fix(cliffs): the collision box is the RAW rectangle - #88 was wrong (#84) - #90
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The banner kept the pre-#88 figure. Since the collision box was corrected to rotbb's rotated rectangle the rejection costs ZERO true positives, so the shipping matched set is identical to the unfiltered one - 1531 either way, 37 wrong orientations, 2.42%. Measured on both paths. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WRKSNgkidxc6daeHGJHqpt
) Disassembly, prompted by flagging #88's fix as the thing I was least confident about. It was right to flag: #88 scored best on every metric and was wrong about the mechanism. The engine does NOT collide against rotbb's rectangle rotated 45 degrees. It uses the RAW stored rectangle and discards the orientation tag entirely: 1. EntityMapGenerationTask::tryToAddCliff (0x101625038) loads the orientation's box from proto + 0x5c0 + id*0x48 (20 bytes: four int32 edges at +4, the orientation word at +0x14) and calls wouldCollide with Direction = 0 - literally `mov x4, #0x0`. 2. wouldCollide (0x101625468) forwards box and direction to BoundingBox::BoundingBox(BoundingBox const&, Direction) (0x101c04380), then floors with (box + position) >> 8 over an inclusive tile rect. 3. That constructor zeroes the destination, writes sentinel 0x80010000 into the destination's orientation word, and dispatches through a jump table whose entry 0 is 0 (read at 0x102d01400) - the identity arm, which copies left_top/right_bottom verbatim. The source orientation is never read; the rotate arm is reachable only for a non-zero Direction. Corroborated by the API mirror: BoundingBox is documented as {MapPosition, MapPosition} or {..., RealOrientation} with orientation OPTIONAL, and OrientedCliffPrototype::collision_bounding_box is a plain BoundingBox. | box | false rej | recall | precision | evidence | | ------------------------------ | --------- | ------ | --------- | ---------- | | AABB (until #88) | 13 | 0.9675 | 0.9743 | assumption | | 45-degree oriented rect (#88) | 0 | 0.9758 | 0.9727 | fit only | | raw stored rect (this) | 6 | 0.9720 | 0.9713 | disasm | The middle row is the trap. It shrank the box past the engine's, and the excess shrinkage absorbed a DIFFERENT defect: 4 of the 6 cliffs the correct box still rejects are cells where our orientation disagrees with the game's, so we load the wrong box entirely. Those 4 belong to the standing orientation residual and should stay visible. A model that scores perfectly by hiding a second bug is worse than one that leaves it exposed. Edges are quantised to 1/256 - MapPosition is 8-bit fixed point, so x_dist's sqrt(2) cannot reach the engine at full precision. test/cliffOrientation.spec.ts asserted the OPPOSITE of this until now, on the stated reasoning that the AABB "is what the engine ends up scanning". That block is rewritten: the shipped box is the raw rectangle, it DEPENDS on intersect (the old file asserted independence), and its area is at most half the AABB's - though it is not contained in it, since a small intersect pushes hx past size/2. An attempt to assert containment on every axis failed for exactly that reason. cliffBoxCoversTile and the separating-axis narrow phase are deleted; the broad phase alone is now the whole rule, which is what the engine does. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WRKSNgkidxc6daeHGJHqpt
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cliffOrientationOracle.spec.ts counts the residual and bounds it. This pins what it looks like, because the shape is the lead and a change in shape is a change in cause even when the count holds. Measured after #83 (multisample grid), #86 (lava rejection) and #90 (raw collision box): - 37 of 1531 matched cells, and all 37 differ in EXACTLY ONE edge. Not one two-edge difference survives; before #83 the dominant mode was two edges (125 of 175), a whole corner on the wrong side of a band. - Every one is an OVER-detection: the game reports a -to-none orientation and the port reports a crossing on that edge, never the reverse. - Spread over all four edges (L11/R6/T7/B13) and all three regions (7/26/4), so it is not a directional off-by-one. Two candidate causes are already eliminated, which is why the shape is worth pinning rather than re-deriving next session: - crossesCliff is EXACT. Disassembled at 0x10160c914 under 2.1.12 (the VA in cliffs-NOTES.md had moved); cliffPlacement.ts reproduces it line for line including the a<0||b<0 early-out, the boundary<e0 check, and the strict >0.5 gate and strict crossing comparisons. No >=-vs-> slip exists to find. - cliffiness_basic is EXONERATED. Substituting the game's own corner cliffiness leaves the count at exactly 37/1531. So the residual is in the grid-4 cliff-elevation field - the one input in the chain with no direct per-corner oracle. A single-edge, strictly one-directional over-detection is what a small positive field offset looks like. The direction assertion is the load-bearing one: if under-detections ever appear, the cause has changed and that reading is dead. Claude-Session: https://claude.ai/code/session_01WRKSNgkidxc6daeHGJHqpt Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
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#99 characterised the rule and stopped short of porting it, flagging one open sub-question: whether driving it from our own resource model, rather than the game's entities, is accurate enough. It is - and it costs exactly one cell. Scored across all three oracle regions, driving `makeVulcanusOreRejection` off the same field stack the ore overlay paints from: | region | game | placed | fires | false rejections | surplus | | --- | --- | --- | --- | --- | --- | | [0,0] | 283 | 283 | 0 | 0 | 2 -> 2 | | [1500,1500] | 885 | 900 | 20 | 0 | 42 -> 22 | | [-1200,800] | 401 | 387 | 0 | 0 | 1 -> 1 | Precision at [1500,1500] 0.953 -> 0.975 with the 858 true positives untouched. **Recall is not touched anywhere**, which was the gate: this rule may only ever cost precision. Three variants were scored and the two that lose are kept in the spec rather than dismissed in a comment, because #88/#90 already paid for that lesson here: | variant | fires | correct of 31 | false rejections | | --- | --- | --- | --- | | base box, ores only (SHIPPED) | 20 | 20 | 0 | | base box + geyser | 21 | 20 | 1 | | per-orientation box | 23 | 21 | 2 | The geyser arm is strictly HARMFUL - one more false rejection and not one additional correct suppression - so it is implemented behind `includeGeyser`, defaulting off. The per-orientation rotbb box catches one more true cell and pays two kept cliffs for it; higher `correct` is exactly the trap. Not claimed: the mechanism is still open (the disassembly says cliffs are placed before any resource entity exists), and 11 of the 31 stay unexplained with the box deliberately not widened to cover them. The spec pins that 11. Lands as `CliffBands.cellRejects`, an opaque per-cell predicate beside `tileCollides` - so the shared cliff core stays planet-agnostic, and the model the specs score is the model the renderer ships. The predicate enumerates no entities: the overlapping tiles follow in closed form (2 tiles for an ore against the lava rejection's ~30), guarded by a wider brute-force scan. Claude-Session: https://claude.ai/code/session_01GyN97UwFQmwZs1cg4QHS1c Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
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…0.9961 (#84) (#101) * feat(cliffs): port the ORE -> CLIFF rejection (#84 item 1) #99 characterised the rule and stopped short of porting it, flagging one open sub-question: whether driving it from our own resource model, rather than the game's entities, is accurate enough. It is - and it costs exactly one cell. Scored across all three oracle regions, driving `makeVulcanusOreRejection` off the same field stack the ore overlay paints from: | region | game | placed | fires | false rejections | surplus | | --- | --- | --- | --- | --- | --- | | [0,0] | 283 | 283 | 0 | 0 | 2 -> 2 | | [1500,1500] | 885 | 900 | 20 | 0 | 42 -> 22 | | [-1200,800] | 401 | 387 | 0 | 0 | 1 -> 1 | Precision at [1500,1500] 0.953 -> 0.975 with the 858 true positives untouched. **Recall is not touched anywhere**, which was the gate: this rule may only ever cost precision. Three variants were scored and the two that lose are kept in the spec rather than dismissed in a comment, because #88/#90 already paid for that lesson here: | variant | fires | correct of 31 | false rejections | | --- | --- | --- | --- | | base box, ores only (SHIPPED) | 20 | 20 | 0 | | base box + geyser | 21 | 20 | 1 | | per-orientation box | 23 | 21 | 2 | The geyser arm is strictly HARMFUL - one more false rejection and not one additional correct suppression - so it is implemented behind `includeGeyser`, defaulting off. The per-orientation rotbb box catches one more true cell and pays two kept cliffs for it; higher `correct` is exactly the trap. Not claimed: the mechanism is still open (the disassembly says cliffs are placed before any resource entity exists), and 11 of the 31 stay unexplained with the box deliberately not widened to cover them. The spec pins that 11. Lands as `CliffBands.cellRejects`, an opaque per-cell predicate beside `tileCollides` - so the shared cliff core stays planet-agnostic, and the model the specs score is the model the renderer ships. The predicate enumerates no entities: the overlapping tiles follow in closed form (2 tiles for an ore against the lava rejection's ~30), guarded by a wider brute-force scan. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GyN97UwFQmwZs1cg4QHS1c * test(cliffs): the budget FLIPPED - recall is now the bigger defect (#84) Every cliff defect found since #18 has been a rule the port over-places without (lava collision, the rotbb box shape, the ore suppression), so "find another rejection" has been the shape of the work throughout. After #100 that is no longer where the error is. | region | surplus | missing | lava-killed | ore-killed | never generated | | --- | --- | --- | --- | --- | --- | | [0,0] | 2 | 2 | 2 | 0 | 0 | | [1500,1500] | 22 | 27 | 3 | 0 | 24 | | [-1200,800] | 1 | 15 | 1 | 0 | 14 | | total | 25 | 44 | 6 | 0 | 38 | **The port now misses more cells than it over-places, 44 to 25**, and 38 of the 44 are cells the crossings stage never produces at all - a different defect in a different part of the port from everything solved so far. `[0,0]` generates every cell the game does: its whole miss is the two the lava rejection took, and `neverGenerated` is zero there. All 38 sit in the two far-field regions, which agrees with #93 finding the port exact at [0,0] and [-1200,800] at cliff_smoothing = 0 and still wrong at [1500,1500]. Also closes item 3 (the entity half of `Surface::wouldCollide`) UNPORTED, by size rather than by difficulty - the same move that retired fixImpossibleCells as a suspect. It is a rejection, and rejections can only remove cells: total surplus is 25, which bounds what rocks and craters together could ever be worth against a 44-cell recall gap they cannot touch. The crater arm is settled exactly, since craters are already in the fixtures: all 8 sit in [-1200,800] and not one touches a cell the port over-places, nor any cliff the game kept. Worth zero. The rock arm needs no fixture - the ceiling covers it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GyN97UwFQmwZs1cg4QHS1c * test(cliffs): the recall gap was a QUERY-WINDOW ARTIFACT - recall is 0.9961 (#84) Supersedes this branch's first commit, whose central claim was wrong. `find_entities_filtered` selects entities whose BOUNDING BOX touches the query area; `placedCells` emits cells whose CENTRE lies inside it. Different inclusion rules, so the fixtures carry cliffs centred just outside the box and every one has been scored as a miss. | region | game rows | centred inside | centred OUTSIDE | | --- | --- | --- | --- | | [0,0] | 283 | 283 | 0 | | [1500,1500] | 885 | 861 | 24 | | [-1200,800] | 401 | 387 | 14 | That is 38 cells - the entire apparent recall gap - and the port places 38 of 38 once the query box includes their centres. Every one is an agreement being scored as a failure. The widening arm is the load-bearing one: "we never looked there" alone is equally consistent with the port being wrong. Corrected budget, both sides scored alike: | region | game | port | matched | surplus | missing | | --- | --- | --- | --- | --- | --- | | [0,0] | 283 | 283 | 281 | 2 | 2 | | [1500,1500] | 861 | 880 | 858 | 22 | 3 | | [-1200,800] | 387 | 387 | 386 | 1 | 1 | | total | 1531 | 1550 | 1525 | 25 | 6 | **Recall 0.9961, precision 0.9839.** The 0.972 recall in the notes divided the same 1525 matches by 1569 rather than 1531 - the match count was never wrong, only the denominator. All 6 missing cells are ones our own lava rejection removed; there is no cell the port simply fails to generate. So precision is the only real defect left. Consequently item 3 (the entity half of Surface::wouldCollide) is RE-OPENED. The earlier commit closed it by size, arguing a rejection cannot help a 44-cell recall gap - that argument died with the gap. With recall at 0.9961 the dominant defect is the 25 surplus cells, which is exactly what a rejection removes. The crater arm stays settled at zero (all 8 sit in [-1200,800], none touches a surplus cell). The rock arm has no oracle capture at all, so capturing one is the next step - now with a 25-cell target rather than a ceiling against it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GyN97UwFQmwZs1cg4QHS1c * test(cliffs): the rock arm fails on the mechanism's own geometry (#84) Completes the item 3 thread in this branch rather than opening a second PR for it, since the previous commit had just re-opened it. No rock capture is needed to kill it. `computeInternal` runs `generateCliffs` before `generateEntities`, and `apply` runs `applyCliffs` (+124) before `applyEntities` (+164), so within a chunk no rock exists when the cliff is applied. A rock can only block a cliff from an ALREADY-GENERATED NEIGHBOUR, which confines the whole mechanism to cells near a 32-tile chunk border. | | n | near chunk border | | --- | --- | --- | | surplus | 25 | 11 = 44.0% | | matched | 1525 | 673 = 44.1% | The base rate to three significant figures. The surplus has no chunk-border character at all, so the one geometry the mechanism is confined to is not where the errors are. The direct overlap test agrees and is deliberately the weaker arm: 3 of 25 surplus cells overlap a modelled rock against a 6.6% base rate (~1.7 expected), which is nothing - and our rock placement is a salt-dependent roll whose individual positions are unreliable exactly as the geyser's were in #100. So item 3 explains approximately none of the 25, and is closed on the mechanism's geometry rather than on the ceiling argument that died with the recall gap. Remaining unexplained: 25 surplus, 6 missing (all lava-rejection over-rejections), 33 wrong orientations. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GyN97UwFQmwZs1cg4QHS1c --------- Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
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) * feat(cliffs): port the ORE -> CLIFF rejection (#84 item 1) #99 characterised the rule and stopped short of porting it, flagging one open sub-question: whether driving it from our own resource model, rather than the game's entities, is accurate enough. It is - and it costs exactly one cell. Scored across all three oracle regions, driving `makeVulcanusOreRejection` off the same field stack the ore overlay paints from: | region | game | placed | fires | false rejections | surplus | | --- | --- | --- | --- | --- | --- | | [0,0] | 283 | 283 | 0 | 0 | 2 -> 2 | | [1500,1500] | 885 | 900 | 20 | 0 | 42 -> 22 | | [-1200,800] | 401 | 387 | 0 | 0 | 1 -> 1 | Precision at [1500,1500] 0.953 -> 0.975 with the 858 true positives untouched. **Recall is not touched anywhere**, which was the gate: this rule may only ever cost precision. Three variants were scored and the two that lose are kept in the spec rather than dismissed in a comment, because #88/#90 already paid for that lesson here: | variant | fires | correct of 31 | false rejections | | --- | --- | --- | --- | | base box, ores only (SHIPPED) | 20 | 20 | 0 | | base box + geyser | 21 | 20 | 1 | | per-orientation box | 23 | 21 | 2 | The geyser arm is strictly HARMFUL - one more false rejection and not one additional correct suppression - so it is implemented behind `includeGeyser`, defaulting off. The per-orientation rotbb box catches one more true cell and pays two kept cliffs for it; higher `correct` is exactly the trap. Not claimed: the mechanism is still open (the disassembly says cliffs are placed before any resource entity exists), and 11 of the 31 stay unexplained with the box deliberately not widened to cover them. The spec pins that 11. Lands as `CliffBands.cellRejects`, an opaque per-cell predicate beside `tileCollides` - so the shared cliff core stays planet-agnostic, and the model the specs score is the model the renderer ships. The predicate enumerates no entities: the overlapping tiles follow in closed form (2 tiles for an ore against the lava rejection's ~30), guarded by a wider brute-force scan. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GyN97UwFQmwZs1cg4QHS1c * test(cliffs): the budget FLIPPED - recall is now the bigger defect (#84) Every cliff defect found since #18 has been a rule the port over-places without (lava collision, the rotbb box shape, the ore suppression), so "find another rejection" has been the shape of the work throughout. After #100 that is no longer where the error is. | region | surplus | missing | lava-killed | ore-killed | never generated | | --- | --- | --- | --- | --- | --- | | [0,0] | 2 | 2 | 2 | 0 | 0 | | [1500,1500] | 22 | 27 | 3 | 0 | 24 | | [-1200,800] | 1 | 15 | 1 | 0 | 14 | | total | 25 | 44 | 6 | 0 | 38 | **The port now misses more cells than it over-places, 44 to 25**, and 38 of the 44 are cells the crossings stage never produces at all - a different defect in a different part of the port from everything solved so far. `[0,0]` generates every cell the game does: its whole miss is the two the lava rejection took, and `neverGenerated` is zero there. All 38 sit in the two far-field regions, which agrees with #93 finding the port exact at [0,0] and [-1200,800] at cliff_smoothing = 0 and still wrong at [1500,1500]. Also closes item 3 (the entity half of `Surface::wouldCollide`) UNPORTED, by size rather than by difficulty - the same move that retired fixImpossibleCells as a suspect. It is a rejection, and rejections can only remove cells: total surplus is 25, which bounds what rocks and craters together could ever be worth against a 44-cell recall gap they cannot touch. The crater arm is settled exactly, since craters are already in the fixtures: all 8 sit in [-1200,800] and not one touches a cell the port over-places, nor any cliff the game kept. Worth zero. The rock arm needs no fixture - the ceiling covers it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GyN97UwFQmwZs1cg4QHS1c * test(cliffs): the recall gap was a QUERY-WINDOW ARTIFACT - recall is 0.9961 (#84) Supersedes this branch's first commit, whose central claim was wrong. `find_entities_filtered` selects entities whose BOUNDING BOX touches the query area; `placedCells` emits cells whose CENTRE lies inside it. Different inclusion rules, so the fixtures carry cliffs centred just outside the box and every one has been scored as a miss. | region | game rows | centred inside | centred OUTSIDE | | --- | --- | --- | --- | | [0,0] | 283 | 283 | 0 | | [1500,1500] | 885 | 861 | 24 | | [-1200,800] | 401 | 387 | 14 | That is 38 cells - the entire apparent recall gap - and the port places 38 of 38 once the query box includes their centres. Every one is an agreement being scored as a failure. The widening arm is the load-bearing one: "we never looked there" alone is equally consistent with the port being wrong. Corrected budget, both sides scored alike: | region | game | port | matched | surplus | missing | | --- | --- | --- | --- | --- | --- | | [0,0] | 283 | 283 | 281 | 2 | 2 | | [1500,1500] | 861 | 880 | 858 | 22 | 3 | | [-1200,800] | 387 | 387 | 386 | 1 | 1 | | total | 1531 | 1550 | 1525 | 25 | 6 | **Recall 0.9961, precision 0.9839.** The 0.972 recall in the notes divided the same 1525 matches by 1569 rather than 1531 - the match count was never wrong, only the denominator. All 6 missing cells are ones our own lava rejection removed; there is no cell the port simply fails to generate. So precision is the only real defect left. Consequently item 3 (the entity half of Surface::wouldCollide) is RE-OPENED. The earlier commit closed it by size, arguing a rejection cannot help a 44-cell recall gap - that argument died with the gap. With recall at 0.9961 the dominant defect is the 25 surplus cells, which is exactly what a rejection removes. The crater arm stays settled at zero (all 8 sit in [-1200,800], none touches a surplus cell). The rock arm has no oracle capture at all, so capturing one is the next step - now with a 25-cell target rather than a ceiling against it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GyN97UwFQmwZs1cg4QHS1c * test(cliffs): the rock arm fails on the mechanism's own geometry (#84) Completes the item 3 thread in this branch rather than opening a second PR for it, since the previous commit had just re-opened it. No rock capture is needed to kill it. `computeInternal` runs `generateCliffs` before `generateEntities`, and `apply` runs `applyCliffs` (+124) before `applyEntities` (+164), so within a chunk no rock exists when the cliff is applied. A rock can only block a cliff from an ALREADY-GENERATED NEIGHBOUR, which confines the whole mechanism to cells near a 32-tile chunk border. | | n | near chunk border | | --- | --- | --- | | surplus | 25 | 11 = 44.0% | | matched | 1525 | 673 = 44.1% | The base rate to three significant figures. The surplus has no chunk-border character at all, so the one geometry the mechanism is confined to is not where the errors are. The direct overlap test agrees and is deliberately the weaker arm: 3 of 25 surplus cells overlap a modelled rock against a 6.6% base rate (~1.7 expected), which is nothing - and our rock placement is a salt-dependent roll whose individual positions are unreliable exactly as the geyser's were in #100. So item 3 explains approximately none of the 25, and is closed on the mechanism's geometry rather than on the ceiling argument that died with the recall gap. Remaining unexplained: 25 surplus, 6 missing (all lava-rejection over-rejections), 33 wrong orientations. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GyN97UwFQmwZs1cg4QHS1c * test(cliffs): the orientation residual is not a boundary tie (#84) Stacked on the error-budget branch. The residual's known shape - exactly one edge per wrong cell, always an OVER-detection - has an obvious cheap explanation that turns out to be wrong, and ruling it out eliminates a whole class of cause. `crossesCliff` decides on the sign of `elevation - boundary`. If an endpoint sat within float noise of a band boundary, the ~1e-6 our fields agree to would flip the crossing, and the residual would be an irreducible precision limit with nothing to fix. Measured: every crossing edge in a wrong cell sits at least 0.205 from its boundary, median ~9.9 - four to seven orders of magnitude clear of float noise. For the game to disagree its elevation must differ from ours by more than 0.2, which is a real field or rule difference. Non-vacuity: the overall minimum across all 2,920 crossing edges is 6.4e-3, thirty times tighter, so "far from the boundary" is a property of the wrong cells and not of the sample. Also pins WHICH channel the corner fixture holds, as a number rather than as prose: against our per-tile elevation the worst corner differs by 4.8e-2; against the grid-4 cliff channel the generator actually reads, by 96.09. #83 was the most expensive mistake this subsystem has made and prose is not a guard. The gap that leaves is the point: the grid-4 cliff-elevation channel has NO per-corner oracle, is the only placement input never checked against the game corner by corner, and after the margin result is the only remaining candidate that could move an endpoint the required 0.2. Capturing it is the next step - and not via calculate_tile_properties, which is the 1-tile program that produced the wrong-channel fixture in the first place. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GyN97UwFQmwZs1cg4QHS1c --------- Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
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…e destroy stage (#84) (#124) The section before this put 11 of the 25 missed destructions on the ore rule and named widening it as the next move. The mechanism was worth one more look first, because `vulcanusOreRejection.ts` has always said the rule is characterised rather than ported. It should NOT be widened. Entity collision is excluded, now VERIFIED by three routes rather than asserted from the call ordering alone: 1. Order - `computeInternal` calls `generateCliffs` at +0x2c, before it even builds the NoiseCache the three `generateEntities` passes use; `apply` calls `applyCliffs`, `applyDecoratives`, `applyEntities` in that order. 2. Inputs - `generateCliffs`' entire call list is `crossingsForChunk`, `MaybeCliffOrientation::value`, `tryToAddCliff`. No resource input at all. 3. Masks, at the PROTOTYPE level rather than the type default - calcite, tungsten-ore and sulfuric-acid-geyser are all `type = "resource"` and none overrides `collision_mask`, so all take `{layers={resource=true}}` against the cliff's `{item, meltable, object, player, water_tile, is_lower_object, is_object, cliff}`. Disjoint. Route 3 kills the variant nobody had written down: CROSS-CHUNK ordering. Chunk N's entities really are on the surface before chunk N+1's cliffs are applied, so "the resource was already there" is available as an escape - and it still cannot matter, at any box size, because the masks never intersect. The one entity-versus-cliff test that exists runs the other way: `applyEntities` calls `Surface::mapGeneratorWouldCollide` per queued entity and SKIPS the entity on a hit. It never destroys a cliff. The stage is measured: applying #122's discriminator to the lever's 31 cells, exactly one is decidable and it says DESTROYED (`1546,1550.5`, a geyser cell, neighbour `1546,1546.5` at `north-to-none`). So the effect enters at `applyCliffs`/`Surface::wouldCollide`, not at `crossingsForChunk`. n=1 - the spec says so, and carries the contrast arm showing the other 30 cost nothing. Consequence: widening the box would fit a shape to an unexplained effect rather than model a code path - exactly what #88 shipped and #90 had to undo. Close the recall gap by finding what the resource control actually changes. Also records `Surface::mapGeneratorWouldCollide` (0x101624a44), which was in neither notes file and is distinct from both other wouldCollide overloads. Measurement only - nothing shipping changed. Claude-Session: https://claude.ai/code/session_015jeznBmWiZywUc7cBw9xFU Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
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Disassembly, prompted by flagging #88's fix as the thing I was least confident about. That flag was right: #88 scored best on every metric and was wrong about the mechanism.
What the engine actually does
It does not collide against
rotbb's rectangle rotated 45°. It uses the raw stored rectangle and discards the orientation tag:EntityMapGenerationTask::tryToAddCliff(0x101625038) loads the box fromproto + 0x5c0 + id*0x48(20 bytes: fourint32edges at+4, orientation word at+0x14) and callswouldCollidewithDirection = 0— literallymov x4, #0x0.wouldCollide(0x101625468) forwards box and direction toBoundingBox::BoundingBox(BoundingBox const&, Direction)(0x101c04380), then floors with(box + position) >> 8over an inclusive tile rect.0x80010000into the destination's orientation word, and dispatches through a jump table whose entry 0 is 0 (read at0x102d01400) — the identity arm, copyingleft_top/right_bottomverbatim. The source orientation is never read; the rotate arm is reachable only for a non-zeroDirection.Corroborated by the API mirror rather than disassembly alone:
BoundingBoxis documented as{MapPosition, MapPosition}or{..., RealOrientation}withorientationoptional, andOrientedCliffPrototype::collision_bounding_boxis a plainBoundingBox.Three shapes, and the best-scoring one is wrong
The middle row is the trap. It shrank the box past the engine's, and the excess shrinkage absorbed a different defect: 4 of the 6 cliffs the correct box still rejects are cells where our orientation disagrees with the game's, so we load the wrong box entirely. Those 4 belong to the standing orientation residual and should stay visible. A model that scores perfectly by hiding a second bug is worse than one that leaves it exposed.
Also
test/cliffOrientation.spec.tsasserted the opposite of this until now, on the stated reasoning that the AABB "is what the engine ends up scanning". Rewritten: the shipped box is the raw rectangle, it depends onintersect(the old file asserted independence), and its area is at most half the AABB's — though it is not contained in it, since a smallintersectpusheshxpastsize/2. My first attempt asserted containment on every axis and failed for exactly that reason.cliffBoxCoversTileand the separating-axis narrow phase are deleted. The broad phase alone is the whole rule, which is what the engine does.MapPositionis 8-bit fixed point, sox_dist'ssqrt(2)cannot reach the engine at full precision.pnpm run verifygreen: 1311 passed / 3 skipped, 0 warnings.🤖 Generated with Claude Code
https://claude.ai/code/session_01WRKSNgkidxc6daeHGJHqpt