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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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Baked singleton holding the DESTRUCTIBLE COVER ghost prefab (Exploding_Barrels sibling —
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/// Cover_Rock_Build: a BlightClutter carrier with ScrapPerHit=0, Variant=4, and a baked
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/// Environment-layer collider that blocks the player CC and the enemy sweep while alive).
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/// RoomFieldSystem scatters <see cref="Count"/> cover rocks per room epoch — EXCEPT Boss rooms
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/// (the boss has no depenetration backstop; review wf_e14dd739-069) — with a keep-out ring
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/// around the room origin (player landing + portal). OPTIONAL: absent singleton = no cover.
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/// Mirrors <see cref="ClutterFieldSpawner"/>; carries no transform.
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/// </summary>
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public struct CoverFieldSpawner : IComponentData
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{
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/// <summary>Baked cover-rock ghost prefab to instantiate.</summary>
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public Entity Prefab;
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/// <summary>Cover rocks per room (Boss rooms get none).</summary>
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public int Count;
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}
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}
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fileFormatVersion: 2
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guid: 0331196c0b301674189f1c1779f108da
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@@ -270,6 +270,10 @@ namespace ProjectM.Simulation
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continue;
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int amount = math.max(1, (int)harvPerHit[i]);
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// DECOUPLED deposit (cover review): cover has ScrapPerHit=0 — breaks in Remaining hits,
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// yields nothing. Nodes/clutter (PerHit >= 1) keep deposit == decrement 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 = harvPerHit[i] > 0f ? amount : 0;
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byte yieldId = harvYieldId[i];
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// Route by region: Base nodes credit the shared ledger DIRECTLY (the build pool); an
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// expedition / un-tagged target goes to the swinging player's PERSONAL inventory (spill to
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@@ -278,10 +282,13 @@ namespace ProjectM.Simulation
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Entity meleeHarvester = Entity.Null;
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if (meleePlayerByConn.TryGetValue(hc.OwnerId, out var meleePlayer))
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meleeHarvester = meleePlayer;
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bool deposited = HarvestMath.DepositYield(yieldId, amount, harvToLedger[i], meleeHarvester,
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m_InvLookup, ledger, haveLedger, haveDb, itemDb);
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if (!deposited)
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continue;
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if (deposit > 0)
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{
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bool deposited = HarvestMath.DepositYield(yieldId, deposit, harvToLedger[i], meleeHarvester,
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m_InvLookup, ledger, haveLedger, haveDb, itemDb);
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if (!deposited)
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continue; // never consume a YIELDING target for zero credit
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}
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int rem = harvRemaining[i] - amount;
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harvRemaining[i] = rem;
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