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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using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Detonates lit-fuse EXPLOSIVE barrels (Exploding_Barrels_Build_Spec, design-review wf_2cb10454-fdf):
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/// when a <see cref="BarrelFuse"/>'s ExplodeTick elapses, radius-damage LIVING enemies AND players
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/// (friendly fire = the bait mechanic), then the single DestroyEntity. Player gather mirrors the
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/// BossAISystem slam filter VERBATIM (Health > 0 + RegionTag == Expedition — a dead player lying in
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/// radius gets nothing; a review-confirmed precedent). <see cref="DamageEvent.SourceTick"/> is stamped at
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/// DETONATION (the authoring moment — dash i-frames negate against it, honouring the DamageEvent
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/// authored-tick contract) and <see cref="DamageEvent.SourceNetworkId"/> = -1 (the environment
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/// convention: a player id would score+consume Charger whiff-punish windows). Plain server
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/// <see cref="SimulationSystemGroup"/>, NO ordering edges; presence-gated on BarrelFuse only — NEVER
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/// lifecycle-gated (a fuse must always drain; it rides the RoomTag'd barrel, so room teardown / the
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/// Staging sweep clean unexploded barrels for free). An invalid NetworkTime skips the tick; the fuse
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/// persists.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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public partial struct HazardExplosionSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<BarrelFuse>();
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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if (!SystemAPI.TryGetSingleton<NetworkTime>(out var netTime) || !netTime.ServerTick.IsValid)
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return;
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var serverTick = netTime.ServerTick;
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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var blasts = new NativeList<float3>(Allocator.Temp);
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foreach (var (fuse, lt, barrel) in
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SystemAPI.Query<RefRO<BarrelFuse>, RefRO<LocalTransform>>().WithEntityAccess())
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{
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var until = new NetworkTick(fuse.ValueRO.ExplodeTick);
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if (until.IsValid && until.IsNewerThan(serverTick)) continue; // still burning
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blasts.Add(lt.ValueRO.Position);
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ecb.DestroyEntity(barrel); // the single destroy site for a popped explosive
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}
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if (blasts.Length > 0)
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{
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float radiusSq = Tuning.BarrelExplodeRadius * Tuning.BarrelExplodeRadius;
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uint stamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
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// Players: the BossAISystem slam gather verbatim — living + expedition only.
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foreach (var (hp, region, plt, player) in
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SystemAPI.Query<RefRO<Health>, RefRO<RegionTag>, RefRO<LocalTransform>>()
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.WithAll<PlayerTag>().WithEntityAccess())
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{
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if (hp.ValueRO.Current <= 0f || region.ValueRO.Region != RegionId.Expedition) continue;
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for (int i = 0; i < blasts.Length; i++)
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if (math.distancesq(plt.ValueRO.Position.xz, blasts[i].xz) <= radiusSq)
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ecb.AppendToBuffer(player, new DamageEvent
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{
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Amount = Tuning.BarrelExplodeDamage,
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SourceNetworkId = -1,
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SourceTick = stamp,
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});
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}
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// Enemies: living only (Health > 0 also excludes Dying corpses, the established convention).
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foreach (var (hp, elt, enemy) in
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SystemAPI.Query<RefRO<Health>, RefRO<LocalTransform>>()
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.WithAll<EnemyTag>().WithEntityAccess())
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{
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if (hp.ValueRO.Current <= 0f) continue;
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for (int i = 0; i < blasts.Length; i++)
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if (math.distancesq(elt.ValueRO.Position.xz, blasts[i].xz) <= radiusSq)
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ecb.AppendToBuffer(enemy, new DamageEvent
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{
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Amount = Tuning.BarrelExplodeDamage,
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SourceNetworkId = -1,
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SourceTick = stamp,
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});
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}
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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blasts.Dispose();
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}
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}
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}
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