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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@@ -128,6 +128,33 @@ namespace ProjectM.Server
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}
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}
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// DESTRUCTIBLE COVER (OPTIONAL singleton; review wf_e14dd739-069): never in Boss rooms (the boss
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// has no depenetration backstop) and never inside the origin keep-out ring (player landing +
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// portal). Variant stays the prefab's 4 — NEVER rerolled (the clutter block's explosive
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// reroll must not leak into this copy).
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if (plan.RoomType != RoomTypeId.Boss
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&& SystemAPI.TryGetSingleton<CoverFieldSpawner>(out var cover)
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&& cover.Prefab != Entity.Null)
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{
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var kBaked = SystemAPI.GetComponent<LocalTransform>(cover.Prefab);
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var krng = new Random(RunMapMath.Hash(run.RunSeed, (uint)run.CurrentNodeId, 0xC0Eu) | 1u);
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int kCount = math.clamp(cover.Count, 0, 6);
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const float KeepOutFromOrigin = 7f;
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for (int i = 0; i < kCount; i++)
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{
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float3 pos = origin;
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for (int attempt = 0; attempt < 8; attempt++)
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{
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pos = RoomLayoutMath.ScatterInShape(plan.ShapeId, origin, i, kCount, ref krng);
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if (math.distance(pos.xz, origin.xz) >= KeepOutFromOrigin) break;
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}
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if (math.distance(pos.xz, origin.xz) < KeepOutFromOrigin) continue; // unlucky draws: drop the piece
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var e = ecb.Instantiate(cover.Prefab);
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ecb.SetComponent(e, kBaked.WithPosition(pos));
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ecb.AddComponent(e, new RoomTag { Room = room });
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}
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}
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rf.LastSpawnedRoomEpoch = run.RoomEpoch;
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SystemAPI.SetComponent(spawnerEntity, rf);
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}
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