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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@@ -153,6 +153,11 @@ namespace ProjectM.Server
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// A positive baked yield must always make progress: a raw (int) truncation of a sub-1.0 per-hit
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// value would deposit 0 AND never decrement Remaining -> an immortal target that silently eats shots.
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int amount = math.max(1, (int)tgtYieldPerHit[bestIdx]);
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// DECOUPLED deposit (cover review wf_e14dd739-069): DESTRUCTIBLE COVER has ScrapPerHit=0 — it
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// breaks in Remaining hits but yields NOTHING (durability must not be an economy faucet).
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// Nodes/clutter (PerHit >= 1) keep deposit == decrement exactly as before.
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// zero means ZERO (cover); any POSITIVE yield still credits >= 1 (the fractional-yield guard).
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int deposit = tgtYieldPerHit[bestIdx] > 0f ? amount : 0;
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byte yieldId = tgtYieldId[bestIdx];
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// Route the yield into the HARVESTING player's PERSONAL inventory. The projectile carries the
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@@ -162,8 +167,9 @@ namespace ProjectM.Server
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if (m_GhostOwnerLookup.HasComponent(projEntity)
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&& playerByConn.TryGetValue(m_GhostOwnerLookup[projEntity].NetworkId, out var ownedPlayer))
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harvester = ownedPlayer;
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HarvestMath.DepositYield(yieldId, amount, tgtToLedger[bestIdx], harvester,
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m_InvLookup, ledger, true, haveDb, itemDb);
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if (deposit > 0)
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HarvestMath.DepositYield(yieldId, deposit, tgtToLedger[bestIdx], harvester,
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m_InvLookup, ledger, true, haveDb, itemDb);
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int rem = tgtRemaining[bestIdx] - amount;
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tgtRemaining[bestIdx] = rem;
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ecb.DestroyEntity(projEntity);
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