Hazard: Blight geyser — permanent periodic both-sides AoE (Phase 1.5b bundle 3)
Review-first netcode slice (design review wf_900e9965-8f0 -> 11 folded; post-impl wf_5c8299f8-299 clean). A PERMANENT periodic telegraphed AoE in Blight-biome rooms only; one new [GhostField] uint NextEruptTick. - Geyser component + GeyserEruptSystem (server): inverted invalid-tick guard (a baked-0 tick must NEVER erupt -> lazy-stamps born-correct instead of the party-wiping per-tick barrage), inline both-sides gather (SourceNetworkId=-1), reschedule = now + period (never +=), never destroyed. - GeyserTelegraphSystem (client): absolute-tick growing warning disc + erupt burst on the >0->=<0 crossing, latched per NextEruptTick + arm-guard (never edge-detects the replicated field -> no phantom on 0->stamp / relevancy re-entry). Reuses ScorchDecalSystem + DynamicLightSystem. - Seeded in RoomFieldSystem (Blight-gated on plan.Biome, born-correct staggered stamp from live ServerTick), GeyserFieldSpawner + authoring wired into the Gameplay subscene. Geyser.prefab duplicated from ResourceNode (no collider). - BuildDisc promoted to FeedbackFx (shared with the barrel fuse ring). - 474/474 EditMode incl. the unstamped-storm regression; live no-storm end-to-end. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Baked singleton holding the BLIGHT-GEYSER ghost prefab (Geyser_Build_Spec; a ResourceNode sibling — a
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/// <see cref="Geyser"/> carrier with RegionTag{Expedition} and NO collider). RoomFieldSystem scatters
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/// <see cref="Count"/> geysers per room epoch ONLY in Blight-biome rooms (plan.Biome == Blight) and NEVER in
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/// Boss rooms, with a keep-out ring around the room origin (player landing + portal). OPTIONAL: absent
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/// singleton = no geysers. Mirrors <see cref="CoverFieldSpawner"/>; carries no transform.
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/// </summary>
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public struct GeyserFieldSpawner : IComponentData
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{
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/// <summary>Baked geyser ghost prefab to instantiate.</summary>
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public Entity Prefab;
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/// <summary>Geysers per Blight-biome room (Boss rooms get none).</summary>
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public int Count;
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}
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}
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fileFormatVersion: 2
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guid: 3e7f72ba05b64124fbe572dbadb2a05f
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