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 Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Server-only lit-fuse marker on an EXPLOSIVE clutter barrel (BlightClutter.Variant==3) that has been
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/// popped: the pop sites zero the barrel's replicated Remaining (the client's unambiguous fuse cue —
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/// a still-alive barrel with Remaining==0 can only mean "about to blow"; a room-teardown despawn still
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/// carries Remaining>0, so the client's boom-vs-puff choice at despawn cannot misfire) and add this
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/// component instead of destroying. HazardExplosionSystem detonates when <see cref="ExplodeTick"/>
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/// elapses: radius damage to LIVING enemies AND players (friendly fire = the bait mechanic), then the
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/// single DestroyEntity. Never replicated; the fuse rides the RoomTag'd barrel, so room teardown / the
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/// Staging sweep clean lit barrels for free (no orphaned-event lifecycle).
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/// </summary>
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public struct BarrelFuse : IComponentData
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{
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/// <summary>Server tick the barrel detonates (via TickUtil.NonZero — 0 never means "ready").</summary>
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public uint ExplodeTick;
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}
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}
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fileFormatVersion: 2
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guid: c677948826634c44fb355a4e00d7c5df
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