# Hand-picked platform-assist fills the solver's model can't place on its own,
# each validated in-game. Format: "LEVEL: room:idx,room:idx,..." (idx = row*10+col).
# Merged into the per-level tables by tools/rebuild_tables.py.
#
# Cross-room-seam fall cushions: a free fall that crosses a room seam is fatal
# in-game even at the solver's safe depth (the seam relocation mis-scores the
# fall). Auto-filling every such shaft over-fills and seals no-jump paths, so the
# specific staircase rungs that turn a deadly shaft into a row-at-a-time climb-down
# are listed here instead.

# L1 (env5 rooftops) room11 -> room6 descent: the kid drops from room11 row0 down
# a 3-tile cross-seam shaft to the lone solver cushion and dies. Diagonal staircase
# down-left (room11 c4r1, c3r2 -> room6 c2r0) so he steps down a row at a time onto
# room6's row1 floor (a 2-row cross-seam drop is fatal, so the c2r0 rung is needed),
# then walks left to the room15 exit.
1: 11:14,11:23,6:2

# L3 room18 -> room20 open-pit descent. room20's rows 0-1 are an open pit (the kid
# must reach row2 then walk left to the room21 exit). A free fall across the seam
# is fatal even at "safe" depth, and the solver's BFS can only model a sideways-step
# drop (never a straight-down climb), so a vertical staircase is unused -- it takes
# a 3-tile diagonal drop instead and dies. Cushion a DIAGONAL staircase (each rung
# one row down AND one column toward the exit) so every drop is a survivable 1-row
# step: room18 r2 c7 -> room20 r0 c6 -> room20 r1 c5 -> room20 r2 c4 (row2 floor).
3: 18:27,20:6,20:15
