StatueSlime is selected offset0; root23,5 is between the entry support row and crate_big without touching the right-side hole columns. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


all parts green or reveals exact retained orientation constraints

uses remaining multi-cell gap while limiting early route overlap

pointer proof and footprint check before click


place StatueSlime at root23,5 only if all green


hover StatueSlime root23,5 without click


test root21,5 then preview its early effect


At pointer root23,5, retained StatueSlime occupied cells23,4 23,5 24,5; the first two had no tile.

Test the same orientation at root21,5 across cells21,4 21,5 22,5, then rely on preview before simulation.

Do not anchor this orientation on column23 upper holes.


Summary: column23 upper holes


test retained StatueSlime orientation on contiguous left cells root21,5


upper column23 holes known
left candidate contiguous
simulation not yet authorized

check all-green without clicking unless proven

The retained L orientation can fit the contiguous cells21,4 21,5 22,5, though this is near the entry route and will require preview validation. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


root21,5 contiguous
rotate and continue searching

tests the only currently evidenced three-cell contiguous gap; final route preview remains mandatory

pointer and footprint, then commit only if green


root21,5 contiguous;rotate and continue searching

Use exact retained orientation on contiguous cells.

pointer, footprint, click, commit, later preview


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=11;inventoryCount=2;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Statue_Def(Clone)@(23.00, 3.00, 0.00) parent=Placed|Skeleton 3x1(Clone)@(26.00, 1.00, 0.00) parent=Placed|Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(25.00, 2.00, 0.00) parent=Placed|Slime 1x2(Clone)@(26.00, 4.00, 0.00) parent=Placed|Statue_Slime(Clone)@(21.00, 5.00, 0.00) parent=Placed|;inventory=Goblin 1x1(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|


Placed StatueSlime at root21,5 after all-green proof.


Legal exact anchor; preview risk still pending.


Final preview can reject this family on survival ordering.

StatueSlime cells21,4 21,5 22,5 committed cleanly at root21,5 as placement11.

Place the two singles in known green gaps, then run full preview before simulation.

Keep this legal anchor provisionally, but reject the family if final preview puts unsafe combat before support.


Summary: StatueSlime anchored provisionally


select Goblin single for known green upper gap


11 placed
2 inventory
24,5 previously green

Goblin is first of two remaining inventory singles. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


assign the combat single to the off-route known-green gap


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Goblin;hitParent=Goblin 1x1(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Goblin 1x1(Clone);objectPos=(16.00, -3.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Goblin;selectedColliderCenter=(16.00, -3.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -2.89, -10.00);snappedMouseWorld=(16.00, -3.00, 0.00);expectedObjectPos=(16.00, -3.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Goblin selected


place Goblin in known green upper-middle single cell24,5


Goblin is selected; cell24,5 was green in the StatueSlime footprint test and is off the earliest path. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=12;inventoryCount=1;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Statue_Def(Clone)@(23.00, 3.00, 0.00) parent=Placed|Skeleton 3x1(Clone)@(26.00, 1.00, 0.00) parent=Placed|Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(25.00, 2.00, 0.00) parent=Placed|Slime 1x2(Clone)@(26.00, 4.00, 0.00) parent=Placed|Statue_Slime(Clone)@(21.00, 5.00, 0.00) parent=Placed|Goblin 1x1(Clone)@(24.00, 5.00, 0.00) parent=Placed|;inventory=crate(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|


select crate and place neutral single22,4

Known green off-route combat gap confirmed.


Goblin single committed cleanly at24,5 as placement12.

Use one legal remaining cell for neutral crate, then preview all13.

Keep Goblin at24,5 pending final route preview.


Summary: Goblin gap accepted


Only the crate remains in inventory. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Block_0_0;hitParent=crate(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=crate(Clone);objectPos=(16.00, -3.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(16.00, -3.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -2.89, -10.00);snappedMouseWorld=(16.00, -3.00, 0.00);expectedObjectPos=(16.00, -3.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: crate selected


final object
neutral single
candidate22,4

The final crate is selected; cell22,4 is adjacent to the provisional StatueSlime but not occupied by its retained L footprint. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


fills a noncombat gap and completes all13


test24,3 known green from prior multi-cell check


Neutral crate at22,4 was a valid tile but red.

Test cell24,3, whose root was green during the earlier crate_big candidate.


Summary: cell22,4 unavailable


place final crate at previously observed green cell24,3


22,4 rejected
24,3 previously green
neutral single

The crate remains selected; cell24,3 was the green root part when crate_big24,3 failed only on adjacent25,3. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


strongest remaining current-family evidence


화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


stage=3;state=Ready;canPlace=True;canStart=True;timeScale=1;dialogueActive=False;storyState=None;placedCount=13;inventoryCount=0;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Statue_Def(Clone)@(23.00, 3.00, 0.00) parent=Placed|Skeleton 3x1(Clone)@(26.00, 1.00, 0.00) parent=Placed|Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(25.00, 2.00, 0.00) parent=Placed|Slime 1x2(Clone)@(26.00, 4.00, 0.00) parent=Placed|Statue_Slime(Clone)@(21.00, 5.00, 0.00) parent=Placed|Goblin 1x1(Clone)@(24.00, 5.00, 0.00) parent=Placed|crate(Clone)@(24.00, 3.00, 0.00) parent=Placed|;inventory=


Completes exact family for final preview.


Any path block or unsafe pre-support combat rejects family.

Final crate24,3 committed cleanly; all13 placed, inventory0, state Ready, canStart true.

Run read-only preview and inspect early interaction order and projected progression.

Do not simulate until full13 preview plus pattern, novelty, and survival forecast accept the route.


Summary: all13 Ready


preview the complete 13-object Stage4 family before live simulation


state Ready
13/0
Heart and Def support core retained
new early StatueSlime

All13 are placed and Start is available; the provisional early StatueSlime anchor is the main survival-order uncertainty. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


preview full family
simulate without forecast

unblocked; initial Heart and Def precede lethal density

current-run rule K127 requires a complete preview before live risk

inspect ordered interactions and projected EXP


preview full family;simulate without forecast

Audit provisional early anchor and complete family.

unblocked and support before lethal density


Forced Game View screenshot before preview state check.

Game


aranteedExp": 19,
                    "projectedGuaranteedExpToNext": 20,
                    "projectedPotentialLevel": 4,
                    "projectedPotentialExp": 36,
                    "projectedPotentialExpToNext": 40,
                    "interactions": [
                        {
                            "priorityTag": "Monster",
                            "objectName": "Goblin 1x1",
                            "childName": "Goblin",
                            "componentType": "Monster",
                            "isRisk": true,
                            "isSupport": false,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 0,
                            "potentialExp": 5,
                            "note": "combat risk, EXP is gained only on kill"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 14,
                    "gridX": 7,
                    "gridY": 2,
                    "worldPosition": {
                        "x": 28.0,
                        "y": 3.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 1,
                    "interactionOrder": [
                        "Monster"
                    ],
                    "riskTags": [
                        "Monster"
                    ],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 1,
                    "cumulativeGuaranteedExp": 5,
                    "cumulativePotentialExp": 43,
                    "projectedGuaranteedLevel": 3,
                    "projectedGuaranteedExp": 19,
                    "projectedGuaranteedExpToNext": 20,
                    "projectedPotentialLevel": 4,
                    "projectedPotentialExp": 37,
                    "projectedPotentialExpToNext": 40,
                    "interactions": [
                        {
                            "priorityTag": "Monster",
                            "objectName": "Slime 4x1(Clone)",
                            "childName": "Slime (1)",
                            "componentType": "Monster",
                            "isRisk": true,
                            "isSupport": false,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 0,
                            "potentialExp": 1,
                            "note": "combat risk, EXP is gained only on kill"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 15,
                    "gridX": 8,
                    "gridY": 2,
                    "worldPosition": {
                        "x": 29.0,
                        "y": 3.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 5,
                    "cumulativePotentialExp": 43,
                    "projectedGuaranteedLevel": 3,
                    "projectedGuaranteedExp": 19,
                    "projectedGuaranteedExpToNext": 20,
                    "projectedPotentialLevel": 4,
                    "projectedPotentialExp": 37,
                    "projectedPotentialExpToNext": 40,
                    "interactions": []
                }
            ]
        }
    ],
    "summary": "stageIndex=3 | state=Ready | pathBlocked=False | heroLv=3 | heroExp=14/20 | guaranteedExp=5 | potentialExp=43 | guaranteedLv=3 | potentialLv=4"
}


accept for live simulation after explicit forecast events

unblocked; Heart then Slime+Statue path0; HP statue path1; Def path3; Heart+Skeleton path5; potential Lv4; 43 potential EXP


start live Stage4 simulation with full forecast

Defines final route and survival justification.

Heart precedes opening Slime; HP and Def precede dense combat; potential Lv4

StatueSlime adds one Slime on path0, but Heart is ordered first


Abort acceptance only if live state differs before Start or path becomes blocked.

Full13 preview is unblocked. Path0 orders Heart before one Slime and Statue; HP Statue path1, Def path3, Heart before Skeleton path5; dense combat begins path8; potential EXP43 reaches Lv4.

Authorize one live Start action after recording pattern, novelty, and survival forecast.

Execute this family: deterministic full heal precedes first small combat, two stat supports precede density, and the second Heart precedes the first Skeleton.


Summary: support-first full route accepted


execute the accepted complete Stage4 family to terminal result


hero Lv3 HP4/13 EXP14/20
path unblocked
13/0

click Start once and observe terminal state

Ready state shows all13 placed and live Start available; no state change occurred after preview. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


execute support-first family
return all despite accepted forecast

survive opening via Heart, reach Lv4 during route, and demo-clear Stage4

safe meaningful play remains and K128 supports execution

single Start click followed by result/state observation


potential Lv4 at path5 Skeleton after second Heart

small Slime path0
Skeleton path5
Skeleton pair path8
dense monsters paths10-14

Heart-first StatueSlime entry with HP/Def supports and dense late combat

Heart path0
StatueSlime stat path0
HP Statue path1
Def Statue path3
Heart path5


rejected no-support first family
seven-object support-core family
complete Heart-first second family

First complete executable Stage4 family in this run with all13 required objects and an accepted survival order.

The accepted family preserves immediate full healing, adds three stat/support interactions before dense combat, and keeps all high-density monster groups after the second Heart.


path0 one Slime after deterministic Heart

dense double-Skeleton encounter path8; no preview tile is proven lethal

Heart full heal
one Slime then StatueSlime stat
HP Statue
Def Statue
second Heart then Skeleton
late Skeleton/Slime/Goblin clusters

Heart restores critical HP before any risk; HP and Def statues follow early; second Heart precedes first Skeleton; early kills can reach Lv4 full heal before late density

Enter first Slime at full HP13, then gain HP/Def supports and another full heal. Trap is off-route. Potential EXP43 provides a strong Lv4 refresh opportunity.

survive, reach Lv4, and complete Stage4 demo ending


execute support-first family;return all despite accepted forecast

single Start then visible terminal state


Started accepted Stage4 full-family live simulation.


Game


Forced Game View screenshot before basic state check.

Game


Stage4 death at Lv4 HP0/15 EXP13/40; grades D,A,A,A,A

Retry Stage and rebuild to reduce late monster contacts

Actual terminal death establishes a concrete late-density breakpoint.

Heart support worked and hero reached Lv4

late density exceeded the post-level-up HP budget


A materially lower-contact family may supersede this breakpoint; identical contact density remains rejected.

The complete Heart-first family reached Lv4 but died at HP0/15 with EXP13/40 after 34 stage steps; grades D,A,A,A,A.

Retry Stage4 and rebuild to remove multiple late monster interactions rather than merely adding early support.

Healing and Lv4 are insufficient when the route contacts the full late Skeleton/Slime/Goblin density.

Stage4 full-family actual death breakpoint


Summary: Lv4 late-density death


retry Stage4 after the first actual late-density death


terminal death
safe meaningful retry remains
same session knowledge retained

The result screen shows Lv4 HP0/15 and an enabled Retry Stage button. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


fresh Stage4 planning state with inventory restored

user requires persistence while safer meaningful redesign remains


Death provides actionable redesign evidence.


If retry did not reset layout or selected/dragging is non-null, classify the branch before planning the next action.


retry-state-check remained Simulation dead with13/0

perform one documented retry input recovery


recapture and retry the visible button once


Summary: Retry click not registered


recover one failed Retry Stage input using refreshed visual proof


first click mismatch
dead state persists
button still visible

capture fresh state and click a refreshed interior point once

Result overlay remains visible after the first click; Retry Stage is still the only meaningful affordance. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


one refreshed Retry click
stop on input mismatch

documented single input recovery is safe and required to continue meaningful play

fresh screenshot, basic probe, click, retry-state-check


click Retry Stage at refreshed interior point


click Retry Stage refreshed interior point

one refreshed Retry click;stop on input mismatch

Use validated pointer proof and single-action recovery.

fresh screenshot, probe, click, retry check


Game


try one deliberate press-release on button center


Summary: second click not registered


perform deliberate press-release on persistent Retry Stage button


button visible
two clicks unmatched
Game View now focused

The Retry Stage overlay persists after two short clicks; a deliberate press-release is the remaining safe input recovery. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


press-release Retry
end playable session

playable retry remains and press duration may be required after focus recovery


press-release Retry;end playable session


mapped logical939 was above historical successful logical965 center

use exact prior successful render1515,1003


click historically proven Retry render1515,1003

Existing successful control evidence resolves target.


Summary: historical target proves correct logical965


click the historically proven Retry Stage logical center


overlay persists
exact prior-success target available

Historical successful retry evidence maps render1515,1003 to logical1515,965; prior attempts targeted above the button center. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


exact historical target
continue approximate targets

Stage4 planning reset with placements retained

uses same Game View geometry and proven successful Stage3 Retry point


exact historical target;approximate targets

Reuse exact validated Game View coordinate practice.


click Retry Stage exact historical target

preview retained family without displaced SkeletonL

Place; hero restored; 12 placed/1 inventory


Clicked Retry Stage at exact prior-success coordinate.


preview retained12 to localize SkeletonL impact

Retry behavior isolates the final death-associated object.

Retry displaced only SkeletonL instead of retaining all13


If retained12 preview remains lethal-density, move more objects.

Retry restored Lv3 HP4/13 EXP14/20 and retained 12 placements, returning only SkeletonL to inventory.

Preview retained12, then place SkeletonL in a lower-contact orientation/location.

Treat SkeletonL placement as the isolated redesign lever after this death.


Summary: 12 retained; SkeletonL isolated


preview the retained 12-object family without SkeletonL after actual death


Lv3 HP4/13 EXP14/20
12/1
prior full family died

Retry restored Place with 12 retained and only SkeletonL in inventory; this isolates its route-contact contribution. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


preview retained12
reinsert SkeletonL blindly

same support order with fewer path8/path10 Skeleton contacts

K130 identifies an isolated redesign lever and actual death rejects blind repetition

ordered interaction trace and potential EXP comparison


preview retained12;reinsert SkeletonL blindly

Measure the isolated death-associated object impact.


Game


dGuaranteedExp": 1,
                    "projectedGuaranteedExpToNext": 40,
                    "projectedPotentialLevel": 4,
                    "projectedPotentialExp": 26,
                    "projectedPotentialExpToNext": 40,
                    "interactions": [
                        {
                            "priorityTag": "Monster",
                            "objectName": "Goblin 1x1",
                            "childName": "Goblin",
                            "componentType": "Monster",
                            "isRisk": true,
                            "isSupport": false,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 0,
                            "potentialExp": 5,
                            "note": "combat risk, EXP is gained only on kill"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 14,
                    "gridX": 7,
                    "gridY": 2,
                    "worldPosition": {
                        "x": 28.0,
                        "y": 3.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 1,
                    "interactionOrder": [
                        "Monster"
                    ],
                    "riskTags": [
                        "Monster"
                    ],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 1,
                    "cumulativeGuaranteedExp": 7,
                    "cumulativePotentialExp": 33,
                    "projectedGuaranteedLevel": 4,
                    "projectedGuaranteedExp": 1,
                    "projectedGuaranteedExpToNext": 40,
                    "projectedPotentialLevel": 4,
                    "projectedPotentialExp": 27,
                    "projectedPotentialExpToNext": 40,
                    "interactions": [
                        {
                            "priorityTag": "Monster",
                            "objectName": "Slime 4x1(Clone)",
                            "childName": "Slime (1)",
                            "componentType": "Monster",
                            "isRisk": true,
                            "isSupport": false,
                            "isUncertain": false,
                            "changesPath": false,
                            "guaranteedExp": 0,
                            "potentialExp": 1,
                            "note": "combat risk, EXP is gained only on kill"
                        }
                    ]
                },
                {
                    "segmentIndex": 0,
                    "pathIndex": 15,
                    "gridX": 8,
                    "gridY": 2,
                    "worldPosition": {
                        "x": 29.0,
                        "y": 3.0,
                        "z": 0.0
                    },
                    "newInteractionCount": 0,
                    "interactionOrder": [],
                    "riskTags": [],
                    "supportTags": [],
                    "guaranteedExpOnTile": 0,
                    "potentialExpOnTile": 0,
                    "cumulativeGuaranteedExp": 7,
                    "cumulativePotentialExp": 33,
                    "projectedGuaranteedLevel": 4,
                    "projectedGuaranteedExp": 1,
                    "projectedGuaranteedExpToNext": 40,
                    "projectedPotentialLevel": 4,
                    "projectedPotentialExp": 27,
                    "projectedPotentialExpToNext": 40,
                    "interactions": []
                }
            ]
        }
    ],
    "summary": "stageIndex=3 | state=Place | pathBlocked=False | heroLv=3 | heroExp=14/20 | guaranteedExp=7 | potentialExp=33 | guaranteedLv=4 | potentialLv=4"
}


place SkeletonL away from path8 and preserve guaranteed Lv4

unblocked; guaranteed DeadBody at path8 crosses Lv4 before late density; potential33; no SkeletonL contacts


select SkeletonL and test early-left/off-route footprint while preserving path8

Defines the exact invariant needed for retry.

absence also reveals guaranteed DeadBody path8 and guaranteed Lv4


Reject any complete preview without guaranteed Lv4 at path8 or with comparable late L contacts.

Without SkeletonL, route is unblocked with guaranteed DeadBody+2 EXP at path8, crossing guaranteed Lv4 before late monster density; potential EXP drops from43 to33.

Test an alternative early-left or off-route footprint and re-preview before simulation.

Any replacement SkeletonL anchor must preserve the path8 DeadBody and avoid adding the former three late Skeleton contacts.


Summary: guaranteed Lv4 path8 without L


select the isolated SkeletonL for a lower-contact retry anchor


12/1
single redesign object
prior root25,2 rejected by death

SkeletonL is the only inventory object; retained12 route already proves guaranteed Lv4 at path8. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


select SkeletonL for alternate anchor
repeat root25,2

required object must be reinserted without repeating rejected density


alternate SkeletonL anchor;repeat root25,2


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Skeleton;hitParent=Skeleton 2x1 L(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Skeleton 2x1 L(Clone);objectPos=(16.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Skeleton;selectedColliderCenter=(16.00, -4.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -4.39, -10.00);snappedMouseWorld=(16.00, -4.00, 0.00);expectedObjectPos=(16.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: SkeletonL selected for redesign


test SkeletonL in the early-left lower gap root21,3


must preserve path8 DeadBody
default cells expected21,3 22,3 21,2

SkeletonL is selected; root21,3 is away from the path8 DeadBody but may create earlier interactions near the support corridor. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


root21,3 early-left
rejected root25,2 late

legal three-cell footprint suitable for preview

moves L away from the guaranteed level-up tile and former late contacts


root21,3 early-left;root25,2 rejected late

Move L away from late contacts and path8 reward.


post-retry board is shifted upward two render rows


Camera/board mapping changed after retry inventory collapse.


Re-run mapping after inventory count or camera changes.

After Retry with one inventory item, render704,615 mapped selected SkeletonL to world21,1 instead of pre-retry world21,3.

Retest desired root21,3 at render704,487 and verify footprint before click.

For the current post-retry board presentation, shift board targets up128 render pixels: world y3 uses render y487.


Summary: post-retry board shifted two rows


test actual root21,3 using post-retry board mapping


post-retry shift verified
desired root away from path8

SkeletonL remains dragging; K132 maps render704,487 to desired root21,3 in this current camera. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


root21,3 exact and footprint legality revealed

applies corrected mapping to alternate family


reject candidate and clean-rebuild a neutral-swap family


Return all and rebuild with L in neutral crate region24,4

Current retained family has no legal lower-contact L gap; neutral swap requires clean rebuild.


A rotated legal retained-state anchor with fewer contacts could supersede, but none is currently proven.

At actual root21,3, SkeletonL cells21,3 and22,3 were green but cell21,2 had no tile.

Use Return all and rebuild a neutral-swap family: reserve cells24,4 25,4 24,3 for SkeletonL and move neutral crate pieces to former late cells.

The retained12 state offers no proven lower-contact default L gap; do not fall back to death-associated root25,2.

Stage4 alternate SkeletonL root21,3 rejection


Summary: early-left candidate crosses hole


clean-reset Stage4 for the lower-contact neutral-swap rebuild


12 retained plus1 dragging
root25,2 family died
no lower-contact retained gap

click Return all once and verify0/13 clean

SkeletonL is still dragging after rejected alternatives; Return all is the safe visible reset needed for a materially new family. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Return all and neutral-swap rebuild
repeat lethal root25,2

K129 and K133 reject repetition while a concrete new packing plan remains


Return all and neutral-swap rebuild;repeat lethal root25,2

Clean rebuild because no retained lower-contact gap is proven.


After Return all, require returnAllClean=True before planning. If selected/dragging remains, preserve state and resolve visible input cleanup first.


rebuild support-first neutral-swap family


rebuild support core then SkeletonL neutral region

Establishes clean baseline for materially new family.


Any stale placement invalidates baseline.

Return all produced Place state0/13, no selection, no drag.

Restore support anchors, then place L before neutral crates.

Build the new family from this clean baseline and reserve24,4 25,4 24,3 for SkeletonL.


Summary: neutral-swap clean baseline


refresh visible inventory collider targets after the clean reset


0/13 clean
no drag
support-first rebuild planned

run read-only inventory hit-target probe

The reset restored all13 inventory objects and may reflow their visible colliders. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


refresh hit targets
reuse stale layout blindly

visible collider centers for first inventory objects

K073 requires re-probe after inventory reflow


Forced Game View screenshot before inventory_hit_targets state check.

Game


place support-visible objects using refreshed targets

visible indices0-7: L384, Heart576, HP704, Merchant832, Trap960, Def1152, Skeleton3 1280, Slime4 1536 at render y900


order now starts with SkeletonL, not prior Trap ordering


Re-probe after each placement changes order if target assumptions are reused.

After clean reset, visible indices0-7 are SkeletonL384, Heart576, HP704, Merchant832, Trap960, Def1152, Skeleton3 1280, Slime4 1536 at render y900.

Select and place Heart, HP, Merchant, Trap, Def, Skeleton3, Slime4, and L before later objects reflow.

Use these reflowed targets with compensated render y1020 and require pre-click hitParent.

Stage4 neutral-swap reset inventory order


Summary: visible reset inventory mapped


select Heart for the proven entry heal anchor


hit-check compensated target and select once

Heart is visible at refreshed index1 render576,900. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


critical HP4 requires deterministic first heal


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(576.00, 131.00);localPoint=(-384.00, 321.00);insideRawImage=True;viewportPoint=(0.21, 0.86);hitCollider=Block_0_0;hitParent=Heart_non_special(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-106.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-106.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Heart_non_special(Clone);objectPos=(19.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(19.00, -4.00, 0.00);mousePosition=(576.00, 131.00, 0.00);mouseWorld=(19.00, -4.39, -10.00);snappedMouseWorld=(19.00, -4.00, 0.00);expectedObjectPos=(19.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Heart selected


critical HP4
first interaction must heal

Heart is selected offset0 and the proven entry anchor is world22,6. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


prior live route proved Heart first at this anchor


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=1;inventoryCount=12;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 4.00, 0.00) parent=Placed|;inventory=Skeleton 2x1 L(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Statue_Hp(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Merchant(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Trap 2x2(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-93.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-88.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-85.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-82.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-79.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-77.00, -93.82, -9.00) parent=Inventory|


Committed Heart at observed world22,4, revealing persistent shifted board mapping.

compare prediction with post-action screenshot/probe and close the agent cycle


Committed Heart at observed world22,4, revealing persistent shifted board mapping.


select placed Heart and move to corrected render295 for world22,6

Post-retry camera shift persisted through Return all.


Recheck after camera or viewport changes.

After clean Return all, render768,423 mapped Heart to world22,4, confirming the two-row upward target correction still applies.

Relocate Heart from22,4 to22,6 at render768,295; use corrected mapping for all remaining board targets.

For current camera, world y6 uses render y295, y5 uses359, y4 uses423, y3 uses487, y2 uses551, y1 uses615.

Stage4 shifted board mapping persists after Return all


Summary: Heart clean at wrong y; mapping corrected


select misplaced Heart22,4 for correction to22,6


click its placed collider once and verify tracking

Heart is visibly placed at world22,4 under the corrected mapping. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


dragging=False;selected=null;objectPos=null;objectPlaceDragging=False;dragOffset=null;selectedCollider=null;selectedColliderCenter=null;mousePosition=(768.00, 683.00, 0.00);mouseWorld=(22.00, 4.23, -10.00);snappedMouseWorld=null;expectedObjectPos=null;trackingDelta=-1;trackingOk=False;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


placed objects are not directly reselectable

Return all and restart using corrected map


A documented alternate edit control may supersede.

Clicking the placed Heart at its collider did not start dragging or select it.

Use Return all and rebuild from0/13 with corrected board mapping K136.

Do not rely on direct placed-object relocation in this UI state.

Stage4 placed object reselection unavailable


Summary: placed Heart cannot be reselected


reset the single misplaced Heart and restart with corrected board mapping


Only Heart is misplaced; direct reselection is unavailable and Return all is the safe recovery. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Reset unreselectable wrong-row placement.

화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


select Heart and use corrected board map


select Heart then place at render768,295 world22,6


Summary: ready for corrected rebuild


select Heart from clean inventory for corrected rebuild


0/13
no drag
Heart target render576,1020

Clean 0/13 inventory is visible; Heart is at the verified inventory slot. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


restores the proven first-heal anchor before constrained pieces


Use verified reset inventory hit and corrected map.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(576.00, 131.00);localPoint=(-384.00, 321.00);insideRawImage=True;viewportPoint=(0.21, 0.86);hitCollider=Block_0_0;hitParent=Statue_Hp(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-106.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-106.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


inspect intended Heart target without clicking

re-probe inventory and select only verified Heart


K135 label mapping is contradicted by collider identity


A later reflow or camera change can invalidate this coordinate.

The clean inventory target render576,1020 resolves to Statue_Hp(Clone), not Heart.

Re-probe the visible inventory to locate Heart before any click.

Require collider identity for every inventory target; do not use K135 label Heart at x576.

Stage4 clean inventory target at render576,1020


Summary: Heart slot assumption contradicted safely before click


locate Heart safely in the current clean inventory


move to render192,1020 and inspect collider only

The Heart is not identified by the prior collider target; inspect the clipped left inventory edge first. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


identify left-edge inventory collider or empty panel

read-only collider inspection prevents a wrong selection


move pointer for inventory identity probe


ok=False;canStartInventoryDrag=False;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(192.00, 131.00);localPoint=(-768.00, 321.00);insideRawImage=False;viewportPoint=(-0.07, 0.86);hitCollider=null;hitParent=null;hitParentActive=False;hasObjectPlace=False;hasChildController=False;colliderCenter=null;colliderBounds=null;hitRootPosition=null;required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


Forced Game View screenshot before inventory_screen state check.

Game


inspect current inventory screen positions

scroll inventory right until Heart is visible

Heart_non_special located offscreen at render2560,900


click right inventory scroll and re-probe

Exact runtime screen coordinates resolved full inventory order.


Any placement or scroll changes screen coordinates.

Heart_non_special is inventory index12 at offscreen render2560,900; visible items begin with SkeletonL then Statue_Hp.

Click the right scroll control and re-probe until Heart has an on-screen target.

Scroll inventory right before selecting Heart; use inventory_screen plus inventory-hit identity after reflow.

Stage4 clean inventory order and Heart visibility


Summary: Heart located offscreen at inventory index12


scroll the inventory right so Heart becomes visible


0/13
Heart index12 x2560
right arrow visible

click the right inventory scroll arrow once

Heart is confirmed offscreen to the right and the right scroll arrow is visible at the inventory edge. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


scroll right once
select another object first

inventory object screen coordinates shift left

one controlled scroll exposes the required Heart without changing placement


scroll right once;select another object first


Game


Heart now visible at render1536,900;0/13


select Heart at render1536,900 with hit check

Current scroll offset and exact Heart coordinate verified.

inventory shifted left by1024 screen pixels


Any later scroll or placement reflow invalidates the target.

One right-scroll shifts inventory objects left1024 and exposes Heart_non_special at render1536,900.

Use inventory-hit-check at1536,900 then select Heart.

At this scroll state, select Heart via render1536,900 only after hitParent confirmation.


Summary: Heart exposed at render1536,900


0/13
Heart render1536,900
scroll offset verified

The one-page-right inventory state exposes Heart_non_special at the verified screen target. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Heart selected with active drag tracking

Heart is the proven first-heal anchor and now has exact collider evidence


Use exact Heart collider at current scroll state.


ok=False;canStartInventoryDrag=False;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(1536.00, 242.00);localPoint=(576.00, 432.00);insideRawImage=True;viewportPoint=(0.93, 0.98);hitCollider=null;hitParent=null;hitParentActive=False;hasObjectPlace=False;hasChildController=False;colliderCenter=null;colliderBounds=null;hitRootPosition=null;required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(1536.00, 131.00);localPoint=(576.00, 321.00);insideRawImage=True;viewportPoint=(0.93, 0.86);hitCollider=Block_0_0;hitParent=Heart_non_special(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-75.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-75.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Heart_non_special(Clone);objectPos=(34.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(34.00, -4.00, 0.00);mousePosition=(1536.00, 131.00, 0.00);mouseWorld=(34.00, -4.39, -10.00);snappedMouseWorld=(34.00, -4.00, 0.00);expectedObjectPos=(34.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Selected Heart from verified inventory collider.


place Heart at world22,6 using corrected render768,295


Exact compensated selection Y verified at current scroll.

Heart_non_special selected and trackingOk


Scroll, reflow, or viewport changes invalidate the selection target.

Heart_non_special selects successfully at compensated render1536,1020; dragOffset0 and trackingOk.

Board placement can now use corrected K136 mapping directly because Heart dragOffset is zero.

Use compensated render y1020 rather than inventory_screen center y900 for collider clicks in this viewport.


Summary: Heart selected with zero offset


place Heart at world22,6 using the corrected post-retry mapping


move to render768,295, require legal footprint, click once

Heart is selected with zero drag offset; corrected world22,6 maps to render768,295. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Heart commits at root22,6 and leaves 1/12

restores the proven first-contact heal while using corrected coordinates

footprint check then placement commit check


Apply corrected board map to zero-offset Heart.


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=1;inventoryCount=12;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|;inventory=Skeleton 2x1 L(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Statue_Hp(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Merchant(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Trap 2x2(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-93.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-88.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-85.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-82.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-79.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-77.00, -93.82, -9.00) parent=Inventory|


select next support using refreshed inventory_screen map


re-probe inventory and place Statue_Hp24,6

Corrected board mapping is now confirmed by committed object coordinates.


A later full preview may reject the family, requiring Return all.

Heart committed cleanly at world22,6 with corrected render768,295.

Continue support and enemy placements around this committed anchor.

Preserve Heart22,6 as the early heal anchor in the neutral-swap family.


Summary: Heart correctly committed at22,6


refresh exact inventory targets after Heart removal and retained scroll offset


1/12 clean
one-page-right offset previously active

Heart is committed; remaining inventory may have reflowed while the scroll offset persists. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


refresh exact targets
reuse stale targets

current remaining object target map without gameplay change

fresh screen mapping prevents wrong inventory selection after reflow


refresh exact targets;reuse stale targets


Game


select Statue_Hp at compensated render576,1020


Placement resets inventory scroll to left.

reflowed targets captured;1/12 unchanged

scroll automatically reset left after Heart placement


A later placement implementation change may preserve scroll.

After Heart placement, inventory scroll automatically reset to the left; Statue_Hp is visible at x576.

Select Statue_Hp at compensated render576,1020 with hit check.

Re-probe after each commit and assume scroll reset until verified otherwise.


Summary: Inventory reset left; HP visible


select Statue_Hp from refreshed inventory


1/12 clean
Statue_Hp x576
compensated y1020

Statue_Hp is visible at the refreshed first-page target. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


place survivability support before route enemies


dragging=True;selected=Statue_Hp(Clone);objectPos=(19.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(19.00, -4.00, 0.00);mousePosition=(576.00, 131.00, 0.00);mouseWorld=(19.00, -4.39, -10.00);snappedMouseWorld=(19.00, -4.00, 0.00);expectedObjectPos=(19.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


rotate once to horizontal before placement


Summary: HP selected


rotate selected Statue_Hp to horizontal at the intended anchor


selected Statue_Hp
dragOffset0
target root24,6

Statue_Hp is selected in its reset vertical orientation; the plan requires horizontal cells24,6-25,6. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


horizontal footprint preserves proven support route geometry


commit current proven HP root24,6 footprint23-24

second cell extends left to23,6 rather than right25,6


Return all or a fresh object reset may restore default orientation.

One right-click at root24,6 yields green horizontal cells23,6 and24,6.

Commit at the current pointer; do not rotate again.

Use this left-extending horizontal HP footprint as the previously proven root24,6 placement.


Summary: HP horizontal at23-24,6


commit the verified horizontal Statue_Hp at root24,6


The selected HP statue has a legal horizontal footprint at world23,6-24,6. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


current footprint matches the proven support placement and is legal


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=2;inventoryCount=11;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|;inventory=Skeleton 2x1 L(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Merchant(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Trap 2x2(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-95.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-90.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-87.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-84.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-81.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-79.00, -93.82, -9.00) parent=Inventory|


Placed horizontal Statue_Hp at root24,6.


Summary: HP support committed


2/11 clean
Merchant world inventory -106
expected render576,1020

Commit evidence shows Merchant has reflowed into the former x576 slot. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


complete upper support chain before enemies


click Merchant at compensated render576,1020


Use left-reset reflow sequence and collider proof.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(576.00, 131.00);localPoint=(-384.00, 321.00);insideRawImage=True;viewportPoint=(0.21, 0.86);hitCollider=Block_0_0;hitParent=Merchant(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-106.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-106.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Merchant(Clone);objectPos=(19.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(19.00, -4.00, 0.00);mousePosition=(576.00, 131.00, 0.00);mouseWorld=(19.00, -4.39, -10.00);snappedMouseWorld=(19.00, -4.00, 0.00);expectedObjectPos=(19.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


place at root25,6 and verify vertical footprint


Summary: Merchant selected


place Merchant at root25,6 in the support chain


Merchant is selected with zero offset; root25,6 maps to render960,295. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


matches the proven support ordering in the accepted family


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=3;inventoryCount=10;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|;inventory=Skeleton 2x1 L(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Trap 2x2(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-92.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-89.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-86.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-83.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-81.00, -93.82, -9.00) parent=Inventory|


Summary: Merchant support committed


3/10 clean
Trap root inventory -106
compensated y1020

hit-check render576,1020 and select only if Trap

Commit evidence shows Trap has reflowed to the first non-L inventory slot at world-106. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


restore proven route control piece before later reflow


click verified Trap collider at render576,1020


Measure current Trap drag offset before target mapping.


Select Trap and measure current drag offset before target mapping.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(576.00, 131.00);localPoint=(-384.00, 321.00);insideRawImage=True;viewportPoint=(0.21, 0.86);hitCollider=Block_0_0;hitParent=Trap 2x2(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-106.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-106.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Trap 2x2(Clone);objectPos=(19.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(19.00, -4.00, 0.00);mousePosition=(576.00, 131.00, 0.00);mouseWorld=(19.00, -4.39, -10.00);snappedMouseWorld=(19.00, -4.00, 0.00);expectedObjectPos=(19.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


target root26,6 directly and verify footprint


Current selection collider yields zero offset.

historical plus1 offset does not apply to Block_0_0 selection


A different inventory collider selection can change dragOffset.

Selecting Trap via Block_0_0 at x576 yields dragOffset0.

Move directly to world26,6 render1024,295 and verify full2x2 footprint.

For this current Trap selection, target desired root directly; historical plus1 only applied to a different selected collider.


Summary: Trap selected with zero offset


move direct, require all four cells legal, then commit

Trap is selected with zero offset; direct root26,6 uses render1024,295. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


current measured zero offset supersedes historical collider-specific offset


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=4;inventoryCount=9;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|;inventory=Skeleton 2x1 L(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-95.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-92.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-89.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-86.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-84.00, -93.82, -9.00) parent=Inventory|


Summary: Trap committed


Statue_Def is now the first non-L inventory item at x576. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


complete defensive support before combat pieces


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(576.00, 131.00);localPoint=(-384.00, 321.00);insideRawImage=True;viewportPoint=(0.21, 0.86);hitCollider=Block_0_0;hitParent=Statue_Def(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-106.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-106.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Statue_Def(Clone);objectPos=(19.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(19.00, -4.00, 0.00);mousePosition=(576.00, 131.00, 0.00);mouseWorld=(19.00, -4.39, -10.00);snappedMouseWorld=(19.00, -4.00, 0.00);expectedObjectPos=(19.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Def selected


Def is selected with zero offset; corrected root23,3 maps to render832,487. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


restores proven mid-route defense support


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=5;inventoryCount=8;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Statue_Def(Clone)@(23.00, 3.00, 0.00) parent=Placed|;inventory=Skeleton 2x1 L(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-94.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-91.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-88.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-86.00, -93.82, -9.00) parent=Inventory|


Summary: Def committed


Skeleton3 is now the first non-L inventory item at the verified x576 slot. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


restore proven lower skeleton anchor before longer piece reflow


화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(576.00, 131.00);localPoint=(-384.00, 321.00);insideRawImage=True;viewportPoint=(0.21, 0.86);hitCollider=Skeleton;hitParent=Skeleton 3x1(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-106.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-106.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Skeleton 3x1(Clone);objectPos=(19.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Skeleton;selectedColliderCenter=(19.00, -4.00, 0.00);mousePosition=(576.00, 131.00, 0.00);mouseWorld=(19.00, -4.39, -10.00);snappedMouseWorld=(19.00, -4.00, 0.00);expectedObjectPos=(19.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Skeleton3 selected


Skeleton3 is selected with zero offset; corrected root26,1 maps to render1024,615. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


Skeleton3 root26,1
alternate lower anchor

matches proven lower route combat anchor


Skeleton3 root26,1;alternate lower anchor


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=6;inventoryCount=7;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Statue_Def(Clone)@(23.00, 3.00, 0.00) parent=Placed|Skeleton 3x1(Clone)@(26.00, 1.00, 0.00) parent=Placed|;inventory=Skeleton 2x1 L(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-98.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-95.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-92.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-90.00, -93.82, -9.00) parent=Inventory|


Summary: Skeleton3 committed


Slime4 is now the first non-L inventory item at x576. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


place the rigid four-cell enemy before flexible neutral pieces


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(576.00, 131.00);localPoint=(-384.00, 321.00);insideRawImage=True;viewportPoint=(0.21, 0.86);hitCollider=Slime;hitParent=Slime 4x1(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-106.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-106.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Slime 4x1(Clone);objectPos=(19.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Slime;selectedColliderCenter=(19.00, -4.00, 0.00);mousePosition=(576.00, 131.00, 0.00);mouseWorld=(19.00, -4.39, -10.00);snappedMouseWorld=(19.00, -4.00, 0.00);expectedObjectPos=(19.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Slime4 selected


move then right-click once and verify four vertical cells

Slime4 is selected horizontally; root28,5 maps to render1152,359. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


vertical orientation is the proven rigid right-side anchor


Summary: Slime4 vertical and legal


Slime4 has a verified legal vertical footprint at28,5 through28,2. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


current anchor is proven and preserves other reserved gaps


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=7;inventoryCount=6;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Statue_Def(Clone)@(23.00, 3.00, 0.00) parent=Placed|Skeleton 3x1(Clone)@(26.00, 1.00, 0.00) parent=Placed|Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|;inventory=Skeleton 2x1 L(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-95.00, -93.82, -9.00) parent=Inventory|


Summary: Slime4 committed


select SkeletonL for the neutral midboard swap


7/6 clean
SkeletonL inventory -109
reserved root24,4

hit-check render384,1020 and select only SkeletonL

SkeletonL remains the first inventory object; Block_0_0 is expected at compensated x384. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


SkeletonL selected with collider-specific offset measured

secure reserved neutral cells before placing crates


click SkeletonL Block_0_0 near render384,1020


select SkeletonL Block_0_0 near render384,1020

Reserve neutral-swap cells before crates.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Skeleton;hitParent=Skeleton 2x1 L(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Skeleton 2x1 L(Clone);objectPos=(16.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Skeleton;selectedColliderCenter=(16.00, -4.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -4.39, -10.00);snappedMouseWorld=(16.00, -4.00, 0.00);expectedObjectPos=(16.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: SkeletonL selected offset0


place default SkeletonL at neutral root24,4


SkeletonL dragging
offset0
reserved cells24,4 25,4 24,3

SkeletonL is selected with zero offset; root24,4 maps to render896,423. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


neutral root24,4
death-associated root25,2

neutral swap removes the former late L contacts while preserving downstream DeadBody route


Reduce late combat density while preserving support route.


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=8;inventoryCount=5;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|Merchant(Clone)@(25.00, 6.00, 0.00) parent=Placed|Trap 2x2(Clone)@(26.00, 6.00, 0.00) parent=Placed|Statue_Def(Clone)@(23.00, 3.00, 0.00) parent=Placed|Skeleton 3x1(Clone)@(26.00, 1.00, 0.00) parent=Placed|Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(24.00, 4.00, 0.00) parent=Placed|;inventory=crate_big_b(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-98.00, -93.82, -9.00) parent=Inventory|


place crate_big at former L cells25,2-26,2


Full preview may still reject the family.

SkeletonL committed at root24,4 on cells24,4 25,4 24,3.

Place crate_big at25,2 horizontal and crate at25,1, then restore remaining flexible pieces.

Preserve this neutral midboard L and fill former death-associated lower cells with neutral crates.


Summary: Neutral L committed


select crate_big for former lower L cells


crate_big is now the first inventory object; its root collider is expected at x384. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


fill former dangerous L route cells with neutral object first


click crate_big root near render384,1020


Replace former lower L contact with neutral crate.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Block_0_0;hitParent=crate_big_b(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=crate_big_b(Clone);objectPos=(16.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(16.00, -4.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -4.39, -10.00);snappedMouseWorld=(16.00, -4.00, 0.00);expectedObjectPos=(16.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: crate_big selected


place crate_big at former L lower cells root25,2


crate_big is selected horizontal with zero offset; root25,2 maps to render960,551. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


replaces former late L contact cells with neutral traversal


Fill former late L cells with neutral crate.


cell25,2 red/path-invalid despite tile presence

test alternate neutral pair without committing


Neutral-swap lower crate pair blocks placement after current family.


Changing other placements may make the pair legal.

At current8/5 family, crate_big root25,2 has one red part at25,2 and is not placeable;26,2 is green.

Keep selection active and test an alternate neutral pair such as root21,3 before altering committed anchors.

Do not click crate_big at root25,2 in this family.

Stage4 neutral-swap crate_big root25,2 rejection


Summary: crate_big25,2 not placeable


test alternate neutral crate_big pair at root21,3


8/5 unchanged
crate_big dragging
root25,2 rejected

move to root21,3 and require both cells green

crate_big remains selected; root21,3 offers an unoccupied horizontal pair away from the rejected lower choke. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


root21,3
rotate at lower cells
Return all

either two green cells or a safe rejection

tests a reversible unoccupied neutral pair before discarding the family


Avoid rejected lower choke and test unoccupied neutral pair.


test vertical crate at lower former-L cells before family reset


rotate crate_big vertical at root25,2 and check

Left alternate pair also blocks current route.


Different placements may reopen this pair.

crate_big horizontal at root21,3 is fully red despite both tiles existing.

Test vertical crate_big at lower cells; if rejected, reset the family because no known neutral pair remains.

Do not place horizontal crate_big at21,3 in this family.

Stage4 crate_big alternate root21,3 rejection


Summary: crate_big21,3 rejected


test vertical crate_big in the lower former-L area


8/5 unchanged
crate_big dragging
two horizontal rejections

move to root25,2, right-click once, inspect footprint

Horizontal alternate pairs failed; crate_big remains selected and can test a vertical lower footprint. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


vertical pair25,2-25,1 legal or safely rejected

last reversible orientation test before discarding the eight-piece family


Exhaust reversible crate orientations before reset.


Rotated crate_big vertical for lower test.


Return all and rebuild known retained12 before rotated-L search

vertical footprint red at25,2;8/5 unchanged


All tested crate variants fail, invalidating neutral-swap family.


A different support or obstacle layout could reopen a crate pair.

Vertical crate_big25,2-25,1 also fails because25,2 is red; horizontal25,2 and horizontal21,3 already failed.

Return all and rebuild the known retained12 family, then search rotated L orientations without consuming crate_big24,4.

Reject the neutral-midboard-L family because required crate_big has no validated remaining pair.

Stage4 neutral-swap family infeasibility


Summary: neutral-swap family invalid


reset invalid neutral-swap family for retained12 plus rotated-L search


8/5 committed
crate_big dragging
K149 invalid family

click Return all UI recovery and require clean0/13

crate_big remains selected and the eight committed objects belong to an infeasible family; Return all is required. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


no legal crate_big slot remains and selected drag must be safely cleared


rebuild retained12 known family then rotated-L search


Summary: reset for retained12


map the post-reset inventory order before rebuilding retained12


visible order begins with neutral/flexible pieces

capture exact read-only inventory_screen map

The post-reset visual order differs from the earlier clean reset, so stale selection coordinates are unsafe. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


refresh exact inventory order
reuse stale order

exact 13-object positions without state change

fresh collider mapping prevents wrong selections after Return all reorder


refresh exact inventory order;reuse stale order


Game


place first12 in current sequence, leaving SkeletonL for rotated search


Current order enables retained12 build without scrolling.

Return all preserves prior residual object sequence, not canonical order


Any scroll or alternate selection changes screen mapping.

Inventory order is crate_big, Slime1, StatueSlime, Goblin, crate, Heart, HP, Merchant, Trap, Def, Skeleton3, Slime4, SkeletonL.

Select each first remaining object near compensated root x384 and verify hit identity after every reflow.

Place the first12 sequentially at the known retained12 anchors and leave last SkeletonL for rotated-orientation search.

Stage4 post-neutral-swap-reset inventory order


Summary: retained12 order mapped


select crate_big as the first retained12 object


crate_big is first in the verified post-reset order; root collider is near render384,1020. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


restore its only proven legal neutral gap before other pieces


Use mapped first item and proven neutral gap.


Use mapped first item and restore its constrained known slot.


Summary: crate_big selected


crate_big is selected horizontal with zero offset; root24,4 maps to render896,423. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


only proven legal crate_big pair in the retained12 family


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=1;inventoryCount=12;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|;inventory=Slime 1x2(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-103.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-99.00, -93.82, -9.00) parent=Inventory|Statue_Hp(Clone)@(-97.00, -93.82, -9.00) parent=Inventory|Merchant(Clone)@(-95.00, -93.82, -9.00) parent=Inventory|Trap 2x2(Clone)@(-93.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-90.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-88.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-84.00, -93.82, -9.00) parent=Inventory|Skeleton 2x1 L(Clone)@(-79.00, -93.82, -9.00) parent=Inventory|


Summary: crate_big retained anchor committed


select Slime1 as the next retained12 object


Slime1 is now first in the verified reflow order at root target x384. 화면 우선 검토: visible 버튼·대화·타겟을 같은 cycle의 screenshot, pointer proof 또는 probe와 함께 확인했다.


restore the proven flexible right-side pair while reflow is verified


Use mapped reflow and restore vertical right anchor.


Use mapped reflow and rebuild retained12.


ok=True;canStartInventoryDrag=True;stage=3;state=Place;canPlace=True;cursorAllowDrag=True;uiAllowDrag=True;cursorDragging=False;selected=null;mousePosition=(384.00, 131.00);localPoint=(-576.00, 321.00);insideRawImage=True;viewportPoint=(0.07, 0.86);hitCollider=Slime;hitParent=Slime 1x2(Clone);hitParentActive=True;hasObjectPlace=True;hasChildController=True;colliderCenter=(-109.00, -93.82, -9.00);colliderBounds=(1.00, 1.00, 0.00);hitRootPosition=(-109.00, -93.82, -9.00);required_followup=Only click inventory when canStartInventoryDrag=True and hitParent matches the intended object. After click, require drag-offset-check --require-tracking.


dragging=True;selected=Slime 1x2(Clone);objectPos=(16.00, -4.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Slime;selectedColliderCenter=(16.00, -4.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(16.00, -4.39, -10.00);snappedMouseWorld=(16.00, -4.00, 0.00);expectedObjectPos=(16.00, -4.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Slime1 selected


Summary: Stage 4 Place 화면. crate_big 1개 배치, Slime1 선택·드래그 중, 인벤토리 12개. 목표 root (26,4) 영역이 비어 있음.


Slime1을 root (26,4)에서 1회 우클릭 회전해 세로 2칸으로 만든다.

현재-run 안전 배치 복구안의 검증된 방향이며 crate_big과 충돌하지 않는다.


Slime1 footprint becomes vertical cells (26,4),(26,3); remains selected


right-click rotate Slime1 at render1024,423

rotate once at26,4; keep horizontal; move anchor

K136 supplies corrected board coordinate; K149/K150 require retained12 rebuild with SkeletonL held last.

vertical footprint cells26,4 and26,3 remains green and selected

horizontal conflicts with retained12 geometry; moving anchor breaks known family

right-click once then require placement-footprint-check green two-cell vertical footprint


vertical footprint cells26,4 and26,3 green


Summary: Slime1 vertical footprint verified


Summary: Slime1 selected at root26,4 with verified vertical green footprint cells26,4 and26,3; crate_big remains committed.


현재 검증된 초록 footprint에 Slime1을 좌클릭 배치한다.

회전 직후 전 칸 current-stage/all-green 검증을 통과했다.


left-click place Slime1 at current root26,4

Commit the verified retained12 Slime1 anchor.

Slime1 commits; placed count2 inventory11 selected clears

moving again discards verified footprint

recheck footprint then left-click current pointer and require clean placement commit


stage=3;state=Place;canPlace=True;canStart=False;timeScale=1;dialogueActive=False;storyState=None;placedCount=2;inventoryCount=11;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Slime 1x2(Clone)@(26.00, 4.00, 0.00) parent=Placed|;inventory=Statue_Slime(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-106.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|Statue_Hp(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|Merchant(Clone)@(-98.00, -93.82, -9.00) parent=Inventory|Trap 2x2(Clone)@(-96.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-93.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-91.00, -93.82, -9.00) parent=Inventory|Slime 4x1(Clone)@(-87.00, -93.82, -9.00) parent=Inventory|Skeleton 2x1 L(Clone)@(-82.00, -93.82, -9.00) parent=Inventory|


Slime1 세로 배치 확정


Slime1 placed at26,4 vertical; inventory11


select StatueSlime first inventory object


Summary: Slime1 committed cleanly


Summary: 배치 2개, 인벤토리 11개. 첫 보이는 인벤토리 오브젝트가 Statue_Slime이며 선택 없음.


첫 슬롯 Statue_Slime을 hit identity 검증 후 선택한다.

현재-run K150의 순차 복구 순서이며 다음 목표 root21,5가 비어 있다.


dragging true; selected Statue_Slime; offset measured


K150 mandates first-object sequential selection with hit verification.

inventory hitParent Statue_Slime and trackingOk after click

skipping breaks retained12 restoration order

pointer proof, inventory-hit-check, click, drag-offset-check require tracking