ehm
This commit is contained in:
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# Step 13 — The crush (when there is no way out)
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You found this one yourself too, chasing the capstone's ledge: the hero gets
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pushed out of the moving ledge, lands **inside the pillar**, and the `NaN` you
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buried in step 12 climbs right back out of its grave. Your autopsy chain from
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last time is unchanged — the only new thing is *how a box you just freed ends
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up inside a wall again in the very same frame*.
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> Still a *fourth* thing, separate from the two bugs you're hunting in
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> `engine/system/physics.ts` — no spoilers there.
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## Why one pass isn't enough
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Step 12's `safeMoveAndSlide` walks the walls **once, in array order**, fixing
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each overlap it meets. For one wall that's airtight. But a depenetration push is
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a *teleport* — and a teleport can land you inside a wall the loop already
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checked and cleared, or one it hasn't reached yet (in which case it works, by
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luck of the ordering). A resolver whose correctness depends on the order of the
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wall array isn't a resolver — it's a coin flip.
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Two experiments in a scratch file, **predicting each outcome before running**
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(use your step-12 code as-is):
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1. Hero `{x: 9, y: 1, w: 2, h: 2}`, walls `A = {x: 10, y: 0, w: 4, h: 4}` and
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`B = {x: 4, y: 0, w: 4.5, h: 1.4}`. The hero overlaps only `A`. Run one pass
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with the array `[A, B]`, then with `[B, A]`. Where does the hero end up in
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each case, and is it free? Explain the difference before moving on.
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2. Walls `{x: 10, y: -5, w: 4, h: 10}` and `{x: 6.5, y: -5, w: 2, h: 10}` — a
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gap 1.5 wide. Hero (2 wide) at `{x: 9, y: 0}`. Apply `penetrationVector`
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pushes in a loop and log `x` each time. Does it converge? What number does
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`x` bounce between, and *why will it never stop*?
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## The negotiation, and when it honestly fails
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The fix for experiment 1 is patience: don't do one pass — **repeat whole passes
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until a full pass finds nothing to fix**. That clean pass is your proof of
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freedom. Each pass is cheap, and in sane geometry it settles in one or two.
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But experiment 2 shows the negotiation can be *unwinnable*: when the gap is
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narrower than the box, **no overlap-free position exists**. No amount of math
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fixes that, because it isn't a math problem — it's a game-design question, and
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every game answers it differently. Mario between a Thwomp and the floor:
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crushed = death. Some engines let the wall shove you *through* its partner.
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Zelda-flavored games mostly refuse the situation: solid wins, the hero holds
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still until the gap opens. We take that one — it's the smallest honest answer:
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**cap the passes, and if the cap fires, report it** (`settled: false`) instead
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of pretending. You already believe in caps; your step-10 loop carries one for
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exactly the same reason.
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Last session you proposed armoring `sweepInterval` against the `Infinity`
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directly. You can — see the optional section — but notice what that answer
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skips over: even with the `NaN` gone, *what should a crushed hero do?* The
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kernel can't know; it only measures. Deciding is the resolver's job. Keeping
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**detection** and **policy** separate is the actual lesson of this step.
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## Task
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Two functions in `crush.ts`:
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1. `resolveOverlaps(box, walls)` — the negotiation: passes until clean or
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capped, returning `{x, y, settled}`.
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2. `safeMoveAndSlide(box, v, walls)` — step 12's version rebuilt on top of it.
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Settled → sweep as usual. Crushed → **don't feed the sweep an overlapping
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box** (you know its opinion of those); the box stays where the resolver left
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it and waits.
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One warning on the `EPSILON` slack: apply it **only along the axis you actually
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pushed**. Before you port your step-12 slack code verbatim, play computer with
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`pv = { x: -3, y: 0 }` and watch what your two lines do to `y`. (That was my
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"bonus" question last session — it's still open, and one of the tests refuses
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to look away.)
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```sh
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bun test workshop/steps/13-crush
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```
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## Optional 1 — the airbag
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Defense in depth: even if some future caller hands `moveAndSlide` an
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overlapping box directly, it should return finite numbers — wrong-ish, maybe,
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but *finite*. You traced in step 12 exactly which value poisons the well. The
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loop already clamps it once (`Math.max(0, …)`) — find the **other** line that
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trusts `nearest.time` to be non-negative. The fix is almost nothing. Then write
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the test step 12 should have had: `moveAndSlide` (not `safe…`) with an
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overlapping start returns finite coordinates.
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## Optional 2 — the capstone payoff
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Port `resolveOverlaps` into `11-capstone/game.js` and rebuild its
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`safeMoveAndSlide` on it. Now let the ledge squeeze the hero against the pillar,
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and against the border. Watch closely: instead of vanishing, the hero should
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squirt around the ledge like a watermelon seed pinched between two fingers.
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Then earn the effect: the ledge is 16 tall and the hero is 12. As the ledge digs
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deeper, which of `penetrationVector`'s four escapes wins, and at what depth does
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the winner change? That flip *is* the watermelon seed.
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@@ -0,0 +1,98 @@
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import { expect, test } from "bun:test";
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import { resolveOverlaps, safeMoveAndSlide } from "./crush.ts";
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import { type AABB, aabbOverlap, vec } from "./given.ts";
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// --- resolveOverlaps ---------------------------------------------------------
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test("free box -> untouched, settled", () => {
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const r = resolveOverlaps({ x: 0, y: 0, w: 2, h: 2 }, [
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{ x: 5, y: 5, w: 2, h: 2 },
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]);
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expect(r.settled).toBe(true);
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expect(r.x).toBe(0);
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expect(r.y).toBe(0);
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});
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test("single overlap -> pushed out, settled", () => {
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const r = resolveOverlaps({ x: 9, y: 0, w: 2, h: 2 }, [
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{ x: 10, y: -5, w: 4, h: 10 },
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]);
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expect(r.settled).toBe(true);
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expect(r.x).toBeCloseTo(8);
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// the push was x-only: the axis that needed no fixing must come back
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// EXACTLY untouched — not "close to" untouched
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expect(r.y).toBe(0);
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});
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// pushed out of A (left) -> lands inside B -> a second push (downward, B is
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// shallow) frees it. One pass can't see this coming; the negotiation can.
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const chainA: AABB = { x: 10, y: 0, w: 4, h: 4 };
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const chainB: AABB = { x: 4, y: 0, w: 4.5, h: 1.4 };
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test("a push that lands you in the NEXT wall still resolves", () => {
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const hero: AABB = { x: 9, y: 1, w: 2, h: 2 };
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const r = resolveOverlaps(hero, [chainA, chainB]);
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expect(r.settled).toBe(true);
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const moved = { ...hero, x: r.x, y: r.y };
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expect(aabbOverlap(moved, chainA)).toBe(false);
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expect(aabbOverlap(moved, chainB)).toBe(false);
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});
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test("...and the answer must not depend on wall order", () => {
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const hero: AABB = { x: 9, y: 1, w: 2, h: 2 };
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const r = resolveOverlaps(hero, [chainB, chainA]);
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expect(r.settled).toBe(true);
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const moved = { ...hero, x: r.x, y: r.y };
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expect(aabbOverlap(moved, chainA)).toBe(false);
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expect(aabbOverlap(moved, chainB)).toBe(false);
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});
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// the gap between these two walls is 1.5 wide; the hero is 2 wide.
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// there is NO overlap-free position — the pushes ping-pong forever.
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const vice: AABB[] = [
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{ x: 10, y: -5, w: 4, h: 10 },
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{ x: 6.5, y: -5, w: 2, h: 10 },
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];
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test("gap narrower than the box -> reports the crush, stays finite", () => {
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const r = resolveOverlaps({ x: 9, y: 0, w: 2, h: 2 }, vice);
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expect(r.settled).toBe(false);
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expect(Number.isFinite(r.x)).toBe(true);
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expect(Number.isFinite(r.y)).toBe(true);
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});
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// --- safeMoveAndSlide --------------------------------------------------------
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test("no overlap at start -> behaves exactly like moveAndSlide", () => {
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// step 10's diagonal test: x blocked at 3, y keeps going
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const walls: AABB[] = [{ x: 5, y: -10, w: 2, h: 40 }];
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const p = safeMoveAndSlide({ x: 0, y: 0, w: 2, h: 2 }, vec(10, 10), walls);
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expect(p.x).toBeCloseTo(3);
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expect(p.y).toBeCloseTo(10);
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});
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test("resolvable overlap, then walking away -> freed and gone", () => {
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const p = safeMoveAndSlide({ x: 9, y: 0, w: 2, h: 2 }, vec(-5, 0), [
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{ x: 10, y: -5, w: 4, h: 10 },
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]);
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expect(p.x).toBeCloseTo(3);
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expect(p.y).toBeCloseTo(0);
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});
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test("crushed with zero velocity -> a number, not a ghost", () => {
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// the capstone bug: ledge pushes hero into the pillar, hero holds still
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const p = safeMoveAndSlide({ x: 9, y: 0, w: 2, h: 2 }, vec(0, 0), vice);
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expect(Number.isFinite(p.x)).toBe(true);
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expect(Number.isFinite(p.y)).toBe(true);
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// still pinched between the walls — not flung across the room
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expect(p.x).toBeGreaterThan(7);
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expect(p.x).toBeLessThan(9.5);
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});
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test("crushed and still pushing -> the walls win", () => {
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const p = safeMoveAndSlide({ x: 9, y: 0, w: 2, h: 2 }, vec(5, 0), vice);
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expect(Number.isFinite(p.x)).toBe(true);
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expect(Number.isFinite(p.y)).toBe(true);
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expect(p.x).toBeGreaterThan(7);
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expect(p.x).toBeLessThan(9.5);
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});
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@@ -0,0 +1,41 @@
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import {
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type AABB,
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moveAndSlide,
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penetrationVector,
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type Vec,
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} from "./given.ts";
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export type Resolution = { x: number; y: number; settled: boolean };
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/**
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* Push `box` out of EVERY wall — even when one push shoves it into another.
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*
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* One pass over the walls is not enough: a push is a teleport, and a teleport
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* can land you inside a wall the loop already cleared. So: run whole passes
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* over the wall list, applying pushes (with the EPSILON slack — on the pushed
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* axis only!), until a full pass finds nothing to fix. That pass proves you're
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* settled.
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*
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* But some arrangements have NO free spot (a gap narrower than the box), and
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* the passes would ping-pong forever. Cap them — 8 is plenty — and if the cap
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* fires, report `settled: false`. You already believe in caps: your step-10
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* loop has one for exactly the same reason.
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*
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* Returns where the box ended up and whether it truly got free.
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*/
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export function resolveOverlaps(box: AABB, walls: AABB[]): Resolution {
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throw new Error("not implemented");
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}
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/**
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* Step 12's safeMoveAndSlide, rebuilt on resolveOverlaps.
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*
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* Settled -> sweep from the safe spot, business as usual.
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* Crushed (not settled) -> the sweep would be handed an overlapping box and
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* you know exactly what it does with one of those. Don't feed it. Our crush
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* policy: the walls win — the box stays where the resolver left it, finite,
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* and waits for the gap to open.
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*/
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export function safeMoveAndSlide(box: AABB, v: Vec, walls: AABB[]): Vec {
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throw new Error("not implemented");
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}
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@@ -0,0 +1,132 @@
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// The whole kernel you've built, steps 01-10, finished. Reuse it.
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export type Vec = { x: number; y: number };
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export type AABB = { x: number; y: number; w: number; h: number };
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export type Span = { entry: number; exit: number };
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export type Hit = { time: number; normal: Vec };
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/** A hair of slack so we stop just short of a wall instead of inside it. */
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export const EPSILON = 1e-4;
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export const vec = (x: number, y: number): Vec => ({ x, y });
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export const add = (a: Vec, b: Vec): Vec => ({ x: a.x + b.x, y: a.y + b.y });
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export const sub = (a: Vec, b: Vec): Vec => ({ x: a.x - b.x, y: a.y - b.y });
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export const scale = (a: Vec, s: number): Vec => ({ x: a.x * s, y: a.y * s });
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export const dot = (a: Vec, b: Vec): number => a.x * b.x + a.y * b.y;
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/** Step 04, finished. Strict overlap — merely touching edges is false. */
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export function aabbOverlap(a: AABB, b: AABB): boolean {
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return (
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a.x < b.x + b.w && b.x < a.x + a.w && a.y < b.y + b.h && b.y < a.y + a.h
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);
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}
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export function sweepInterval(
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p: number,
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v: number,
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min: number,
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max: number,
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): Span | null {
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if (v === 0) {
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return min <= p && p <= max ? { entry: -Infinity, exit: Infinity } : null;
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}
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let t1 = (min - p) / v;
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let t2 = (max - p) / v;
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if (t1 > t2) {
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[t1, t2] = [t2, t1];
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}
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return { entry: t1, exit: t2 };
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}
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export function rayVsAABB(p: Vec, v: Vec, box: AABB): Hit | null {
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const spanX = sweepInterval(p.x, v.x, box.x, box.x + box.w);
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const spanY = sweepInterval(p.y, v.y, box.y, box.y + box.h);
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if (spanX === null || spanY === null) {
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return null;
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}
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const entry = Math.max(spanX.entry, spanY.entry);
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const exit = Math.min(spanX.exit, spanY.exit);
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if (entry > exit || entry >= 1 || exit <= 0) {
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return null;
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}
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const normal =
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spanX.entry > spanY.entry
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? { x: v.x > 0 ? -1 : 1, y: 0 }
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: { x: 0, y: v.y > 0 ? -1 : 1 };
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return { time: entry, normal };
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}
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export function sweptAABB(a: AABB, v: Vec, b: AABB): Hit | null {
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const inflated: AABB = {
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x: b.x - a.w,
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y: b.y - a.h,
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w: b.w + a.w,
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h: b.h + a.h,
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};
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return rayVsAABB({ x: a.x, y: a.y }, v, inflated);
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}
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export function slide(v: Vec, normal: Vec): Vec {
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return sub(v, scale(normal, dot(v, normal)));
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}
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/** Step 10, finished — your loop, exactly as you wrote it. */
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export function moveAndSlide(box: AABB, v: Vec, walls: AABB[]): Vec {
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let pos: Vec = { x: box.x, y: box.y };
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let vel: Vec = { x: v.x, y: v.y };
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let timeLeft = 1;
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let i = 0;
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while (i++ < 4 && timeLeft > 0) {
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const move = scale(vel, timeLeft);
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let nearest: Hit = {
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normal: { x: 0, y: 0 },
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time: 2,
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};
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for (const wall of walls) {
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const hit = sweptAABB(
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{
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x: pos.x,
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y: pos.y,
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w: box.w,
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h: box.h,
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},
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move,
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wall,
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);
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if (hit !== null) {
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nearest = hit.time < nearest.time ? hit : nearest;
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}
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}
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if (nearest.time === 2) {
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pos = add(pos, move);
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break;
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} else {
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pos = add(pos, scale(move, Math.max(0, nearest.time - EPSILON)));
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vel = slide(vel, nearest.normal);
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timeLeft = timeLeft * (1 - nearest.time);
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}
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}
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return pos;
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}
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/** Step 12, finished — your penetrationVector, exactly as you wrote it. */
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export function penetrationVector(a: AABB, b: AABB): Vec | null {
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const outLeft = a.x + a.w - b.x;
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const outRight = b.x + b.w - a.x;
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const outUp = a.y + a.h - b.y;
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const outDown = b.y + b.h - a.y;
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const minX = Math.min(outLeft, outRight);
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const minY = Math.min(outUp, outDown);
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if (minX > 0 && minY > 0) {
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return minX > minY
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? { x: 0, y: outDown > outUp ? -minY : minY }
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: { x: outLeft > outRight ? minX : -minX, y: 0 };
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}
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return null;
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}
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Reference in New Issue
Block a user