Isle-Slingers/js/physics/topple/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/topple/ — agents.md
RC-375D84 S-3 (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).