Docs: exploding-barrels Build Spec + session log Part J + roadmap tick
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -145,8 +145,11 @@ attacks/animations/effects**. Art direction deliberately UNDECIDED — lighting
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### Long-term (server-sim; adversarial design-review REQUIRED per slice)
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7. **Environmental hazards:** exploding barrels, Blight geysers, trap tiles — damage BOTH sides so enemies can be
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baited into them. Real combat interplay; replication + predicted-damage surface needs the review.
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7. **Environmental hazards — v1 SHIPPED (2026-07-10, `cd607ae15`, review-first `wf_2cb10454-fdf`):**
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exploding barrels — ~25% of clutter seeds explosive; pop lights a ~0.6s FUSE (replicated Remaining=0 =
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the client cue, strobing red glow) then radius-damages BOTH sides (bait mechanic; escapable). Zero new
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replication. Geysers/trap tiles = later hazard variants on the same HazardExplosionSystem chassis.
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See [[Exploding_Barrels_Build_Spec]].
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8. **Destructible cover:** in-room cover rocks take damage and crumble (Charger smashes through, players carve LOS).
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Structures already have Health; **re-validate the enemy stuck-fix backstop when cover can disappear mid-fight.**
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