The deep-lock construction cannot go below three turns, so it cannot supply an opening band — every level it makes lands mid-difficulty and the curve comes out flat. harvest-easy pulls the shallow end from the shipped v0.5 set, but only the 3% of it that holds up: 568 of 1000 need no rotation at all and 51 more are clearable by tapping at random, which is what the monkey threshold is for. 33 levels survive, at one and two turns. select-50 scores candidates on mechanical features only, spreads the pick evenly across that range, and caps any one route grammar at 36% so the campaign cannot quietly become one template repeated — the shipped 1000 turned out to be thirty. Weights are a flag, so refitting them from a round of agent ratings is a re-run rather than an edit. The result is a curve rather than a plateau: difficulty score 3.85 / 6.24 / 7.60 across the three bands, rotations 1.8 / 3.0 / 3.5, and every level keeps three or more opening choices with a show of at least a second. The 50 register as a playable campaign edition, so review happens in the real game; docs/review-50.html is the handover sheet, one card per level with the opening position drawn from the solver rather than sketched. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
11 lines
731 B
JavaScript
11 lines
731 B
JavaScript
// Shared clean silhouette: sample color inside the PNG; never sample its noisy cutout edge.
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export function tileSample(f){return {x:Math.round(f.x+f.w*.4),y:Math.round(f.y+f.h*.4),w:Math.round(f.w*.2),h:Math.round(f.h*.2)};}
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export function roundedHex(x,y,r,rounding=.075){
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const vertices=Array.from({length:6},(_,i)=>({x:x+Math.cos(i*Math.PI/3)*r,y:y+Math.sin(i*Math.PI/3)*r})),out=[];
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for(let i=0;i<6;i++){
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const v=vertices[i],prev=vertices[(i+5)%6],next=vertices[(i+1)%6],a={x:v.x+(prev.x-v.x)*rounding,y:v.y+(prev.y-v.y)*rounding},b={x:v.x+(next.x-v.x)*rounding,y:v.y+(next.y-v.y)*rounding};
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for(let j=0;j<=6;j++){const t=j/6,u=1-t;out.push({x:u*u*a.x+2*u*t*v.x+t*t*b.x,y:u*u*a.y+2*u*t*v.y+t*t*b.y});}
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}
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return out;
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}
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