Docs: Slice B folded design (15 code-verified review findings, hand-synthesized)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -61,6 +61,41 @@ after a playtest gate). **Blender scope: hero props + decals.** No time estimate
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**Gate:** one honest solo campaign to Victory + one 2-instance LAN lap with the overlay open.
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### Slice B folded design (design-review `wf_fd177263-b67`, 2026-07-06 — 3 lenses done, 15 verify verdicts ALL isReal=true; synthesis died on session limit, folded by hand from the verified findings)
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- **B3 Dying window:** server-only `Dying{uint UntilTick}` (TickUtil.NonZero, stamp ONCE on the 0-crossing in
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HealthApplyDamageSystem for EnemyTag; destroy after ~54 ticks via Temp ECB). At the mark: zero the REPLICATED
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`AttackWindup`, disable `IsLunging`, zero `KnockbackState` (else corpses keep live telegraphs). CONFIRMED: no AI
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pass self-health-gates today and EVERY count edge counts entities — gate the actor passes (EnemyAI/BossAI move,
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windup, contact) and make every count LIVING-only: RoomEnemyDirectorSystem :48/:68 (room clear + MaxAlive fit),
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ExpeditionObjective.Remaining, boss-summon cap, base-siege cleared checks, aggro snapshots, ProjectileDamageSystem
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:83-91 target snapshot + gamepad auto-aim (no Health>0 filter today — corpses become shields/aim magnets). Client:
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EnemyAnimationDriveSystem writes `IsDead = Health.Current<=0` (param exists, never written); CombatFeedbackSystem
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fires the kill CRUNCH at the 0-crossing (today it fires at prune — would land ~1 s late), prune keeps only a
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cleanup puff; hide health bars at <=0.
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- **B1 separation:** a pass INSIDE EnemyAISystem (sole-position-writer invariant; BossAISystem only has
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[UpdateAfter(EnemyAISystem)]). Pairwise among LIVING enemies, skip lunging/knocked/Dying receivers, boss immovable
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(others push out of its radius), displacement through the swept EnemyMoveUtil move (no wall-shoving). Player
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pushout radius SMALL (< melee range, ~HitRadius+0.35) or grunts can't strike + Spitter cornered-hold re-breaks.
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- **B2 poise:** the windup-cancel is the knockback CONTINUE branch (EnemyAISystem :119-133 grunt, :234-248 charger).
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Threshold on the EXISTING `KnockbackState.Speed` channel (no per-kind data): below it, kb velocity nudges but the
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windup/lunge survives; at/above it, stagger as today. Make the finisher + Warrior cone stamp a higher kb Speed so
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the channel actually distinguishes (light 6 / heavy 9, threshold ~7).
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- **B4 boss lunge:** BossState gains a server-only attack byte; lunge = reposition move (no unique damage — the
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slam stays the damage beat). Telegraph rides `AttackWindup` + the boss's already-baked `IsLunging` ghost bit;
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the client boss-ring override SKIPS the slam ring while IsLunging (draws the standard Charger lunge tell). The
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windup-elapse branch keys on the state byte (today it would deal SLAM AoE on any elapse).
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- **B5 party HP scale:** in the RoomEnemyDirectorSystem boss branch (sole spawn site), scale Health by LIVING
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EXPEDITION players (RegionTag+Health>0), NOT RunParticipant (dead-respawned keep the tag at base).
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- **B6 run-failed banner:** client-only; cache Charge + a wentInRun flag at launch; on the (in-run)->Staging
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transition with Charge unchanged -> "EXPEDITION FAILED" banner. NEVER key on Returning (1-tick transient, and the
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bank lands one tick after it). Launching->Staging aborts don't count (wentInRun gate).
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- **B7 fire-anim pulse:** stateless absolute window derived from AbilityCooldown (the SwingActive idiom) — no
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cached edges (rollback/join-unsafe).
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- **Hygiene:** bytes not enums in Bursted systems; no new [UpdateBefore/After] edges; ~54-tick window + stagger
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threshold + separation strength as live TuningConfig knobs. ⚠ Bursted query-set edits on an UNFOCUSED editor can
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leave a stale Burst binary — have the editor focused for the compile, or expect the restart cure.
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## Phase 2 — Hub-ification (structural; adversarial design-review REQUIRED before coding)
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- **Mothball, don't delete:** sieges/CoreIntegrity/turret-ammo retired from the flow via baked toggles (the
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