diff --git a/Assets/Scenes/Game.unity b/Assets/Scenes/Game.unity
index fbf25bdbf..01f121aa3 100644
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diff --git a/Assets/_Project/Prefabs/CoverRock.prefab b/Assets/_Project/Prefabs/CoverRock.prefab
new file mode 100644
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@@ -0,0 +1,203 @@
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diff --git a/Assets/_Project/Prefabs/CoverRock.prefab.meta b/Assets/_Project/Prefabs/CoverRock.prefab.meta
new file mode 100644
index 000000000..777ae3ddb
--- /dev/null
+++ b/Assets/_Project/Prefabs/CoverRock.prefab.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
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diff --git a/Assets/_Project/Scripts/Authoring/Economy/BlightClutterAuthoring.cs b/Assets/_Project/Scripts/Authoring/Economy/BlightClutterAuthoring.cs
index 3270abd3d..af4ba2847 100644
--- a/Assets/_Project/Scripts/Authoring/Economy/BlightClutterAuthoring.cs
+++ b/Assets/_Project/Scripts/Authoring/Economy/BlightClutterAuthoring.cs
@@ -16,8 +16,8 @@ namespace ProjectM.Authoring
[Tooltip("Hit-points before the clutter shatters.")]
[Min(1)] public int Remaining = 2; // one-hit pop: both hit paths decrement by max(1,(int)ScrapPerHit)
- [Tooltip("Scrap (Biomass) yielded per projectile hit — the 'minor scrap' trickle.")]
- [Min(1f)] public float ScrapPerHit = 2f;
+ [Tooltip("Scrap (Biomass) yielded per hit. 0 = DESTRUCTIBLE COVER semantics: breaks in Remaining hits, yields nothing (deposit is decoupled from the decrement at both hit sites).")]
+ [Min(0f)] public float ScrapPerHit = 2f;
[Tooltip("Hit radius (world units) for the clear sweep.")]
[Min(0f)] public float HitRadius = 1.0f;
diff --git a/Assets/_Project/Scripts/Authoring/Economy/CoverFieldSpawnerAuthoring.cs b/Assets/_Project/Scripts/Authoring/Economy/CoverFieldSpawnerAuthoring.cs
new file mode 100644
index 000000000..db7544d10
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/Economy/CoverFieldSpawnerAuthoring.cs
@@ -0,0 +1,35 @@
+using ProjectM.Simulation;
+using Unity.Entities;
+using UnityEngine;
+
+namespace ProjectM.Authoring
+{
+ ///
+ /// Authoring for the baked singleton (mirrors ClutterFieldSpawnerAuthoring).
+ /// Place once in the gameplay subscene and assign the CoverRock ghost prefab; RoomFieldSystem scatters
+ /// destructible cover per room (never in Boss rooms) with an origin keep-out. Carries no transform.
+ ///
+ public class CoverFieldSpawnerAuthoring : MonoBehaviour
+ {
+ [Tooltip("CoverRock ghost prefab: BlightClutterAuthoring (ScrapPerHit=0, Variant=4) + an Environment-layer collider + a GhostAuthoringComponent (ownerless, interpolated).")]
+ public GameObject CoverPrefab;
+
+ [Tooltip("Cover rocks per room (Boss rooms get none).")]
+ [Min(0)] public int Count = 3;
+
+ private class CoverFieldSpawnerBaker : Baker
+ {
+ public override void Bake(CoverFieldSpawnerAuthoring authoring)
+ {
+ var entity = GetEntity(authoring, TransformUsageFlags.None);
+ AddComponent(entity, new CoverFieldSpawner
+ {
+ Prefab = authoring.CoverPrefab != null
+ ? GetEntity(authoring.CoverPrefab, TransformUsageFlags.Dynamic)
+ : Entity.Null,
+ Count = authoring.Count,
+ });
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Authoring/Economy/CoverFieldSpawnerAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/Economy/CoverFieldSpawnerAuthoring.cs.meta
new file mode 100644
index 000000000..527a9fb40
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/Economy/CoverFieldSpawnerAuthoring.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 0a9b08ef91676fa4185406d9dec18c5e
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs b/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs
index 962fe68ec..66af99e0e 100644
--- a/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs
+++ b/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs
@@ -630,8 +630,24 @@ namespace ProjectM.Server
nav.ValueRW.LastPos = npos;
if (st >= StuckUnstickTicks)
{
- nav.ValueRW.NudgeUntilTick = TickUtil.NonZero(now + NudgeBurstTicks);
- st = 0u;
+ // COVER-AWARE (destructible-cover review wf_e14dd739-069 HIGH): if what blocks this enemy
+ // is a LIVE cover GHOST (BlightClutter carrier), do NOT phase-nudge — cover must genuinely
+ // hold until the player breaks it. No soft-lock is possible: the blocker is destructible,
+ // and the counter stays primed so any OTHER wedge (static geometry) still nudges next check.
+ bool blockedByCover = false;
+ if (havePhysics)
+ {
+ float3 toTgt = nTarget - npos; toTgt.y = 0f;
+ float tl = math.length(toTgt);
+ if (tl > 1e-4f && physics.CollisionWorld.SphereCast(
+ npos, 0.35f, toTgt / tl, math.min(1.8f, tl), out var coverHit, envFilter))
+ blockedByCover = SystemAPI.HasComponent(coverHit.Entity);
+ }
+ if (!blockedByCover)
+ {
+ nav.ValueRW.NudgeUntilTick = TickUtil.NonZero(now + NudgeBurstTicks);
+ st = 0u;
+ }
}
nav.ValueRW.StuckTicks = st;
}
diff --git a/Assets/_Project/Scripts/Server/Economy/ResourceHarvestSystem.cs b/Assets/_Project/Scripts/Server/Economy/ResourceHarvestSystem.cs
index 9b2eadc39..12ade87a5 100644
--- a/Assets/_Project/Scripts/Server/Economy/ResourceHarvestSystem.cs
+++ b/Assets/_Project/Scripts/Server/Economy/ResourceHarvestSystem.cs
@@ -153,6 +153,11 @@ namespace ProjectM.Server
// A positive baked yield must always make progress: a raw (int) truncation of a sub-1.0 per-hit
// value would deposit 0 AND never decrement Remaining -> an immortal target that silently eats shots.
int amount = math.max(1, (int)tgtYieldPerHit[bestIdx]);
+ // DECOUPLED deposit (cover review wf_e14dd739-069): DESTRUCTIBLE COVER has ScrapPerHit=0 — it
+ // breaks in Remaining hits but yields NOTHING (durability must not be an economy faucet).
+ // Nodes/clutter (PerHit >= 1) keep deposit == decrement exactly as before.
+ // zero means ZERO (cover); any POSITIVE yield still credits >= 1 (the fractional-yield guard).
+ int deposit = tgtYieldPerHit[bestIdx] > 0f ? amount : 0;
byte yieldId = tgtYieldId[bestIdx];
// Route the yield into the HARVESTING player's PERSONAL inventory. The projectile carries the
@@ -162,8 +167,9 @@ namespace ProjectM.Server
if (m_GhostOwnerLookup.HasComponent(projEntity)
&& playerByConn.TryGetValue(m_GhostOwnerLookup[projEntity].NetworkId, out var ownedPlayer))
harvester = ownedPlayer;
- HarvestMath.DepositYield(yieldId, amount, tgtToLedger[bestIdx], harvester,
- m_InvLookup, ledger, true, haveDb, itemDb);
+ if (deposit > 0)
+ HarvestMath.DepositYield(yieldId, deposit, tgtToLedger[bestIdx], harvester,
+ m_InvLookup, ledger, true, haveDb, itemDb);
int rem = tgtRemaining[bestIdx] - amount;
tgtRemaining[bestIdx] = rem;
ecb.DestroyEntity(projEntity);
diff --git a/Assets/_Project/Scripts/Server/Economy/RoomFieldSystem.cs b/Assets/_Project/Scripts/Server/Economy/RoomFieldSystem.cs
index 4f8160538..270020e87 100644
--- a/Assets/_Project/Scripts/Server/Economy/RoomFieldSystem.cs
+++ b/Assets/_Project/Scripts/Server/Economy/RoomFieldSystem.cs
@@ -128,6 +128,33 @@ namespace ProjectM.Server
}
}
+ // DESTRUCTIBLE COVER (OPTIONAL singleton; review wf_e14dd739-069): never in Boss rooms (the boss
+ // has no depenetration backstop) and never inside the origin keep-out ring (player landing +
+ // portal). Variant stays the prefab's 4 — NEVER rerolled (the clutter block's explosive
+ // reroll must not leak into this copy).
+ if (plan.RoomType != RoomTypeId.Boss
+ && SystemAPI.TryGetSingleton(out var cover)
+ && cover.Prefab != Entity.Null)
+ {
+ var kBaked = SystemAPI.GetComponent(cover.Prefab);
+ var krng = new Random(RunMapMath.Hash(run.RunSeed, (uint)run.CurrentNodeId, 0xC0Eu) | 1u);
+ int kCount = math.clamp(cover.Count, 0, 6);
+ const float KeepOutFromOrigin = 7f;
+ for (int i = 0; i < kCount; i++)
+ {
+ float3 pos = origin;
+ for (int attempt = 0; attempt < 8; attempt++)
+ {
+ pos = RoomLayoutMath.ScatterInShape(plan.ShapeId, origin, i, kCount, ref krng);
+ if (math.distance(pos.xz, origin.xz) >= KeepOutFromOrigin) break;
+ }
+ if (math.distance(pos.xz, origin.xz) < KeepOutFromOrigin) continue; // unlucky draws: drop the piece
+ var e = ecb.Instantiate(cover.Prefab);
+ ecb.SetComponent(e, kBaked.WithPosition(pos));
+ ecb.AddComponent(e, new RoomTag { Room = room });
+ }
+ }
+
rf.LastSpawnedRoomEpoch = run.RoomEpoch;
SystemAPI.SetComponent(spawnerEntity, rf);
}
diff --git a/Assets/_Project/Scripts/Simulation/Economy/CoverFieldSpawner.cs b/Assets/_Project/Scripts/Simulation/Economy/CoverFieldSpawner.cs
new file mode 100644
index 000000000..fc0597315
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Economy/CoverFieldSpawner.cs
@@ -0,0 +1,22 @@
+using Unity.Entities;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Baked singleton holding the DESTRUCTIBLE COVER ghost prefab (Exploding_Barrels sibling —
+ /// Cover_Rock_Build: a BlightClutter carrier with ScrapPerHit=0, Variant=4, and a baked
+ /// Environment-layer collider that blocks the player CC and the enemy sweep while alive).
+ /// RoomFieldSystem scatters cover rocks per room epoch — EXCEPT Boss rooms
+ /// (the boss has no depenetration backstop; review wf_e14dd739-069) — with a keep-out ring
+ /// around the room origin (player landing + portal). OPTIONAL: absent singleton = no cover.
+ /// Mirrors ; carries no transform.
+ ///
+ public struct CoverFieldSpawner : IComponentData
+ {
+ /// Baked cover-rock ghost prefab to instantiate.
+ public Entity Prefab;
+
+ /// Cover rocks per room (Boss rooms get none).
+ public int Count;
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/Economy/CoverFieldSpawner.cs.meta b/Assets/_Project/Scripts/Simulation/Economy/CoverFieldSpawner.cs.meta
new file mode 100644
index 000000000..36a3620ad
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Economy/CoverFieldSpawner.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 0331196c0b301674189f1c1779f108da
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/Player/MeleeComboSystem.cs b/Assets/_Project/Scripts/Simulation/Player/MeleeComboSystem.cs
index 1052ddb2f..f74755584 100644
--- a/Assets/_Project/Scripts/Simulation/Player/MeleeComboSystem.cs
+++ b/Assets/_Project/Scripts/Simulation/Player/MeleeComboSystem.cs
@@ -270,6 +270,10 @@ namespace ProjectM.Simulation
continue;
int amount = math.max(1, (int)harvPerHit[i]);
+ // DECOUPLED deposit (cover review): cover has ScrapPerHit=0 — breaks in Remaining hits,
+ // yields nothing. Nodes/clutter (PerHit >= 1) keep deposit == decrement as before.
+ // zero means ZERO (cover); any POSITIVE yield still credits >= 1 (the fractional-yield guard).
+ int deposit = harvPerHit[i] > 0f ? amount : 0;
byte yieldId = harvYieldId[i];
// Route by region: Base nodes credit the shared ledger DIRECTLY (the build pool); an
// expedition / un-tagged target goes to the swinging player's PERSONAL inventory (spill to
@@ -278,10 +282,13 @@ namespace ProjectM.Simulation
Entity meleeHarvester = Entity.Null;
if (meleePlayerByConn.TryGetValue(hc.OwnerId, out var meleePlayer))
meleeHarvester = meleePlayer;
- bool deposited = HarvestMath.DepositYield(yieldId, amount, harvToLedger[i], meleeHarvester,
- m_InvLookup, ledger, haveLedger, haveDb, itemDb);
- if (!deposited)
- continue;
+ if (deposit > 0)
+ {
+ bool deposited = HarvestMath.DepositYield(yieldId, deposit, harvToLedger[i], meleeHarvester,
+ m_InvLookup, ledger, haveLedger, haveDb, itemDb);
+ if (!deposited)
+ continue; // never consume a YIELDING target for zero credit
+ }
int rem = harvRemaining[i] - amount;
harvRemaining[i] = rem;
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index 68252e206..cfe6c941b 100644
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