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>
23 lines
1.5 KiB
Markdown
23 lines
1.5 KiB
Markdown
# js/physics/topple/ — agents.md
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RC-375D84 S-3 (2026-09-29). Module map: `MODULES.md`; runtime model: `architecture.md`.
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Installs into `P`: toppleBlocks, blockSupportSpan, beginTopple, integrateTopple,
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landTopple, topplePathDamage, settleBack, supportStillAlive.
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- Owns the board tip/topple behavior (Q1: FULL CONTINUOUS ROTATION). A resting
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block whose COM lies past the x-span of its support (ground or the top face of
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a block below, via `blockSupportSpan`) pivots about the support-edge corner
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under gravity (point-mass COM, `alpha = G*(comX-pivotX)/r^2`).
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- Two endings: (a) a far corner reaches the ground line -> `landTopple`
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(impact speed = |angVel|*r, self-damage + `topplePathDamage` on the footprint:
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blocks take impact, enemies in the footprint can be killed through the normal
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crush curve); (b) the pivot is too high for any end to reach the ground ->
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the board is a pendulum and `settleBack` returns it flat to its rest position.
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- Anti-livelock: a swung-and-settled board is marked `toppled` and only re-tips
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on a real knock (displacement >= 6px) or a damaging hit (`damageBlock` clears
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the mark). Do NOT re-arm on velocity alone -- the pendulum's own swing-back
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speed defeats that (regression: test/knifeedge.test.mjs).
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- A pivoting block is EXCLUDED from linear integration, box-pair resolution and
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crush in `step` -- those loops must keep skipping `bl.pivoting`.
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- Consumes: WORLD, GRAVITY, REST_SPEED, MATERIALS, ENEMY_TYPES, damageBlock,
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damageEnemy. Tests: test/topple.test.mjs (5 arms), test/knifeedge.test.mjs (6 arms).
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