Delivered by Hermies Qwen, gated and deployed by Relay. - Board tip/topple: full continuous rotation when a board's center of mass passes its support edge (Q1: smooth pivot swing, no discrete snap). Falling boards deal impact damage and can kill enemies in their fall path. - Falling-object impact damage: blocks and birds can now kill enemies from vertical drops and side plows (velocity-aware crush gate), chain momentum transfers correctly through stacks (mass-weighted contact), repeated impacts finish tougher enemies. - Landed-bird physics: a bird resting on a board remains a real physical body under continuous gravity (Q2: no lifetime timer). If its platform is destroyed it falls, damages what it lands on (chain reaction), and can kill enemies. - Repo modularized: folders = modules, subfolders = submodules, architecture.md + MODULES.md at root, an agents.md card in every module and submodule (17 total). - Test suite grown from 27 to 47 (20 new RED-watched tests for the above behaviors), all green. Golden differential against the original core confirmed the only behavioral changes are the intended ones. Live at http://10.244.136.121:8093/, independently re-verified by Relay (full suite re-run, module structure check, headless Chromium smoke) before this push. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
22 lines
1.4 KiB
Markdown
22 lines
1.4 KiB
Markdown
# js/physics/step/ — agents.md
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RC-375D84 S-2. Module map: `MODULES.md`; runtime model: `architecture.md`.
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Installs into `P`: step, stepPhysics, spendBird. **The physics hub.**
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- `step(g, dt)` = time advance + stepPhysics + end-state check + camera. `stepPhysics`
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is the integration core: gravity, air drag, bird/bird-block/bird-enemy/
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block-block contacts, crush, settle bookkeeping.
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- Because it reaches into nearly every unit, it is installed AFTER aim/damage and
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BEFORE nothing — but all of its callees must exist in `P` by the time `step`
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runs (they do, because install order is load order). Keep it that way.
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- `spendBird` retires a bird that is GONE (aged out / off the island). S-5
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(RC-375D84, landed 2026-09-29) split the settle branch: a bird that settles
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while ANOTHER bird is in play becomes `landed` — a live body integrated
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every frame in `stepPhysics` (real gravity, no lifetime timer) that falls
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when its support breaks, chain-damages boards, and can kill enemies. The LAST
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bird still spends (win/lose unchanged — keep it that way; the sim win/lose
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test is the gate). Landed birds are cleared when the level ends (inside
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`step`'s won/lost branch). `advanceToNextBird` is the shared "next bird onto
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the sling" path used by both the spent and landed transitions.
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- Determinism invariant: no Math.random, no Date, no DOM. Tests call this
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directly at dt=1/120.
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