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
@@ -229,13 +229,31 @@ Verified: 470/470 (4 new tests) · live smoke: client OBSERVED the fuse cue on t
enemy took exactly 26 (30→4), walk-out escape confirmed (fuse is escapable by design — first unpinned bait
simply left the radius) · console clean.
## Part K — destructible cover SHIPPED (`bbf418e77`); **PHASE 1.5 COMPLETE** (07-10)
The last 1.5 item, review-first (`wf_e14dd739-069`; the limit ate 18 duplicate verifiers — the 7 completed
ones covered every DISTINCT finding; folded without a third pass, leftovers reasoned-closed in
[[Destructible_Cover_Build_Spec]]). **Architecture: cover IS clutter with a collider** — a `BlightClutter`
ghost (Variant 4) whose baked env-layer BoxCollider joins BuildPhysicsWorld → blocks the player CC + the
enemy sweep while alive, opens the instant it dies; both hit paths carve it (8 hits, ZERO yield). The two
HIGH folds: (1) **the 07-07 anti-stuck nudge is now COVER-AWARE** (a SphereCast identifies the blocker; a
live destructible ghost suppresses the phase-through — breakable ⇒ no soft-lock; statics still nudge; also
now a CLAUDE.md line); (2) **deposit decoupled from durability** at both hit sites — zero yields nothing,
fractional-positive still floors to 1 (the B1 immortal-sink test caught the first cut truncating 0.5→0 —
a real regression the suite stopped). MEDs: HitRadius 1.2, NO cover in Boss rooms (boss has no depenetrate
backstop), ≥7 u origin keep-out, Variant never rerolled, old static cover colliders + RoomCover_Visuals
REMOVED. Live-verified: 3 solid cover ghosts · BLOCK (NudgeUntilTick 0 across 3.5 s forced-stuck) ·
DEPENETRATE (embedded enemy exits to 1.7 u) · CARVE (real-sweep kill → spot probes OPEN) · 470/470 · console
clean. Follow-ups queued: Charger smashes cover · true projectile-blocking cover.
## Next-session intent
Phase 1.5 remaining: **destructible cover** (the last long-term item — design-review-first, MUST re-validate
the enemy stuck-fix backstop when cover can vanish mid-fight) → then the 1.5 gate lap → **Phase 1.7 boon
overhaul** (design review required — replicated ability swaps). Queued taste items: re-enable curated base
flora · arid brightness · craters call · B5 split-panels smoke · barrel VFX polish (authored explosion
prefab instead of the procedural burst).
**Phase 1.5 is COMPLETE** (collision · lighting · art-look LOCKED clean dark-Synty · ambient motion ·
breakables · attack distinctness · exploding barrels · destructible cover). Next per the locked order:
**the operator's 1.5 gate lap** ("no longer static"?) → **Phase 1.7 boon overhaul** (~12 mechanic-changers
on existing hooks; design-review-FIRST — replicated ability swaps) → Phase 2 hub-ification. Taste queue:
re-enable curated base flora (barren hub) · arid brightness · craters call · B5 split-panels smoke · barrel
explosion VFX polish · cover damage-crack visuals.
Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] ·
[[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]