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=Heart_non_special(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.


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


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.

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


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=Heart_non_special(Clone);objectPos=(14.00, -5.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(14.00, -5.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(14.00, -5.39, -10.00);snappedMouseWorld=(14.00, -5.00, 0.00);expectedObjectPos=(14.00, -5.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: selected


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.

Summary: Heart_non_special(Clone) selected; target root22,6 visible.


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.


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.


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=8;inventoryCount=5;dragging=False;selected=null;selectedParent=null;selectedInPlaced=False;selectedInInventory=False;commitClean=True;issues=;placed=Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(24.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Slime 1x2(Clone)@(22.00, 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|Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|;inventory=Statue_Hp(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Merchant(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|Trap 2x2(Clone)@(-105.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-100.00, -93.82, -9.00) parent=Inventory|


Summary: committed


Summary: Clean8/5; first slot Statue_Hp.


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=Block_0_0;hitParent=Statue_Hp(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_Hp(Clone);objectPos=(14.00, -5.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(14.00, -5.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(14.00, -5.39, -10.00);snappedMouseWorld=(14.00, -5.00, 0.00);expectedObjectPos=(14.00, -5.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: HP selected default vertical; target root24,6.


Summary: horizontal


Summary: HP horizontal root24,6 cells23,6/24,6 all green.


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=Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(24.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Slime 1x2(Clone)@(22.00, 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|Heart_non_special(Clone)@(22.00, 6.00, 0.00) parent=Placed|Statue_Hp(Clone)@(24.00, 6.00, 0.00) parent=Placed|;inventory=Merchant(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Trap 2x2(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-102.00, -93.82, -9.00) parent=Inventory|


Summary: Clean; first slot Merchant(Clone).


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=Merchant(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=Merchant(Clone);objectPos=(14.00, -5.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(14.00, -5.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(14.00, -5.39, -10.00);snappedMouseWorld=(14.00, -5.00, 0.00);expectedObjectPos=(14.00, -5.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Merchant(Clone) selected; root25,6.


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=Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(24.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Slime 1x2(Clone)@(22.00, 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|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=Trap 2x2(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|


Summary: Clean; first slot Trap 2x2(Clone).


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=Trap 2x2(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=Trap 2x2(Clone);objectPos=(14.00, -5.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(14.00, -5.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(14.00, -5.39, -10.00);snappedMouseWorld=(14.00, -5.00, 0.00);expectedObjectPos=(14.00, -5.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: selected


Summary: Trap 2x2(Clone) selected; root26,6.


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=Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(24.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Slime 1x2(Clone)@(22.00, 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|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=Statue_Def(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-107.00, -93.82, -9.00) parent=Inventory|


Summary: committed


Summary: Clean; first slot Statue_Def(Clone).


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_Def(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_Def(Clone);objectPos=(14.00, -5.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Block_0_0;selectedColliderCenter=(14.00, -5.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(14.00, -5.39, -10.00);snappedMouseWorld=(14.00, -5.00, 0.00);expectedObjectPos=(14.00, -5.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Statue_Def(Clone) selected; root23,3.


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=Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(24.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Slime 1x2(Clone)@(22.00, 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|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 3x1(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|


Summary: Clean; first slot Skeleton 3x1(Clone).


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 3x1(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 3x1(Clone);objectPos=(14.00, -5.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Skeleton;selectedColliderCenter=(14.00, -5.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(14.00, -5.39, -10.00);snappedMouseWorld=(14.00, -5.00, 0.00);expectedObjectPos=(14.00, -5.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: Skeleton 3x1(Clone) selected; root26,1.


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=Slime 4x1(Clone)@(28.00, 5.00, 0.00) parent=Placed|Skeleton 2x1 L(Clone)@(24.00, 1.00, 0.00) parent=Placed|crate_big_b(Clone)@(24.00, 4.00, 0.00) parent=Placed|Slime 1x2(Clone)@(22.00, 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|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=


Summary: Full13/0 alternate family visible; preview required before simulation.


preview new Slime1 anchor family; old exact death family

compare new anchor with prior terminal family

route interaction order differs near early Slime1 contact


Stage4 alternate full layout before preview

Game


Forced Game View screenshot before preview state check.

Game


ctedGuaranteedExp": 3,
                    "projectedGuaranteedExpToNext": 40,
                    "projectedPotentialLevel": 5,
                    "projectedPotentialExp": 1,
                    "projectedPotentialExpToNext": 60,
                    "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": 9,
                    "cumulativePotentialExp": 48,
                    "projectedGuaranteedLevel": 4,
                    "projectedGuaranteedExp": 3,
                    "projectedGuaranteedExpToNext": 40,
                    "projectedPotentialLevel": 5,
                    "projectedPotentialExp": 2,
                    "projectedPotentialExpToNext": 60,
                    "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": 9,
                    "cumulativePotentialExp": 48,
                    "projectedGuaranteedLevel": 4,
                    "projectedGuaranteedExp": 3,
                    "projectedGuaranteedExpToNext": 40,
                    "projectedPotentialLevel": 5,
                    "projectedPotentialExp": 2,
                    "projectedPotentialExpToNext": 60,
                    "interactions": []
                }
            ]
        }
    ],
    "summary": "stageIndex=3 | state=Ready | pathBlocked=False | heroLv=3 | heroExp=14/20 | guaranteedExp=9 | potentialExp=48 | guaranteedLv=4 | potentialLv=5"
}


early support plus added Slime contacts; guaranteed Lv4


alternate route order is reusable within run

new anchor adds early combat before guaranteed level at path5


Summary: meaningful alternate preview captured


Preview does not resolve HP; survival remains uncertain and must be tested live.

Path16 begins Heart+SlimeStatue+stat, HP stat, then two Slime1 contacts at path2-3; guaranteed level4 occurs at path5 before skeleton risk7-8; late risk remains10-14.

Run the legal uncertain trial; early Heart/HP/Def support may absorb Slime contacts and change later HP timing.

This meaningful timing alternate shifts two Slime fights earlier while retaining guaranteed level-up before the L cluster.


Summary: Full alternate layout ready; exact hero combat stats needed for forecast.


Stage4 ready alternate

Game


Forced Game View screenshot before basic state check.

Game


Ready canStart=true; visual stats Lv3 HP4/13 ATK12 DEF8 EXP14/20


basic JSON omits stats; paired screenshot supplies them


Summary: forecast inputs complete


Summary: Ready full13/0; hero Lv3 HP4/13 ATK12 DEF8 EXP14/20; Start Exploration visible.


법적이고 의미 있는 미시험 branch이며 preview-only HP 결과는 불확실하다.


support/risk timing and monster-contact order


Slime1 contacts shift to path2-3 before guaranteed level, changing HP/EXP entering path5 and late cluster.


path7 dual L skeleton after guaranteed level4

Heart/HP/Def plus guaranteed p5 level full heal; deadbody support at p8

path0 Heart then SlimeStatue/stat; path1 HP stat; path2-3 two Slime contacts then Def; path5 DeadBody+Heart+Skeleton and guaranteed Lv4; path7-8 L cluster with DeadBody at8; paths10-14 Skeleton3, Slime4, Goblin late density

early Slime relocation could change EXP/HP timing; current-run evidence only establishes old family death, so this alternate must be tested rather than assumed lethal.

p0 heal/support before monster; p1 HP stat; p2-3 low-tier Slime risk with Def at p3; p5 support and level-up full-heal timing mitigates Skeleton; p7-8 first dangerous L cluster; p10-14 late uncertain sequence


new Slime1 timing alternate; duplicate old death family; unverified relocation families

test sole fully packed meaningful alternate

survive early Slimes to guaranteed Lv4; uncertain at late density

old duplicate died; relocation families infeasible or untested packing

watch live HP/EXP through terminal without interrupting


Summary: live trial started


Summary: Observe live result without interrupting.


Stage4 alternate live observation

Game


Game


current Start control hit target correction


Probe and screenshot agree; no simulation mutation occurred.

After click at render300,900, the scene remained Ready and canStart true with unchanged board.

Use render40,880 with fresh pointer proof and verify state leaves Ready.

Do not use render300,900 for this Start control; retry the visible left play icon center.

Stage4 Start Exploration center target miss


Summary: start target miss confirmed


Summary: Fresh screenshot/probe: still Ready, canStart true; left play icon visible.


left play icon center로 controlled retry한다.

first center-label target had no effect; current visual identifies distinct hit target.


same S4 Slime1-v22,4 live branch; input recovery only


controlled cross-target recovery, no gameplay duplicate because first click caused no simulation.


Heart/support, early Slimes, guaranteed Lv4, L cluster, late density

untested legal timing branch remains meaningful.

same evidence-backed forecast as s4cu; p7 first dangerous tile


retain branch forecast and correct control target


Summary: recovery click delivered


Summary: Verify controlled Start recovery without interrupting.


Start recovery verification

Game


State probe confirms canPlace false and canStart false.

Clicking the left play icon at render40,880 changed Ready to Simulation.

Continue observing the now-live branch without interruption.

Use the left icon target for Stage4 Start on this camera.

Stage4 Start Exploration recovery target


Summary: recovery verified


Recovered by clicking visible left play icon; state became Simulation.


Summary: Observe live branch after sufficient uninterruptible time.


Stage4 alternate terminal observation

Game


Game


Simulation ongoing; visual Lv4 HP15/15 ATK15 DEF10 EXP1/40 step9


live survival checkpoint distinguishes alternate


Visual HP/stats and ongoing Simulation state agree.

At visible step9 the alternate reached Lv4 HP15/15 ATK15 DEF10 EXP1/40, entering the skeleton cluster at full health.

Do not interrupt; observe late density where prior family died.

Early Slime relocation is survivable through the guaranteed level-up checkpoint.

Stage4 Slime1-root22,4 live checkpoint step9


Summary: full-health Lv4 checkpoint


Summary: Continue live observation after Lv4 full-health checkpoint.


Stage4 alternate final outcome

Game


terminal death visible HP0/15 Lv4 EXP18/40 step15/16 grades D,A,A,A,A Retry


terminal comparison identifies near-clear and next lever

alternate reached final step vicinity but still lacked survival margin


Terminal Retry and HP0 are visible; route was near-complete but not cleared.

Alternate died at visible step15/16, Lv4 HP0/15 ATK15 DEF10 EXP18/40; grades D,A,A,A,A. It progressed much farther than prior family.

Retry and test combined vertical Slime4 root26,4 plus vertical Skeleton3 root28,3; new Slime1 anchor frees the former conflict lane.

Keep early Slime1 timing, but reduce the final Skeleton3/Slime4/Goblin density by changing late monster orientations.


Summary: near-clear late death


Early Slime1 timing is viable and near-clearing; retain it while reorienting late Slime4 and Skeleton3 contacts.

reached Lv4 full HP at step9, then died HP0 at step15/16 with EXP18/40

Slime1 root26,4 to vertical root22,4 changed support/risk timing

reach guaranteed Lv4 and test late density


Summary: Death report HP0 Lv4 EXP18/40 step15/16; Retry Stage visible.


meaningful late-orientation branch remains.


Retry and rebuild late orientations; duplicate near-clear

preserve early timing and change late density


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


Summary: retried


Summary: Retry planning:12 placed plus L inventory; Return all visible.


late Slime4/Skeleton3 rotation changes require rebuild.


Return all for combined late rotations; exact repeat


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


Summary: clean


Summary: Clean0/13; order may differ because L already in inventory before Return all.


Late branch clean inventory

Game


Forced Game View screenshot before inventory state check.

Game


inventoryCount13 and JSON indices are exact.

Order is L, Slime4, crate_big, Slime1, StatueSlime, Goblin, crate, Heart, HP, Merchant, Trap, Def, Skeleton3.

Place L and vertical Slime4 first, preserve early family, leave Skeleton3 last for vertical28,3.

Select first slot sequentially in this exact order and verify hit identity.

Stage4 post-nearclear Return all inventory order


Summary: order verified


Summary: First slot Skeleton 2x1 L(Clone) in verified order.


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=(15.00, -5.00, 0.00);objectPlaceDragging=True;dragOffset=(0.00, 0.00);selectedCollider=Skeleton;selectedColliderCenter=(15.00, -5.00, 0.00);mousePosition=(384.00, 131.00, 0.00);mouseWorld=(15.00, -5.39, -10.00);snappedMouseWorld=(15.00, -5.00, 0.00);expectedObjectPos=(15.00, -5.00, 0.00);trackingDelta=0;trackingOk=True;trackingIssue=;target_rule=desiredObjectWorld - dragOffset gives the mouse/grid target before click-place


Summary: selected


Summary: Skeleton 2x1 L(Clone) selected for root24,1.


retain early timing, change late orientation


retain near-clear early family while changing late orientations


retained orientation/drag offset put root25,1 and part25,0 red


Whole footprint explicitly shows red out-of-stage cell25,0.

At mouse target world24,1, L root tracked to25,1 with cells25,1/26,1/25,0; bottom part red.

Move to render960,551 for root24,1, then rotate and inspect one orientation per cycle until cells24,1/24,2/25,1.

Account for current +1 root offset and rotate away from the downward L orientation.


Summary: orientation/offset corrected


Summary: L downward orientation root offset +1; move one cell left and rotate once.


correct identity order and exact offset/orientation

new legal or diagnosable orientation at root24,1


Summary: rotate again


Summary: L cells24,1/24,0/23,1; y0 illegal.


left-facing root tiles red by placement rules


Summary: rotate to right-up


Summary: L left-up orientation red; desired right-up orientation remains.


complete exact controlled rotation cycle


root24,1 now red, likely carry-over collision


Whole footprint shows only root24,1 red; placement not committed.

Right-up L footprint cells24,1/24,2/25,1 now has root24,1 red despite current-stage tile placeability.

Probe right-up L one row higher at root24,2 while preserving vertical late lanes.

Treat root24,1 as unavailable in this carry-over retry board; do not force the old L anchor.


Summary: old L anchor unavailable


Summary: L right-up selected; old root24,1 unavailable.


avoids carry-over root and preserves vertical late lanes.


retain near-clear lever while avoiding carry-over collision


Summary: cell25,2 red


Summary: Right-up L; unavailable cells24,1 and25,2 known.


cells23,2/23,3/24,2 avoid known red carry-over.


avoid carry-over cells and keep late lever


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=Skeleton 2x1 L(Clone)@(22.00, 3.00, 0.00) parent=Placed|;inventory=Slime 4x1(Clone)@(-109.00, -93.82, -9.00) parent=Inventory|crate_big_b(Clone)@(-104.00, -93.82, -9.00) parent=Inventory|Slime 1x2(Clone)@(-101.00, -93.82, -9.00) parent=Inventory|Statue_Slime(Clone)@(-98.00, -93.82, -9.00) parent=Inventory|Goblin 1x1(Clone)@(-95.00, -93.82, -9.00) parent=Inventory|crate(Clone)@(-93.00, -93.82, -9.00) parent=Inventory|Heart_non_special(Clone)@(-91.00, -93.82, -9.00) parent=Inventory|Statue_Hp(Clone)@(-89.00, -93.82, -9.00) parent=Inventory|Merchant(Clone)@(-87.00, -93.82, -9.00) parent=Inventory|Trap 2x2(Clone)@(-85.00, -93.82, -9.00) parent=Inventory|Statue_Def(Clone)@(-82.00, -93.82, -9.00) parent=Inventory|Skeleton 3x1(Clone)@(-80.00, -93.82, -9.00) parent=Inventory|


No explicit commit click was intended in this cycle; stop request prevents further mutation.


session is stopping; control anomaly documented in difficulties

L committed at22,3 during candidate probe


Summary: runtime frozen after unexpected L commit


사용자가 3회 반복 목표를 중단하고 현재 세션의 완료·보고 작업으로 전환하도록 명시함.

user message: 테스트 중단하고, 완료 작업진행해.


Summary: 사용자 중단 명령 후 gameplay mutation 금지; 최종 런타임 상태를 read-only로 보존한다.


summarize latest evidence without mutation

Place state with1/12 after preserved mismatch

all gameplay continuation due explicit user stop


사용자 중단 시점 최종 런타임 상태

Game


Game


Stage4 Place canPlace=true canStart=false


post-stop state evidence, not gameplay guidance

Game View is 1920x942 rather than prior full-height state


Summary: final state preserved


Support-before-risk and guaranteed level-up timing converted repeated Stage3 deaths into a clear.

Stage3 cleared Lv3 HP4/13 EXP14/20; grades D,A,A,A,A and final grade A

Trap/L/statue/heart support and risk order rebuilt after prior deaths

guaranteed Lv3 before combat and Heart immediately before Skeleton should clear


evt-c7d5a29a9b66 LOOP-S3-COMBO-CLEAR에서 guaranteed Lv3와 Heart-before-Skeleton 예측이 실제 clear로 검증되었다.

각 monster 접촉 전후 HP를 더 세밀하게 기록해 근접 실패 횟수를 줄여야 한다.

여러 사망·재배치 branch를 통해 support 선행, 레벨업 타이밍, 위험물 순서를 실제 HP/EXP 결과와 연결해 Stage3를 클리어했다.

Stage3 진입 시 다중 위험물의 배치 순서와 생존 예산을 실제 결과에 맞춰 조정하는 능력이 제한적이었다.


evt-a8e18f938c47와 K171-K176이 early Slime 변형의 Lv4 full-heal checkpoint 및 near-clear death를 연결한다.

사용자 중단으로 vertical Slime4/Skeleton3 결합 branch의 완전 배치와 simulation 결과는 검증하지 못했다.

완전 배치 family 여러 개를 비교하고 Slime1 timing 변형으로 step15/16까지 진행했으며, 후반 orientation이 다음 핵심 lever임을 식별했다.

Stage4 시작 시 13개 오브젝트의 constrained packing과 후반 몬스터 밀도 분산 방법이 불명확했다.


현재 L 배치 이후 재구축

사용자 중단 명령으로 추가 gameplay 입력을 수행하지 않는다.

의미 있는 후보지만 사용자가 전체 테스트 중단을 명시하여 종료한다.

가시적 계속 수단이 있으나 사용자 요청이 런타임 진행을 종료했다.


사용자 명시적 테스트 중단

Mandatory Abnormal Handling / Core Principles

user_stop으로 meaningful interrupted counted run을 종결하고 보고·검증·배포·Discord 게시를 완료한다.

Stage4 Place, canPlace=true, canStart=false로 정상 런타임이 보존되었고 사용자 중단 증거가 기록되었다.

추가 gameplay mutation을 금지하고 최종 화면과 basic state를 read-only로 캡처하여 런타임을 보존했다.

런타임 오류가 아니라 사용자가 테스트 중단과 완료 작업 진행을 명시했다.


사용자가 테스트 중단 및 완료 작업 진행을 명시했으며, Stage1-3 clear와 Stage4 다중 완전 배치/alternate live loop를 포함한 충분한 gameplay evidence가 확보되었다.

Retry with a changed interaction/footprint family; K005 layout is not survivable despite Statue max-HP support.

Use support-first and route avoidance; off-route hazards can satisfy placement without applying lethal damage.

Reuse exact full pack when Stage2 begins from the same Stage1 state.

Early Slime1 timing is viable and near-clearing; retain it while reorienting late Slime4 and Skeleton3 contacts.

Support-before-risk and guaranteed level-up timing converted repeated Stage3 deaths into a clear.


보고 검증 시점에는 gameplay 판단을 새로 만들지 않고 기존 근거만 보존한다.


보고 ledger 보정만 수행

이 이벤트는 post-run ledger bookkeeping 보정이며 새 gameplay 지식을 사용하거나 판단을 변경하지 않는다.

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


보고 ledger 보정만 수행


dialogue closes and Stage 1 placement UI appears


exact inventory object identities and positions returned


baseline route and interaction sequence returned


Statue early x1,Statue late x3,risk-first

green 2-cell footprint and support before risks


placedCount1 inventoryCount2 clean commit


Slime x4 Trap x5,Trap x4 Slime x5,risk-first


simulate baseline,return all rework,wait

hero survives and reaches Stage 1 result


visible Start Exploration panel center click

click labeled panel center,repeat left icon,return all

simulation starts and Stage 1 result appears


direct display pixel Start Exploration click

direct pixel 295,840,render mapping,rework


Statue first,Hearts first,Slime_Crate first


clear Stage2 at level2 after support and combat


move pointer without click then inventory-hit-check


move Trap2x2 to anchor18,1 without clicking


move Trap2x2 to anchor18,3 without clicking

four current-stage tiles, preferably green


move Trap2x2 to anchor16,5 without clicking


move Trap2x2 to anchor17,5 without clicking


move Statue_Slime to anchor14,2 without clicking

green multi-cell footprint intersecting early route


new orientation with potential corner alignment


move Statue to anchor14,4 without clicking


move current Statue orientation to anchor16,5 without clicking


move Statue to object anchor16,1 without clicking


move L slime_skeleton to anchor14,4 without clicking


move rotated L to anchor16,6 without clicking


move rotated L one row upward without clicking


move crate_big_b to anchor18,6 without clicking


move crate one row upward without clicking


move vertical crate to object anchor14,3 without clicking


move horizontal crate to anchor16,3 without clicking


Chest commits; placed6 inventory1; drag clean


보고 ledger 보정만 수행


inventory-hit-check before click; drag-offset after


current full-pack route;rework earlier support;rework upper risks

result screen and post-simulation state probe


move pointer to world17,5 without clicking


alternate footprint around green adjacent cells


placed7 inventory0 clean and Start enabled


unblocked route with deadbody before first Slime and Heart before central Skeleton

inspect ordered interactions, EXP projection, and pathBlocked


execute rebuilt route;abandon safe meaningful play;repeat placement probing

central Skeleton triggers Lv3 before paired Slimes; survive to Stage3 result

wait for terminal result then probe HP EXP steps nights grades


return to Stage3 planning with hero restored and seven placed objects retained


Return all and rebuild;repeat lethal pack


correct label-center click;repeat high target


objectWorld17,5 all four green; placed1 inventory6


central L retained rotation;far-right illegal family


all three parts green; placed3 inventory4


first intermediate rotation; still dragging


objectWorld17,1 and all three green; placed3 inventory4


footprint at15,1 then full preview order


footprint then later full preview ordering


preview before simulation;simulate unverified

unblocked path with Chest before first major Skeleton and Lv3 before lethal combat

inspect interaction order and cumulative EXP


execute accepted route;continue redundant probing

observe terminal result HP EXP steps nights grades


restore HP12/12 EXP5/10 with placements retained


L becomes selected/dragging while other placements remain

drag-offset or state check; fall back to Return all if inert


place Trap root17,5 at live-derived target


보고 ledger 보정만 수행


exact inventory hit resolves Heart and drag starts


unblocked support-first route with survivable progression

inspect ordered trace and projected levels


Return all and rebuild;simulate rejected family

pointer proof then return-all-state-check


root26,6 after support;move hazard earlier


partial preview;blindly pack nine objects


root22,5 off-route;root21,5 current path


pointer proof, footprint, click, commit check


rotate vertical at26,4;continue horizontal probing


root21,5 contiguous;rotate and continue searching

pointer, footprint, click, commit, later preview


preview full family;simulate without forecast

unblocked and support before lethal density


execute support-first family;return all despite accepted forecast

single Start then visible terminal state


click Retry Stage refreshed interior point

one refreshed Retry click;stop on input mismatch

fresh screenshot, probe, click, retry check


press-release Retry;end playable session


exact historical target;approximate targets


preview retained12;reinsert SkeletonL blindly


alternate SkeletonL anchor;repeat root25,2


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


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


move pointer for inventory identity probe


scroll right once;select another object first


refresh exact targets;reuse stale targets


Skeleton3 root26,1;alternate lower anchor


select SkeletonL Block_0_0 near render384,1020


refresh exact inventory order;reuse stale order


right-click rotate Slime1 at render1024,423

rotate once at26,4; keep horizontal; move anchor

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


left-click place Slime1 at current root26,4

Slime1 commits; placed count2 inventory11 selected clears

moving again discards verified footprint

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


inventory hitParent Statue_Slime and trackingOk after click

skipping breaks retained12 restoration order

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


three-cell footprint21,5 21,4 22,5 all green and commit clean

alternate loses known retained12 topology

move, footprint require placeable, click current, commit counts3/10


right click once then footprint require green


omit before exhausting safe meaningful placement search

hit click drag; no placement until candidate plus preview


probe SkeletonL root21,2 without placement

default root21,2 probe; rotated alternatives

three-cell L entirely on open lower-left grid

move without click then inspect every footprint cell


rotated three-cell footprint differs from default and may reduce late contacts

right click once then inspect cells and green state; do not place


orientation2 moves footprint to alternate cells

right click then inspect all cells; no place


orientation2 root24,1; further rotations

move without click and inspect all parts


orientation2 root25,1; further rotations


omit only after candidate and preview exhausted

move without click; inspect all footprint parts


right click once and inspect all parts, no place


default cells25,2 26,2 25,1 all green as in prior complete family

right click once and require full footprint evidence; do not place unless green


orientation1 may include out-of-lane cell but remains selected

right click once inspect footprint no placement


orientation2 matches known24,1 23,1 24,2 footprint


cells24,1 24,2 25,1 all green and no25,2 contact

full reset discards proven fixed12 and is unnecessary if footprint succeeds

right click once then require all-green current-stage footprint; do not place yet


clean commit13/0 and Start becomes available

recheck footprint, click current, commit check exact counts


unblocked route preserves early Dead Body level-up and reduces late L contacts

read-only preview inspect blocked, interactions, progression, HP forecast and terminal projection


autonomous route reaches path8 Lv4; survival remains live-observed

rebuild after exhaustive valid candidate search adds no safer proven option

click Start once then observe without interruption through terminal result


restore Lv3 HP4/13 EXP14/20 and placement state

stop violates remaining-action requirement

click Retry once then retry-state-check and visual capture


inspect upgrades; immediately replay; rebuild

menu exposes purchasable defensive or attack improvements within gold45

immediate replay repeats terminal death; rebuild is more disruptive than an available stat mitigation check

open menu only, capture and inspect before any purchase


Ready screen restored with placement13/0

other upgrade tabs are scope expansion without evidence of demo availability


likely no-op per prior K137, but current post-retry state requires confirmation

Return all deferred until minimal mutation is disproven in current post-retry state

click once, then drag-offset-check; never click-place without tracked selection


Return all for vertical Skeleton3 variant; replay exact family

clean placed0 inventory13 preserving hero Lv3 HP4/13 EXP14/20

exact replay contradicted by terminal death

click once then return-all-state-check exact counts and no dragging


fullscreen proof, click once, return-all-state-check


overlay hidden, board planning UI interactive

post-click screenshot and Stage 4 state check


Return all then vertical Skeleton3; exact replay

return-all-state-check exact inventory count


select crate_big at compensated first slot

select first reflow object; probe unrelated slot

inventory hit identity then drag-offset-check


all-green footprint and clean1/12 commit

footprint then placement-commit exact counts


Return all; adapt around wrong placement


placement footprint identity and world cells


moving adds risk after exact verification


recover-return-all-stale-drag and exact counts


preview new Slime1 anchor family; old exact death family

route interaction order differs near early Slime1 contact


new Slime1 timing alternate; duplicate old death family; unverified relocation families

survive early Slimes to guaranteed Lv4; uncertain at late density

watch live HP/EXP through terminal without interrupting


Retry and rebuild late orientations; duplicate near-clear


Return all for combined late rotations; exact repeat


new legal or diagnosable orientation at root24,1


Place state with1/12 after preserved mismatch


Summary: 보고 검증 보정: 같은 cycle의 기존 screenshot/probe/action evidence를 참조한다.


기존 probe 또는 기각 후보의 결과를 ledger에 연결

contemporaneous action_execution 누락을 post-run bookkeeping으로 보완


post-run bookkeeping 보정이며 재사용할 gameplay 지식 후보가 아니다.


Summary: 기존 gameplay 사실을 변경하지 않고 누락된 cycle bookkeeping만 보완


기존 probe 또는 기각 후보의 결과를 ledger에 연결


canPlace=true는 runtime 건강성을 뜻하며 사용자 stop을 반박하지 않는다.

재배치와 vertical late-density branch가 기술적으로 남아 있으나 사용자 지시로 terminal 처리했다.

사용자 명시적 테스트 중단

의미 있는 후보는 남았지만 user_stop_acknowledged가 현재 요청 범위를 종료했다.

최종 화면은 정상 Place 상태이며 오류/정지가 아니다; 종료 근거는 사용자 중단 명령이다.


다음 재개 시 early Slime timing을 유지하고 late Slime4/Skeleton3 orientation branch부터 독립 검증

Stage1-3 clear, Stage4 alternate near-clear death, canonical gameplay loops와 actionable findings

사용자 명시적 테스트 중단

사용자가 테스트를 중단하고 완료 작업을 진행하라고 명시함


사용자 명시적 테스트 중단