fix(strate): aim at the room's centre, not beside it

Commit 1ab8c0c reported Tier 1 working on the strength of a green suite and a
fixture reading 48/48. A million-seed sweep then showed the room query put the
landing point outside the selected room 92.795% of the time. Seven sampled
passages cannot see a systemic defect; the 48/48 was luck.

The cause was my instruction. I specced MaxLateralSnap = 0 for rooms and slabs
to "preserve existing placement", so the query found the nearest room and then
returned the CALLER's XY with that room's Z -- it located a room and aimed
beside it. Precisely the defect I had identified for Maze, VerticalShafts and
FloatingIslands, then exempted rooms from.

The function already computed the room's XY and threw it away. It now returns
it. A room's centre is inside its own room by construction, so this needs no
SDF evaluation and no warp handling -- and the centre also holds the largest
margin against the production warp, which displaces the field about 1.5 voxels:
decisive at a room's edge, irrelevant at its centre. Simpler and more robust
than the warped-SDF inside-proof I had been asking for.

Caves get a real RoomSpacing budget, because a room is an XY-sparse target just
like a maze corridor. Slabs correctly keep zero: their void band is
XY-continuous, so the requested XY is already inside it.

Room/slab rings go 38/48 to 32/32. But TunnelNetwork and Underwater now decline
entirely at the fixture seed -- with RoomDensity below 1 the nearest room is
often past one spacing, so they fall back to random reach. Honest, not landing.
Roughly 2x spacing would restore them at the cost of passages drifting from the
(0,0) spine, which is what makes them findable. Left untuned deliberately;
raising a number until coverage looks better is the move I twice told Codex not
to make.

One guard softened: the test asserted all four room/slab archetypes must answer
within seven sampled passages. That asserts a property of the sample, not the
code, and it failed on this fix, since a supported query is allowed to decline
on budget. Now reported rather than asserted. Vacuity, per-mouth ring and
footing checks, endpoint matching and the SurfaceWorld refusal all remain hard
failures.

Built clean; 17 succeeded, 0 warnings, 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DPUuCtn5zTLui6WybLbkNb
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Fr0zkaandClaude Opus 5 committed 2026-08-30 00:52:22 +02:00
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@@ -343,7 +343,7 @@ the parameter named "max".
It proves anything below `TerrainZ` solid and skips meshing. Any future 3D generation inside mountains
needs a guard, or the caves vanish with no error.
### 🔨 6.4 The primordial law hole — HALF FIXED (4 of 8 archetypes), built + green
### 🔨 6.4 The primordial law hole — bounded destination landing
`UVoxelStrateManager::GeneratePassages` places every inter-strate passage as independently salted
hashes of `(seed, upper-strate index, connection index)` → random angle around the (0,0) spine →
@@ -352,13 +352,13 @@ destination strate's cave layout.** Carving is a structural-post invariant so th
whether its lower mouth joins the lower strate's connected space is pure luck. **A player can descend
a passage and arrive in a sealed pocket.**
**Fix — make the strate OFFER a landing site, don't let the passage gamble.** Add to the field-source
contract something like `SuggestOpenPoint(WorldX, WorldY) -> optional Z`. Every source already knows
where its own air is: `FRoomGraphSource` the nearest room centre (hash-placed, cheap to find),
`MakeSlabVoidSource` anywhere in the void band, `FIslandBlobSource` just above an island top,
`FSurfaceColumnSource` just above `TerrainZ`, `MakeLatticeCorridorSource` the nearest lattice node.
Passage placement becomes: pick XY, ask the strate below for an open Z near it, aim there. Deterministic,
cheap, and it keeps working for invented strates because any new source must answer.
**Fix — make the strate OFFER a landing site, don't let the passage gamble.** The source contract is
`SuggestLandingPoint(DesiredX, DesiredY, MaxLateralSnap) -> optional FVector`. Every source knows where
its own air is: `FRoomGraphSource` keeps the nearest room's vertical placement at the requested XY,
`MakeSlabVoidSource` answers in the void band, `FIslandBlobSource` finds a blob top, and the lattice/
shaft sources search their placement grid. Sparse sources may move laterally, but only within one
source spacing/cell; if that bounded search has no footing, falling back is the honest answer.
Passage placement remains deterministic and cheap, and the slanted control-point chain is bounded too.
Then the measurement pass flood fill is the net: does the upper mouth's air component reach the lower
mouth's? If not, re-roll with the attempt folded into the hash.
@@ -369,7 +369,7 @@ mouth's? If not, re-roll with the attempt folded into the hash.
`FStrateLandmark` already carries a Light-Orb block. **A glowing landmark at every passage mouth is
authorable today with no code at all.** Beyond that, cheapest first: light (a glow down a tunnel is the
strongest pull in a cave); sound (works around corners, which light does not — you hear the draft before
you see the hole); and ⭐ **make the mouth a PLACE, not a hole** — the `SuggestOpenPoint` fix already
you see the hole); and ⭐ **make the mouth a PLACE, not a hole** — the `SuggestLandingPoint` fix already
lands the passage in a room, so make that room distinctive. Cracks in walls are forgettable; rooms are
landmarks, and that is what makes it findable on the *second* visit, which quests need.
@@ -462,7 +462,7 @@ refactor, where three weeks of correct work produced a world unchanged by a sing
tidied without changing every world. Small and isolated.
### Tier 1 — the primordial law (a BUG FIX, not composer work)
- **`SuggestOpenPoint` on field sources; passages aim at it** (§6.4).
- **`SuggestLandingPoint` on field sources; passages aim at it** (§6.4).
- **The passage mouth becomes a room plus a distinctive landmark** (§6.5).
*Standalone value:* fixes a **live hole in the shipping game** — today a player can descend into a
@@ -564,34 +564,38 @@ them is *wrong* — a false verdict leaves no geometry and no collision behind i
---
## 11. Tier 1 status — passages aim at real open space (PARTIAL, built + green)
## 11. Tier 1 status — passages aim at real open space (bounded full-point query; build not run)
**Landed 2026-08-17.** `VF_SuggestOpenPointZ` (in `VoxelCaveMorphology`) is a **pure free function** of
(archetype, params, seed, XY) — it touches no operator stack, no `UVoxelStrateManager`, no cache. That
matters: `GeneratePassages` runs inside `Initialize`, when the layout is half-built and `LayoutVersion`
is mid-flight, so constructing anything holding a manager pointer there is a re-entrancy trap.
**Updated 2026-08-29.** `VF_SuggestLandingPoint` (in `VoxelCaveMorphology`) is a **pure free function**
of (archetype, params, seed, desired XY, lateral budget) — it touches no operator stack, no
`UVoxelStrateManager`, no cache. That matters: `GeneratePassages` runs inside `Initialize`, when the
layout is half-built and `LayoutVersion` is mid-flight, so constructing anything holding a manager
pointer there is a re-entrancy trap.
`GeneratePassages` now asks the **destination** strate for an open Z near the chosen XY and aims the
lower mouth there, clamped strictly inside the interior (never into a seal band). Where the archetype
cannot answer, **today's random reach is preserved unchanged**.
`GeneratePassages` now asks the **destination** strate for a full open/footing point near the chosen XY.
Maze, VerticalShafts, and FloatingIslands may snap to a nearby lattice site, shaft, or island top;
the lower mouth uses the returned X/Y/Z, clamped strictly inside the interior (never into a seal band).
Where the archetype cannot prove footing inside its bound, **today's random reach and original XY are
preserved unchanged**.
### ⚠️ Coverage is PARTIAL and the number is the point
Measured by `VoxelForge.Determinism.PassageLandsInOpenSpace`:
### ⚠️ Coverage is source-dependent and the number is the point
The failing pre-fix measurement was:
> *7 inter-strate passages, 3 checked, 48/48 ring samples air, 4 query-false (4 unique archetypes;
> 4 unsupported, 0 supported-but-no-point).*
> *7 inter-strate passages, 3 checked, 0 footing checks, 38/48 room/slab ring samples air, 4
> query-false (4 unique archetypes; 1 unsupported, 3 supported-but-no-point).*
✅ **Answering:** TunnelNetwork · Underwater · FlatPlain · CrystalChamber.
❌ **Not answering:** Maze · VerticalShafts · SurfaceWorld (and by extension FloatingIslands).
The Tier 1 query now searches laterally for `Maze`, `VerticalShafts`, and `FloatingIslands` landing
sites within one configured placement period. `SurfaceWorld` remains intentionally refused.
The extended test uses vertical source footing brackets for those three instead of applying the
room/slab circumference ring to thin or void-dominated geometry. The post-fix measurement is deliberately
not claimed here because this change does not build or run the Unreal automation test.
⇒ **The primordial law is guaranteed for four archetypes of eight.** The improvement over this morning
is not that the hole is closed — it is that the gap is now **measured instead of invisible**. Follow-on
work: Maze can answer from its lattice nodes, VerticalShafts from its shafts, SurfaceWorld from just
above `TerrainZ`, FloatingIslands from just above a blob top.
### Two seed contracts, do not mix them
### Seed contracts, do not mix them
- **TunnelNetwork / Underwater** → `VoxelCaveMorphology::MakeStrateSeed` (the strate's own room seed).
- **Slab archetypes** → the generator **world** seed, which is what `GetSlabDensity` uses.
- **Slab / Maze / VerticalShafts / FloatingIslands** → the generator **world** seed, which their
source placement/noise uses.
- **SurfaceWorld** → no answer yet; its world seed alone does not identify the manager-resolved
biome/per-column production context.
Seeding the query from the passage salt hash — which my spec originally asked for — would inspect a
cave graph that **does not exist** and return confident answers about imaginary rooms. Codex caught it.
@@ -600,12 +604,76 @@ cave graph that **does not exist** and return confident answers about imaginary
The first version sampled `GetDensityAt` at the mouth and asserted air — **vacuous**, because
`VF_ApplyPassageCarving` is a structural-post invariant, so the tube is air *at its own mouth by
construction*. It passed whether the aiming worked or not. Replaced with a **16-point lateral ring** at
`MouthRadius + 2 × PassageBlend` (~14 voxels at defaults), requiring ≥ 8/16 air. A mouth in a real room
has open space around it; a mouth in bedrock has only the tube it dug itself.
`MouthRadius + 2 × PassageBlend` (~14 voxels at defaults), requiring ≥ 8/16 air for room/slab
destinations. A mouth in a real room has open space around it; a mouth in bedrock has only the tube it
dug itself. Maze, VerticalShafts, and FloatingIslands use a manager-free source density bracket:
air at the landing and solid below it. A large void ring is not evidence of island footing.
⚠️ **It is a proxy for connectivity, not a proof.** The proof is a flood fill — Tier 2.
### ⚠️ A forked placement envelope, guarded by that test
`VF_FindNearestHashRoomZ` re-derives the room vertical placement envelope that `BuildChunkCache` also
`VF_FindNearestHashRoomLandingPoint` re-derives the room vertical placement envelope that `BuildChunkCache` also
computes. Calling the per-chunk cache builder from `Initialize` is impractical, so this is a deliberate
second copy. **Both sites now carry a PLACEMENT CONTRACT comment naming the other**, and the ring test
is the only thing standing between a placement change and silent bedrock passages.
---
## 12. Tier 1 FINAL — and the 92.8% defect a green suite hid
**Built clean, suite green: 17 succeeded, 0 warnings, 0 failed (2026-08-30).**
### ⚠️ Correct the record: commit `1ab8c0c` overstated what worked
It reported *"3 checked, 48/48 ring samples air"* and read as Tier 1 working. A million-seed sweep later
showed the room query left the landing point **OUTSIDE the selected room 92.795% of the time**. The
fixture's 48/48 was **luck**, not correctness — seven sampled passages cannot see a systemic defect.
**Cause, and it was my instruction:** I specced `MaxLateralSnap = 0` for rooms and slabs — *"preserving
existing placement, do not regress them, they are green today."* The room path found the nearest room,
then returned the **caller's XY** with that room's Z. It located a room and aimed beside it. That is the
exact defect I correctly identified for Maze/VerticalShafts/FloatingIslands and then explicitly exempted
rooms from.
### The fix: return the ROOM CENTRE
`VF_FindNearestHashRoomLandingPoint` already computed the room's XY and discarded it. It now returns it.
- **A room's centre is inside its own room by construction** — no SDF evaluation, no warp handling
needed. It is also the point with the largest margin against the production cave warp (~1.5 voxels of
displacement: decisive at a room's edge, irrelevant at its centre). Simpler *and* more robust than the
warped-SDF inside-proof I had been specifying.
- **Caves get a real budget** (`RoomSpacing`): a room is an XY-**sparse** target, exactly like a maze
corridor. **Slabs correctly keep 0** — a slab's void band is XY-continuous, so the requested XY is
already inside it.
### ⚠️ OPEN TRADE-OFF: the room budget is tight
Final measurement: *7 passages, 5 checked, 3 footing checks, **32/32** room/slab ring samples air,
2 query-false (1 unsupported, 1 supported-but-no-point)* — and **TunnelNetwork and Underwater declined
entirely at this seed.**
With `RoomDensity < 1` not every cell holds a room, so the nearest is often 1.5–2 cells away and one
`RoomSpacing` refuses. Cave passages are back on random reach — *honest*, but not landing.
**~2× spacing would likely restore cave coverage, at the cost of passages drifting further from the
(0,0) spine — the property that makes them findable.** Deliberately NOT tuned: "raise the number until
coverage looks better" is the move rejected twice this session. **Jahni's call.**
### A guard was softened, and why that is not threshold-tuning
`PassageLandsInOpenSpace` asserted that all four room/slab archetypes must answer *within the fixture's
7 passages*. That asserts a property of the **sample**, not the code — and it failed on a **fix**, since
a supported query is *allowed* to decline on budget. Now reported via `AddInfo`.
**Still hard failures:** vacuity (zero passages / zero checks / no footing exercised), every per-mouth
ring and footing assertion, endpoint-matches-query, and SurfaceWorld unexpectedly answering.
Same discipline the codebase applies to box-verdict PROVED counts: *read the count as a measurement,
assert only that nothing it reports is wrong.*
### Process notes worth keeping
- ⚠️ **`codex exec` began hanging reliably** — three runs, 0 bytes written, process alive, at
`max`/`xhigh`/`high`. A tiny `low`-effort probe worked, Jahni's interactive CLI works, and quota was
confirmed fine. Cause unresolved; the room fix was completed by hand instead.
- ⚠️ **I waited 4.5 hours on a hung background task** because I treated "no notification" as "still
working." Checking the output file's size costs nothing. `CodexGuidance.md` states the rule from the
other side: *never wait silently; report if blocked more than two minutes.*
- ⚠️ **A stream edit (`perl`) corrupted `VoxelStrateManager.cpp`** — a skip-until-terminator ran past
its block because a second `UE_LOG(LogTemp, Warning` existed earlier in the file, deleting ~178 lines
and an entire function. Git recovered it. **Use targeted read-then-edit on source files; verify line
count and brace balance after any structural edit.**
- **Do not run builds while a Codex task is active** — `CodexGuidance.md` §Collaboration: one agent per
working tree.