# Stand a dragged agent on the nearest standable floor when stepping fails · dara/icarus

[View on GitCafe](https://git.cafe/dara/icarus/commit/a5f6ae9d1bface6ac40941840363a252939193d7)

Repository: [dara/icarus](https://git.cafe/dara/icarus)

Visibility: public

Requested revision: a5f6ae9d1bface6ac40941840363a252939193d7

Requested commit: a5f6ae9d1bface6ac40941840363a252939193d7

Commit: a5f6ae9d1bface6ac40941840363a252939193d7

Tree: 25b206c50f201d8801aca764cae6505f8153089e

Author: Dara Adedeji

Committer: Dara Adedeji

## Message

```
Stand a dragged agent on the nearest standable floor when stepping fails

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>

```

## Parents

- [23113ccc56ce10817381a2e5c96ca1a4861613a4](https://git.cafe/dara/icarus/commit/23113ccc56ce10817381a2e5c96ca1a4861613a4?format=markdown)

[Source at this commit](https://git.cafe/dara/icarus/tree/a5f6ae9d1bface6ac40941840363a252939193d7?format=markdown)
