Feel: breakable clutter reads as Hades-style barrels, one-hit pop

The BlightClutter destructible-ghost chain (per-room seeding, unified
DR-018-safe sweep, melee + projectile breaking, personal-inventory
drops) already existed end-to-end - the roadmap item's gap was FEEL:

- Visual: prefab Model mesh swapped SM_Env_Rock_Chunk_01 (read as
  scenery) -> SM_Prop_Barrel_01 (FantasyKingdom, same proven atlas
  material). Base-pivot barrel offset -1 on the Model child (scatter
  y=1 is the capsule plane - the base-pivot float gotcha).
- One-hit pop: prefab Remaining 8 -> 2 (both hit paths decrement by
  max(1,(int)ScrapPerHit)=2, so one swing/shot shatters); authoring
  default kept in sync.
- Density: MaxClutterPerRoom 6 -> 8.

Verified live: 8 barrels seeded in a combat room, grounded (screenshot);
an injected projectile through the real ResourceHarvestSystem sweep
popped one barrel in ONE hit (8 -> 7) and credited 2 Biomass; 466/466
EditMode, console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-09 22:14:43 -07:00
parent 28a683b358
commit 53bc21143d
3 changed files with 5 additions and 5 deletions
@@ -35,7 +35,7 @@ namespace ProjectM.Server
public partial struct RoomFieldSystem : ISystem
{
/// <summary>Max clutter pieces per room — cosmetic ghosts still cost relevancy, keep the dressing light.</summary>
const int MaxClutterPerRoom = 6;
const int MaxClutterPerRoom = 8;
EntityQuery m_RoomTagged;