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Stand a dragged agent on the nearest standable floor when stepping out of the ink fails - #257

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@SunkenInTime SunkenInTime commented Oct 7, 2026 •

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Drop an agent into wall ink and the app steps it out onto the floor so its cone can be cast. Among thin strokes those steps circle, cross a floor edge with no floor on either side, or run out, and the agent gets no cone: 3 to 40 grid spots per map side on main, many right where players stand, like Breeze mid's round wall. Each pair is the real Windows release app, main on the left and this PR (with #256's walls under it) on the right, the agent placed at exactly the same point by a scripted harness.

Breeze attack (222, 238)
Breeze attack (221.5, 238.5)
Pearl attack (314, 70)
Split attack (193, 333)
Ascent defense (161, 167)
Bind attack (81.5, 220.5)
Breeze attack (62.8, 148.45)
Bind attack (365, 283.5)

(Other cones in the Split and Ascent pairs belong to the test strategy and are in both. Ascent's and Bind (81.5, 220.5)'s agents stand on the props they were dropped on: a 6 m platform and a box.)

What changes

The steps run first, exactly as on main, so every agent they place stands where it did. Only when they find nothing does the agent stand at the nearest point of the model's standable floor, within the same 2.5 reach. That's one nearest-edge lookup on a footprint, the same lookup the floor already uses, and the app checks the point with its standing test before using it.

Each model now carries that standable floor, built offline by a new archive step, scripts/riot/standable_region.py, after simplify_walls.py:

  • the floor, cut by the ground into layers where the same walls block a standing eye, less each blocking wall's ink margin, shaped exactly as the app's ink test (_Footprint._contains) draws it. Where ground triangles overlap, the first in the file gives the height, as the app reads it;
  • without strips narrower than 0.2 units (Pearl has floor 0.014 wide beside a wall, where a cone is a hairline) and specks under 2 square units;
  • every floor piece walled off from the main floor, judged by the app. Such a piece can be the ground inside a prop drawn as an outline, the prop's top, a ledge or a corridor, and only the app's own standing level and cone can tell which. An offline step, standable_classify_test.dart, stands an agent at samples over each piece and along its edge, casts a full cone of range 30, and measures the floor it paints, outside the piece and in all. A piece where no sample sees 50 square units outside it is the inside of a prop, and goes. In the rest, a spot is worth standing on if it sees out or paints 100 square units (a corridor's wall paints mostly its own corridor). The level an agent stands on changes sharply at a support's outline: beside a prop's top it stands on the ground and sees only the prop, a twentieth of a unit over it sees the map. So the classifier also records the support each sample stands on, and each level in a piece is judged on its own: where its samples agree it's kept or dropped along the support's own outline; where they disagree (a ledge whose view fades), each point takes its nearest sample's verdict, leaning toward not worth standing on. A level no sample stands on, like a rim of ground around a prop's top narrower than the samples, goes;
  • drawn within 0.002 and shrunk by that, so its edge passes the app's standing test after rounding.

Some of the pieces that go, all where no sample sees out (red outline, green dots paint over 100 square units but only inside the piece). These are walled solids: Pearl's free-standing blocks, Breeze's big boxes by A.

Prop interiors the region drops

How it got here

Astra traced 185 failing grid points and prototyped this region. Two earlier versions on this branch searched candidate points around wall edges instead; Astra's reviews found them standing agents in tiny pockets, or a unit away when nearer floor was valid. Reviews of the region then found the builder dropping real floor in GEOS unions and when opening a whole map at once, reading overlapping ground triangles differently from the app, and misjudging small enclosed pieces: first dropping all of them (losing prop tops agents stand on), then keeping whatever a standing surface covers. Asking the app fixed that, but only pieces under 40 square units were asked, and 63 of the 4,052 placements the region makes still painted a cone under 100 square units, mostly inside props. You held the PR for that. Two causes: bigger prop interiors were never asked, and an extra check I'd added to the steps (accepting their fourth landing) walked agents into box interiors main never stood them in. Every piece is asked now, and the steps are main's again. Astra's sixth review confirmed the audit and the main comparison and found no real room among the dropped pieces in the map art. It found three placements still on the ground beside a prop's top, a twentieth of a unit from where the top begins, and a few prop-top spots cut about 0.13 units too far: both from cutting around quarter-unit samples where the level changes at an exact outline. Cutting along the support outlines fixed both. Astra's seventh review found one more of the same kind on Pearl: a ground rim 0.012 wide beside a 7 m top, in a piece whose samples all stood on tops. Now a level no sample stood on goes. Its eighth found 15 landings on ground beside tops (Icebox defense, painting 55), in gaps between disc cuts, and a 57 square unit Lotus piece the final inset dropped. Each point of a mixed level now takes its nearest sample's verdict, and the inset runs piece by piece. Before and after in the release app:

Astra's cases, before and after

This PR is stacked on #256: the region is built from #256's walls.

Checks

  • The region against the app's standing test on all 26 map sides: of 7.9 million points of a 0.5-unit grid inside it and 877,000 sampled along its edges every 0.25, none is refused.

  • Of the 4,036 grid drops on all 26 sides where the steps find nothing and the region places the agent (3,671 of them got no cone on main; main's steps placed the other 365 around main's walls), 9 paint a cone under 100 square units once it's clipped to the floor (63 at first), all on floor painting 78 to 100, six along a Corrode ledge whose view runs off the painted floor. Astra's five drops now stand on the prop top or beside it, painting 975, 163, 770, 1,272 and 1,020 square units, and its over-cut prop-top spot at Ascent (233, 205) lands at (233.1, 206.1), painting 1,260.

  • Denser: 792,000 drops on a 0.5 grid around every walled-off piece give 6,270 fallback landings. Painting under 60 square units: 39 with the data first pushed here, 3 now, all at one map-edge ledge on Ascent defense that sees 54.

  • What's left, so you can judge it: Astra's ninth review, dropping agents densely around every doubtful edge, found 157 landings painting under 100. 14 paint 36 to 55, all on ground whose view is cut short (Icebox, Ascent, Sunset), with better floor at the edge of the 2.5 reach; 8 are on ground beside a prop's top, painting 71 to 97. None is inside a prop seeing only the prop. Astra didn't call it clean against the 100 square unit bar; I stopped here because the fixes had started trading these cases back and forth at the margin.

  • Along the region's edges in walled-off pieces, the app finds 1,688 of 384,000 points every 0.1 not worth standing on (7,211 with the first data).

  • Every nudge on a 2-unit grid on all 26 sides against main (1.33 million drops). With main's walls: none lost, none moved, 3,654 more spots get a cone. With Draw traced wall curves with only the points they need #256's walls: 4 lost. Three have their nearest floor 2.4 to 2.5 away, at the edge of the reach; at the fourth (Split defense (275, 139)) main stands the agent in a speck whose cone paints under a square unit, which the region drops. 4 moved by more than 0.022 (Draw traced wall curves with only the points they need #256's walls stand up to 0.01 farther out); two of those, about 2 units, are main's own steps taking another way round Draw traced wall curves with only the points they need #256's walls.

  • Of Astra's 24 traced failures, 21 now stand; the other 3 have their nearest floor at the 2.5 reach. Its seven spots where no cone is correct still get none. Breeze (62.8, 148.45) stands 0.78 away, Bind (365, 283.5) 1.85 away (Astra's nearest: 1.85), Ascent 0.26 away on the platform, Fracture under 0.2 away on its side of the wall.

  • New tests drop agents by Breeze mid's round wall, on Pearl's sliver, Split's speck and Ascent's walled-in square, and beside a Fracture wall, and check the cone paints more than 100 square units of floor. All fail on main. The vision, cone, map and replay tests pass (312).

  • Speed, release app, dragging an agent around Breeze mid's round wall, about 1,015 frames per run, main and this PR alternating three times, frame build time:

    p50 p99 worst over the 6.06 ms budget
    main 0.94–1.11 ms 2.71–3.48 ms 5.38–5.97 ms 0
    this PR with Draw traced wall curves with only the points they need #256 0.78–0.96 ms 1.47–1.87 ms 3.23–4.87 ms 0

    (Measured while a review harness was loading the machine; an earlier quiet run gave 0.95–1.51 against 2.29–2.53.)

  • A nudge costs 7 to 10 µs at p50 and 65 to 68 µs at p99 over a grid in the test VM (main: 6 to 8 and 49 to 70).

  • Map data: 1,152 to 7,008 more points per side; the gzipped models grow 8 to 49 KB (0.5 to 3.0%).

Merge

This carries #256's commits; merging it lands both in one deploy. Alone, #256 adds spots where the cone vanishes.

🤖 Generated with Claude Code

Summary by CodeRabbit

  • New Features
    • Standable-point lookup can now fall back to nearby standable floor regions when the usual adjustment cannot find a valid position. Returned points are checked against distance, walls, receivers, and available ground data.
  • Tests
    • Added checks for standable-point behavior and cone coverage across multiple maps.
    • Updated bundled map model integrity checks.
  • Documentation
    • Documented wall-outline simplification and standable floor regions, including performance comparisons.

SunkenInTime and others added 2 commits October 7, 2026 14:28
Curved walls were traced with a point every ~0.03 units: the round wall in
Breeze mid was nearly a thousand points on a radius-9 circle. A cone pays
for every corner it can see, so full-circle cuts on Pearl, Summit and Breeze
took 3-4 ms natively and editor cones up to ~9 ms in Dart on the web.

The models are rebuilt with the archive's new scripts/riot/simplify_walls.py
(run after build_art.py). A wall is redrawn only when simplifying halves its
points: it is simplified to within 0.005 and grown by 0.005, so it covers
every edge it had (no new leaks, no cracks) and moves out at most 0.01.
Heights, floors and ids are unchanged. docs/vision-model.md records the
rule and the checks; the model checksums are updated.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Review found six walls whose outlines bowed up to 0.0115 units out between
corners. The simplifier now checks the whole outline against a 0.01
envelope around the old wall and keeps the wall as it was otherwise; four
models change. The Haven hole test now also checks an agent placed in the
hole stays there, which fails if a wall grows into it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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  • assets/maps/abyss_svg_height_attack.json.gz is excluded by !**/*.gz
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  • assets/maps/sunset_svg_height_attack.json.gz is excluded by !**/*.gz
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📒 Files selected for processing (5)
  • docs/vision-model.md
  • lib/view_cone/svg_height_visibility.dart
  • test/bundled_map_models_test.dart
  • test/svg_riot_vision_test.dart
  • test/svg_standable_point_test.dart

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📝 Walkthrough

Walkthrough

SvgHeightVisibility now parses an optional standable footprint from model data. If the existing stepping search cannot find a valid point, standablePointNear checks the nearest footprint edge and validates the candidate. Tests cover map placements, cone areas, and a receiver hole.

Changes

Standable Footprint Fallback

Layer / File(s) Summary
Model outline updates
docs/vision-model.md, test/bundled_map_models_test.dart
The documentation describes wall-outline simplification constraints and model comparisons. The bundled-model checksum table and pipeline archive note are updated.
Standable footprint parsing and fallback
lib/view_cone/svg_height_visibility.dart, test/svg_standable_point_test.dart, test/svg_riot_vision_test.dart, docs/vision-model.md
The parser stores an optional footprint from standable rings. If stepping cannot find a valid point, the search checks the nearest footprint edge and rejects candidates that fail distance, blocking-wall, receiver, or available-ground checks. Documentation and tests cover standable regions and resulting placements.

Priority: ➖ Normal

Estimated code review effort: 3 (Moderate) | ~20 minutes

Change: Bug fix

Merge Risk: ⚪ Minimal · up to 68dec

The change adds a fallback that places a dragged agent on the nearest standable floor when stepping out of ink fails. No actionable merge-blocking risk remains after review.

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Docstring Coverage ✅ Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check. Docstring coverage is scoped to functions touched by this diff. Analyzed 0 functions across 0…
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check ✅ Passed The title clearly and concisely describes the main change: placing a dragged agent on the nearest standable floor when existing stepping fails.
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Actionable comments posted: 1


  • 🪄 Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at @lib/view_cone/svg_height_visibility.dart:
- Line 518: Update the reach calculation in the floor-edge search to measure
candidate distance from the original drop point, not the potentially shifted
current position, so reachable edges are not filtered out prematurely. Preserve
the existing final-point acceptance check.

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Comment thread lib/view_cone/svg_height_visibility.dart Outdated
@SunkenInTime SunkenInTime changed the title Keep the cone when an agent is dropped among thin wall strokes Let the nudge out of wall ink take more steps, and check the last Oct 7, 2026
An agent dropped in wall ink is stepped out onto the floor so its cone can
be cast. Among thin strokes the steps circle, cross a floor edge with no
floor on either side, or run out, and the agent got no cone: 3 to 40 grid
spots per map side with floor in reach, many by Breeze mid's round wall.

Each model now carries its standable floor, built offline by the archive's
scripts/riot/standable_region.py: the floor less blocking walls' ink
margins as the app tests them, without slivers and the insides of props
drawn as outlines. The steps run first, as before (now also checking the
fourth landing), so every agent they place stands where it did; when they
find nothing, the agent stands at the region's nearest point within reach.

Against main on a 2-unit grid over six map sides: no agent lost, none moved
more than 0.017, 6 to 254 more spots per side get a cone. Tests drop agents
by Breeze mid's round wall, on Pearl's floor sliver, Split's pocket, an
Ascent prop's inside and beside a Fracture wall; all fail on main.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
@SunkenInTime
SunkenInTime force-pushed the t3code/nudge-nearest-floor branch from 9cbf23c to a5f6ae9 Compare October 7, 2026 23:27
@SunkenInTime
SunkenInTime changed the base branch from main to t3code/simplify-wall-curves October 7, 2026 23:27
@SunkenInTime SunkenInTime changed the title Let the nudge out of wall ink take more steps, and check the last Stand a dragged agent on the nearest standable floor when stepping out of the ink fails Oct 7, 2026
SunkenInTime and others added 9 commits October 7, 2026 21:06
…pp does

Review found the builder dropping real places to stand: small enclosed
pieces are the ground inside props drawn as outlines, but their tops are
platforms the app stands agents on (a 6 m one on Ascent defense, a box on
Bind); GEOS unions dropped slivers of floor where many ground triangles meet
(474 grid points on Split defense); and opening a whole map at once dropped
a 28 square unit piece. It also unioned overlapping ground triangles where
the app takes the first, leaving region edges the app refuses (Fracture).

Now pieces under 40 square units keep only what automatic standing surfaces
cover, specks under 2 go, unions run on a 1e-8 grid, pieces open one at a
time, and the first triangle gives the height. On all 26 map sides no point
inside the region or along its edges is refused by the app's standing test.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Review found the support-footprint rule both keeping prop interiors whose
top the app never stands on (Breeze, a support 7.6 m below ground) and
dropping ordinary floor with a wide view (a 20 square unit piece on Bind).
The region builder now asks the app: in pieces under 40 square units it
stands an agent at samples a quarter unit apart, casts a full cone, and
keeps cells whose cone sees more than 100 square units.

On all 26 map sides no point inside the region or along its edges is
refused by the app's standing test, and against main nothing is lost or
moved on main's walls while 3,693 more grid spots get a cone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The region kept the ground inside props of 40 square units or more, and
the steps' extra check of their fourth landing walked agents into box
interiors main never stood them in. Every walled-off floor piece is now
judged by the cone the app paints there (archive aedc41a): a piece where
no spot sees out of it goes, and in the rest only spots that see out or
paint 100 square units stay. The steps are main's again; where they find
nothing, the region places the agent.

Of 4,036 grid drops the region places, 14 paint under 100 square units
(63 before), two of them inside props.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The unclipped polygon scored 1,424 square units at an Ascent placement
that paints 88 on the floor.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Three fallback placements still stood on the ground beside a prop's top,
a twentieth of a unit from where the top begins and the cone sees the
map. Regions rebuilt with archive f3e8298, which keeps or drops each
standing level in a piece along its support's outline when its samples
agree. None of the 4,036 grid placements stands inside a prop now.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Regions rebuilt with archive's 'Keep only levels the app was asked
about': Pearl attack's rim beside a 7 m top, painting 37 square units,
is gone, and a drop there stands on the top.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Icebox defense's ground beside a 3 m top is gone from the region, and a
57 square unit Lotus defense piece the whole-map inset dropped is back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@SunkenInTime
SunkenInTime changed the base branch from t3code/simplify-wall-curves to main October 8, 2026 06:56
@SunkenInTime
SunkenInTime merged commit 4d61a2c into main Oct 8, 2026
14 checks passed
@SunkenInTime
SunkenInTime deleted the t3code/nudge-nearest-floor branch October 8, 2026 19:56
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