Docs: destructible-cover Build Spec + session log Part K — PHASE 1.5 COMPLETE

CLAUDE.md: the enemy anti-stuck nudge is now cover-aware (budget 38.5 KB).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-11 16:17:45 -07:00
parent bbf418e779
commit 03083eb735
4 changed files with 100 additions and 8 deletions
@@ -150,8 +150,11 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
the client cue, strobing red glow) then radius-damages BOTH sides (bait mechanic; escapable). Zero new
replication. Geysers/trap tiles = later hazard variants on the same HazardExplosionSystem chassis.
See [[Exploding_Barrels_Build_Spec]].
8. **Destructible cover:** in-room cover rocks take damage and crumble (Charger smashes through, players carve LOS).
Structures already have Health; **re-validate the enemy stuck-fix backstop when cover can disappear mid-fight.**
8. **Destructible cover — SHIPPED (2026-07-10, `bbf418e77`, review-first `wf_e14dd739-069`): PHASE 1.5 IS
COMPLETE.** Cover = BlightClutter ghosts (Variant 4) with baked env-layer colliders — genuinely block
(the anti-stuck nudge is now cover-aware) until carved (8 hits, zero yield — deposit decoupled from
durability); no cover in Boss rooms; backstop re-validated live (block/depenetrate/carve all proven).
Follow-ups: Charger smashes cover; true projectile-blocking. See [[Destructible_Cover_Build_Spec]].
**Gate:** operator playtest says "no longer static"; node harvest feedback visibly works; art direction LOCKED.