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# Step 13 — The crush (when there is no way out)
You found this one yourself too, chasing the capstone's ledge: the hero gets
pushed out of the moving ledge, lands **inside the pillar**, and the `NaN` you
buried in step 12 climbs right back out of its grave. Your autopsy chain from
last time is unchanged — the only new thing is *how a box you just freed ends
up inside a wall again in the very same frame*.
> Still a *fourth* thing, separate from the two bugs you're hunting in
> `engine/system/physics.ts` — no spoilers there.
## Why one pass isn't enough
Step 12's `safeMoveAndSlide` walks the walls **once, in array order**, fixing
each overlap it meets. For one wall that's airtight. But a depenetration push is
a *teleport* — and a teleport can land you inside a wall the loop already
checked and cleared, or one it hasn't reached yet (in which case it works, by
luck of the ordering). A resolver whose correctness depends on the order of the
wall array isn't a resolver — it's a coin flip.
Two experiments in a scratch file, **predicting each outcome before running**
(use your step-12 code as-is):
1. Hero `{x: 9, y: 1, w: 2, h: 2}`, walls `A = {x: 10, y: 0, w: 4, h: 4}` and
`B = {x: 4, y: 0, w: 4.5, h: 1.4}`. The hero overlaps only `A`. Run one pass
with the array `[A, B]`, then with `[B, A]`. Where does the hero end up in
each case, and is it free? Explain the difference before moving on.
2. Walls `{x: 10, y: -5, w: 4, h: 10}` and `{x: 6.5, y: -5, w: 2, h: 10}` — a
gap 1.5 wide. Hero (2 wide) at `{x: 9, y: 0}`. Apply `penetrationVector`
pushes in a loop and log `x` each time. Does it converge? What number does
`x` bounce between, and *why will it never stop*?
## The negotiation, and when it honestly fails
The fix for experiment 1 is patience: don't do one pass — **repeat whole passes
until a full pass finds nothing to fix**. That clean pass is your proof of
freedom. Each pass is cheap, and in sane geometry it settles in one or two.
But experiment 2 shows the negotiation can be *unwinnable*: when the gap is
narrower than the box, **no overlap-free position exists**. No amount of math
fixes that, because it isn't a math problem — it's a game-design question, and
every game answers it differently. Mario between a Thwomp and the floor:
crushed = death. Some engines let the wall shove you *through* its partner.
Zelda-flavored games mostly refuse the situation: solid wins, the hero holds
still until the gap opens. We take that one — it's the smallest honest answer:
**cap the passes, and if the cap fires, report it** (`settled: false`) instead
of pretending. You already believe in caps; your step-10 loop carries one for
exactly the same reason.
Last session you proposed armoring `sweepInterval` against the `Infinity`
directly. You can — see the optional section — but notice what that answer
skips over: even with the `NaN` gone, *what should a crushed hero do?* The
kernel can't know; it only measures. Deciding is the resolver's job. Keeping
**detection** and **policy** separate is the actual lesson of this step.
## Task
Two functions in `crush.ts`:
1. `resolveOverlaps(box, walls)` — the negotiation: passes until clean or
capped, returning `{x, y, settled}`.
2. `safeMoveAndSlide(box, v, walls)` — step 12's version rebuilt on top of it.
Settled → sweep as usual. Crushed → **don't feed the sweep an overlapping
box** (you know its opinion of those); the box stays where the resolver left
it and waits.
One warning on the `EPSILON` slack: apply it **only along the axis you actually
pushed**. Before you port your step-12 slack code verbatim, play computer with
`pv = { x: -3, y: 0 }` and watch what your two lines do to `y`. (That was my
"bonus" question last session — it's still open, and one of the tests refuses
to look away.)
```sh
bun test workshop/steps/13-crush
```
## Optional 1 — the airbag
Defense in depth: even if some future caller hands `moveAndSlide` an
overlapping box directly, it should return finite numbers — wrong-ish, maybe,
but *finite*. You traced in step 12 exactly which value poisons the well. The
loop already clamps it once (`Math.max(0, …)`) — find the **other** line that
trusts `nearest.time` to be non-negative. The fix is almost nothing. Then write
the test step 12 should have had: `moveAndSlide` (not `safe…`) with an
overlapping start returns finite coordinates.
## Optional 2 — the capstone payoff
Port `resolveOverlaps` into `11-capstone/game.js` and rebuild its
`safeMoveAndSlide` on it. Now let the ledge squeeze the hero against the pillar,
and against the border. Watch closely: instead of vanishing, the hero should
squirt around the ledge like a watermelon seed pinched between two fingers.
Then earn the effect: the ledge is 16 tall and the hero is 12. As the ledge digs
deeper, which of `penetrationVector`'s four escapes wins, and at what depth does
the winner change? That flip *is* the watermelon seed.