climb-vault ยท diff

git:20260912.6fe41d5 to git:20260913.624182f

13 added, 12 removed. Audit A to A.

---
name: climb-vault
- description: Hands on a surface. Ask mantle vs full-climb vs no-climb. Locomotion swaps for the climb. A bot that cannot mantle is automation until a human tape does it.
+ description: Use when characters need ledge mantle, vault, or sustained climb states with explicit geometry probes, attach/detach transitions, stamina policy, and failure recovery.
---
# Climb and vault
- Ask the column:
+ Choose:
- | Column | What the body may do |
+ | Column | Capability |
|---|---|
- | mantle | short hop onto a ledge |
- | full-climb | stamina or meter on a surface |
- | no-climb | jump only |
+ | mantle | short ledge transition |
+ | full-climb | sustained surface traversal |
+ | vault | cross a low authored obstacle |
+ | no-climb | no climb transition |
## Rules
- 1. Attach and detach are moves with start frames. Instant roof-stand is a bug.
- 2. If stamina-clock exists, climb drain is a published cost.
- 3. Camera-anti-clip still runs against the wall.
- 4. Jump and interact are not the same key on a 3D climber.
- 5. Falling off uses fall-rules.
+ 1. Detect candidates with declared geometry evidence: reach volume, surface normal/slope, ledge clearance and destination body clearance. A visual edge alone is not a valid mantle target.
+ 2. Attach, traverse, crest and detach are logical movement states with explicit interrupt/failure paths. Do not teleport directly from ground to roof because an animation looks correct.
+ 3. Optional stamina/resource drain is published through `stamina-clock` or another explicit owner; running out transitions to a legal detach/fall state.
+ 4. Physical button mapping and whether jump/interact share a control are owned by `input-design`. This skill requests semantic actions such as `jump`, `interact`, `climb` and does not mandate a physical key layout.
+ 5. `camera-anti-clip` still validates the final camera near walls; `fall-rules` owns consequences after a failed detach.
## Accept
- A new player can name how to get onto the ledge.
+ Test reachable/unreachable ledges, too-steep surfaces, blocked destination volume, moving geometry if supported, resource exhaustion and interruption. The actor never snaps through a blocker or becomes stuck in an attached state. Debug output shows the candidate surface, destination clearance and state transition reason.