Files
VoxelForge/Source
Fr0zkaandClaude Opus 5 cf2b2add20 feat(tunnels): option B floors -- no staircases; steep tunnels wind or drop
Owner's playtest showed a staircase (dozens of <= 45 cm risers) on a steep tunnel into a room. He
chose option B: "smooth passage and 'dramatic ledge' on tunnels that crossed the slope limit, so we
both have serpenting tunnels and sometimes dramatic drops that needs to be escalated".

Implementation (Codex; the edge rule reviewed by me):
- VF_TunnelFloorNeedsTerrace and all tunnel-floor NumSteps quantisation are removed; new profiles
  always have NumSteps = 0. Gentle floors remain continuous ramps with bounded relief.
- The room graph's bridges and a deterministic reserved walk spanning forest decide each steep
  edge. bGraphLedgeEligible = leaf || (redundant && !walk-forest edge). Eligible edges may receive a
  few large drops at control-point boundaries, never repeated small risers. Every other steep edge
  WINDS (a sinusoidal wander lengthens the WorldControlPoints route until its floor is walkable).
  Several drops chosen together cannot disconnect walking, because the forest stays walkable.
- The collect margin includes the longer wound-route envelope (window invariance). Classifier
  interval bounds include both endpoint floor levels, covering a ledge riser.

Verified:
- default acceptance (slot 1, threshold 0.9657): player-fit 20,830, walk 10,909, arrival ->
  departure connected, TunnelFloorMultiStepEdges 0, mesh 311CA42C unchanged. NOTE: this config
  has 0 steep edges, so it does not exercise option B at all.
- stress (threshold 0.2): arrival -> departure connected; player-fit 21,305 (winding adds
  volume), walk-only 10,787. Fewer walk-only cells are expected behind climbable ledges. Ledges
  4-8 voxels: 52,826 observations; 8+: 215,880; below 4: 0.
- determinism: two runs identical (164,126 triangles, 70F987AA, 0 per-tile differences).
- performance vs baseline DLL: moving worker 93.6 -> 85.2 s; LOD0 request p95 static 196 ->
  181 ms, moving 188 -> 164 ms.
- the two already-failing tests fail identically before and after (ClassifyTileSoundness: 2
  expected-uniform holes; PassageLandsInOpenSpace: upper landing endpoint mismatch).

NOT verified visually: every render reused one fixed camera, never aimed at a changed tunnel. The
arrival case was rendered at the default threshold (8/8 views identical); in the steep/wind cases
the changed views did not show a tunnel clearly. The owner's in-game check is the real acceptance.
Ledger: several intermediate capability gates failed before the final configuration passed; two
malformed launches were aborted; no crash folders.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-15 04:23:31 +02:00
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