Hazard: destructible cover — carve-able rocks that genuinely block until broken
Phase 1.5 long-term #8, the LAST 1.5 item (design review wf_e14dd739-069: both HIGHs + the distinct MEDs verified before the session limit ate the duplicate verifiers; unverified leftovers reasoned-closed in the spec). Cover = a BlightClutter ghost (Variant 4) with a baked Environment-layer BoxCollider: the runtime ghost's collider joins BuildPhysicsWorld -> blocks the player CC and the enemy sweep while alive, and the gap opens the instant the entity dies. Both hit paths already break it (the clutter chassis); 8 hits to carve. Review folds: - HIGH: the 07-07 anti-stuck nudge would phase enemies THROUGH cover after ~1.5s (it exists to prevent room soft-locks). The nudge is now COVER-AWARE: a SphereCast identifies the blocker; a live BlightClutter ghost suppresses the phase (no soft-lock possible - the blocker is destructible); static-geometry wedges still nudge. - HIGH: yield==durability made tanky cover an economy faucet. Deposit is DECOUPLED from the decrement at both hit sites: ScrapPerHit=0 = breaks in Remaining hits, yields NOTHING; fractional POSITIVE yields still credit >=1 (the B1 immortal-sink test pinned this - zero means zero, positive floors to 1). - MEDs: HitRadius 1.2 (visual core, not a shot-eating disc), NO cover in Boss rooms (no boss depenetration backstop), scatter keep-out >=7u from the room origin (player landing + portal), Variant=4 explicit (the clutter block's explosive reroll cannot leak). - Old static layer removed: 8 WorldColliders_RoomCover colliders (subscene) + the RoomCover_Visuals root (Game.unity). Verified live: 3 cover ghosts spawned with SOLID baked colliders; BLOCK - NudgeUntilTick stayed 0 across 3.5s of forced zero-progress (old code arms at 1.5s); DEPENETRATE - an enemy shoved inside a live rock exited to 1.7u (backstop holds against ghost colliders); CARVE - the rock died to the real sweep and the spot probed OPEN. 470/470 EditMode; console clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -630,8 +630,24 @@ namespace ProjectM.Server
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nav.ValueRW.LastPos = npos;
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if (st >= StuckUnstickTicks)
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{
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nav.ValueRW.NudgeUntilTick = TickUtil.NonZero(now + NudgeBurstTicks);
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st = 0u;
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// COVER-AWARE (destructible-cover review wf_e14dd739-069 HIGH): if what blocks this enemy
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// is a LIVE cover GHOST (BlightClutter carrier), do NOT phase-nudge — cover must genuinely
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// hold until the player breaks it. No soft-lock is possible: the blocker is destructible,
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// and the counter stays primed so any OTHER wedge (static geometry) still nudges next check.
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bool blockedByCover = false;
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if (havePhysics)
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{
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float3 toTgt = nTarget - npos; toTgt.y = 0f;
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float tl = math.length(toTgt);
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if (tl > 1e-4f && physics.CollisionWorld.SphereCast(
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npos, 0.35f, toTgt / tl, math.min(1.8f, tl), out var coverHit, envFilter))
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blockedByCover = SystemAPI.HasComponent<BlightClutter>(coverHit.Entity);
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}
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if (!blockedByCover)
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{
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nav.ValueRW.NudgeUntilTick = TickUtil.NonZero(now + NudgeBurstTicks);
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st = 0u;
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}
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}
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nav.ValueRW.StuckTicks = st;
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}
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