Fr0zka a2c5e02713 fix(classify): out-of-layout chunks are constant AIR, not TunnelNetwork -- unblocks T1.d
Measured in game: Cave Bail Not Op Stack No Layout = 1.58 of 1.90 classified
tiles (83%), with SoleSlot and BoundaryTile never firing. The assets were
correctly ticked all along.

Cause: GetGeneratorTypeForChunk returns TunnelNetwork for any chunk outside the
strate stack, commenting "the fallback density path will produce solid rock
anyway". That comment is FALSE. GetGenerationParams for SlotIdx < 0 returns
BaseDensity = -1, RoomDensity = 0, WormStrength = 0 -- a CONSTANT AIR field.
IsGapChunk's "open air, NOT a gap" was the correct description.

So every tile touching the open air above the world looked like a cave
archetype, entered the cave branch, found no layout slot, and bailed. T1.d was
never failing -- it was unreachable, behind a routing mistake in the archetype
lookup that had nothing to do with the operator stack, the box verdicts, or the
flags.

Fix: ClassifyTile gains a fourth Z category for no-slot chunks. It sets
bAnyNonCave (never enters the cave branch) and bCanSolid = false (AllAir
survives), and bails to Mixed if a disturbance could add rock there -- chasms
only carve, so they cannot threaten an air verdict.

A tile entirely above the stack now resolves AllAir and is skipped: the
majority of a surface flight, a class T1.d has never been able to prove.

Classifier only -- no density value changes. Equivalences must stay
bit-identical and violations must stay 0.

Not built -- Jahni builds.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 01:20:06 +02:00
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