Hazard: exploding barrels — fused explosive clutter, friendly-fire bait
Phase 1.5 environmental hazard v1 (design-review wf_2cb10454-fdf: 13 findings confirmed + folded; Build Spec in the vault). ~25% of room clutter seeds as EXPLOSIVE (Variant 3 on the existing replicated byte - zero new GhostFields/prefabs/RPCs). The FUSE is the review's fold - one mechanism closes both HIGHs: - Pop sites (projectile sweep + isServer-gated melee harvest) do NOT destroy an explosive: they zero the replicated Remaining + add a server-only BarrelFuse (~36 ticks). The client sees Remaining=0 on a still-alive barrel across snapshots -> unambiguous fuse cue, and booms at despawn ONLY when cached Remaining<=0 - a teardown despawn carries Remaining>0, so portal-advance teardowns can never fire false booms (HIGH #1). - HazardExplosionSystem (server, plain group, presence-gated on BarrelFuse, never lifecycle-gated) detonates at ExplodeTick: radius damage to LIVING enemies AND players (boss-slam player filter verbatim; friendly fire = the bait mechanic), SourceTick stamped at detonation = the authoring moment (HIGH #2: the authored-tick contract dash i-frames negate against), SourceNetworkId=-1 (the environment convention - a player id would consume Charger whiff-punish windows). Fuse rides the RoomTag'd barrel -> teardown cleans lit barrels free. - Lit barrels are unhittable at both snapshot sites (no double-pop). - Client: WorldFeedback caches Variant -> boom-vs-puff split (big burst + light flash + boom SFX vs the old puff); DynamicLightSystem gives Variant-3 barrels a red danger glow that STROBES once fused. Verified: 470/470 EditMode (4 new: fused pop instead of destroy + unhittable, both-sides damage w/ -1 source + authored tick, dead-player + radius filters, unelapsed-fuse inert); live smoke - seeded 3/8 explosive, real-sweep pop, CLIENT observed the fuse cue on the live ghost, pinned bait enemy took exactly 26 (30->4), walk-out escape confirmed; console clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -41,6 +41,7 @@ namespace ProjectM.Client
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GameObject _root;
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readonly Dictionary<Entity, Light> _projectileLights = new Dictionary<Entity, Light>();
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readonly Dictionary<Entity, Light> _nodeLights = new Dictionary<Entity, Light>();
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readonly Dictionary<Entity, Light> _barrelLights = new Dictionary<Entity, Light>();
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readonly HashSet<Entity> _seen = new HashSet<Entity>();
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readonly List<Entity> _dead = new List<Entity>();
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readonly Stack<Light> _pool = new Stack<Light>();
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@@ -123,6 +124,30 @@ namespace ProjectM.Client
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}
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PruneUnseen(_nodeLights);
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// ---- explosive-barrel danger glow (BlightClutter.Variant==3): steady red, STROBING once the
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// fuse is lit (replicated Remaining hits 0 while the barrel still exists) — the flee cue.
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_seen.Clear();
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foreach (var (clutter, lt, entity) in SystemAPI.Query<RefRO<BlightClutter>, RefRO<LocalTransform>>().WithEntityAccess())
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{
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if (clutter.ValueRO.Variant != 3) continue;
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_seen.Add(entity);
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if (!_barrelLights.TryGetValue(entity, out var blight))
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{
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if (_barrelLights.Count >= 16) continue;
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blight = Rent();
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_barrelLights[entity] = blight;
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}
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bool fused = clutter.ValueRO.Remaining <= 0;
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blight.color = new Color(1f, 0.28f, 0.12f);
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blight.range = fused ? 6f : 4f;
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blight.intensity = fused
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? 2.6f + 1.8f * Mathf.Abs(Mathf.Sin(UnityEngine.Time.time * 14f))
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: 1.1f;
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var bp = lt.ValueRO.Position;
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blight.transform.position = new Vector3(bp.x, bp.y + 0.9f, bp.z);
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}
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PruneUnseen(_barrelLights);
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// ---- portal light (RoomExplore only) ----
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bool portalOn = false;
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if (SystemAPI.TryGetSingleton<RunInfo>(out var runInfo)
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