Climbing's geometric fallback is 53.6% exact, and plane-1 landings fall into void #54

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opened 2026-07-30 21:01:46 +00:00 by sickday · 0 comments
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World.Climbing.Geometry covers the {placement, action} pairs the transport
dump never saw. Measured against the pairs the dump does cover, it is 96.7%
plane-correct and only 53.6% exact
— so roughly half of the staircases it
answers for put the player on the wrong tile of the right floor.

Destination validation itself is no longer missing (#19 closed that;
Contract.Landing now refuses a destination that is not standable). Two things
remain:

The accuracy itself. Half-wrong is good enough to be unnoticeable in
testing and bad enough to be reported constantly once people use stairs a lot.

Landing on plane 1 outside a building drops you onto open void, and the
landing check cannot see it.
No plane above 0 carries a blocked-floor flag
in the flag build, so an upper-floor tile with nothing on it reads as ordinary
open ground rather than as a hole. Contract.Landing therefore accepts it. The
fix is not in Landing — it is that the flag build has no notion of "there is
no floor here" above ground level, which is a decode question rather than a
rules one.

Blocking for a stable release: a staircase is a thing every player uses in
their first ten minutes.

`World.Climbing.Geometry` covers the `{placement, action}` pairs the transport dump never saw. Measured against the pairs the dump *does* cover, it is **96.7% plane-correct and only 53.6% exact** — so roughly half of the staircases it answers for put the player on the wrong tile of the right floor. Destination validation itself is no longer missing (#19 closed that; `Contract.Landing` now refuses a destination that is not standable). Two things remain: **The accuracy itself.** Half-wrong is good enough to be unnoticeable in testing and bad enough to be reported constantly once people use stairs a lot. **Landing on plane 1 outside a building drops you onto open void, and the landing check cannot see it.** No plane above `0` carries a blocked-floor flag in the flag build, so an upper-floor tile with nothing on it reads as ordinary open ground rather than as a hole. `Contract.Landing` therefore accepts it. The fix is not in `Landing` — it is that the flag build has no notion of "there is no floor here" above ground level, which is a decode question rather than a rules one. Blocking for a stable release: a staircase is a thing every player uses in their first ten minutes.
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Revenant/Server#54
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