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Examples: gameplay_levels

build_level_basic_movement(seed=100)

L0: Movement smoke test (Exit).

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State (used by rendering / RNG subsystems).

100

Returns:

Name Type Description
State State

Authored immutable state.

build_level_enemy_patrol(seed=109)

L9: Enemy patrol (damage=1) with safe avoidance (Exit).

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

109

Returns:

Name Type Description
State State

Authored immutable state.

build_level_hazard_detour(seed=106)

L6: Hazard detour (damage=2) (Exit).

Hazard imposes only base step cost but reduces health on contact.

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

106

Returns:

Name Type Description
State State

Authored immutable state.

build_level_key_door(seed=105)

L5: Key–Door gating (Exit).

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

105

Returns:

Name Type Description
State State

Authored immutable state.

build_level_maze_turns(seed=101)

L1: Basic maze turns (Exit).

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

101

Returns:

Name Type Description
State State

Authored immutable state.

build_level_optional_coin(seed=102)

L2: Optional coin path (Exit).

Coin reduce net cost along that route encouraging detour.

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

102

Returns:

Name Type Description
State State

Authored immutable state.

build_level_portal_shortcut(seed=107)

L7: Portal pair shortcut (Exit).

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

107

Returns:

Name Type Description
State State

Authored immutable state.

build_level_power_boots(seed=112)

L12: Boots (Speed ×2, 5 turns) — useful to cross a 2-tile patrol window safely.

With 2× speed the agent traverses both tiles of a patrol gap in one action.

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

112

Returns:

Name Type Description
State State

Authored immutable state.

build_level_power_ghost(seed=111)

L11: Ghost (Phasing 5 turns) — necessary to pass a door; no key provided.

Single corridor blocked by a locked door; phasing allows bypassing blocking.

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

111

Returns:

Name Type Description
State State

Authored immutable state.

build_level_power_shield(seed=110)

L10: Shield (Immunity 5 uses) — necessary at a choke.

Unavoidable hazard (2 dmg) in a 1-wide corridor; agent has 2 HP. Without the shield effect the hazard would be lethal.

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

110

Returns:

Name Type Description
State State

Authored immutable state.

build_level_pushable_box(seed=108)

L8: Pushable box in narrow corridor (Exit).

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

108

Returns:

Name Type Description
State State

Authored immutable state.

build_level_required_one(seed=103)

L3: One required core (Collect-then-Exit).

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

103

Returns:

Name Type Description
State State

Authored immutable state.

build_level_required_two(seed=104)

L4: Two required cores and backtracking (Collect-then-Exit).

Parameters:

Name Type Description Default
seed int

Deterministic seed stored on resulting State.

104

Returns:

Name Type Description
State State

Authored immutable state.

generate_task_suite(base_seed=None, *, seed_list=None)

Return ordered suite of authored levels (L0..L13) with configurable seeds.

Seeding strategy precedence
  1. seed_list if provided (must have length 14)
  2. base_seed (seeds become base_seed + index)
  3. Each builder's default seed constant (backwards compatible)

Parameters:

Name Type Description Default
base_seed int | None

Optional base; offsets determine per-level seeds.

None
seed_list list[int] | None

Explicit seeds for each level (length must be 14).

None

Returns:

Type Description
list[State]

list[State]: Immutable states for each level.