# js/physics/topple/ — agents.md Added in the physics pass (2026-09-29). Module map: `MODULES.md`; runtime model: `architecture.md`. Installs into `P`: toppleBlocks, blockSupportSpan, beginTopple, integrateTopple, landTopple, topplePathDamage, settleBack, supportStillAlive. - Owns the board tip/topple behavior (Q1: FULL CONTINUOUS ROTATION). A resting block whose COM lies past the x-span of its support (ground or the top face of a block below, via `blockSupportSpan`) pivots about the support-edge corner under gravity (point-mass COM, `alpha = G*(comX-pivotX)/r^2`). - Two endings: (a) a far corner reaches the ground line -> `landTopple` (impact speed = |angVel|*r, self-damage + `topplePathDamage` on the footprint: blocks take impact, enemies in the footprint can be killed through the normal crush curve); (b) the pivot is too high for any end to reach the ground -> the board is a pendulum and `settleBack` returns it flat to its rest position. - Anti-livelock: a swung-and-settled board is marked `toppled` and only re-tips on a real knock (displacement >= 6px) or a damaging hit (`damageBlock` clears the mark). Do NOT re-arm on velocity alone -- the pendulum's own swing-back speed defeats that (regression: test/knifeedge.test.mjs). - A pivoting block is EXCLUDED from linear integration, box-pair resolution and crush in `step` -- those loops must keep skipping `bl.pivoting`. - Consumes: WORLD, GRAVITY, REST_SPEED, MATERIALS, ENEMY_TYPES, damageBlock, damageEnemy. Tests: test/topple.test.mjs (5 arms), test/knifeedge.test.mjs (6 arms).