Isle-Slingers/js/physics/collision/agents.md
Relay dc68c6e3dd Physics upgrade + repo modularization (RC-375D84)
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>
2026-09-29 13:21:18 +00:00

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# js/physics/collision/ — agents.md
RC-375D84 S-2. Module map: `MODULES.md`; runtime model: `architecture.md`.
Installs into `P`: crushCircleVsBox, collideBirdWorld, collideBirdBlocks,
collideBirdEnemies, REST_VEL_CLAMP, resolveBoxPair.
- Contact resolution for circles (birds, enemies) vs axis-aligned blocks and
block-block pairs. `resolveBoxPair` is the box-box rest/impulse resolver;
`crushCircleVsBox` is the fast-falling-onto-structure damage path.
- RC-375D84 S-4 (landed 2026-09-29): `crushCircleVsBox` is velocity-direction-
aware (the box must be the body plowing into the enemy, `boxAlong > 30`; a
resting box never crushes), carries a per-enemy crush cooldown (0.12 s — one
landing = one crush instance) and an inelastic velocity transfer so boxes do
not phase through enemies; `resolveBoxPair` stacked contact is mass-weighted
inelastic (heavy blocks drive light planks — chain-crush). S-3 (topple) does
NOT live here: pivoting blocks are excluded from box-pair resolution by the
step loop and integrate in `topple/` — keep it that way.
- Consumes: MATERIALS, WORLD, damageBlock, damageEnemy.