ehm
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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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