Docs: exploding-barrels Build Spec + session log Part J + roadmap tick

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-10 19:42:41 -07:00
parent cd607ae156
commit d8e724e40a
3 changed files with 96 additions and 8 deletions
@@ -214,14 +214,28 @@ Verified live: a 12 s combat histogram showed zones rendering K0+K1 materials ke
Client presentation file that only used Simulation types before). Remaining distinctness depth (per-kind
anim clips, creature locomotion) rides the parallel Blender workstream.
## Part J — exploding barrels SHIPPED (`cd607ae15`; 07-10, session continued past midnight)
The 1.5 long-term hazard v1, **review-first as mandated**: 3-lens adversarial workflow `wf_2cb10454-fdf`
(23 agents; the first run lost 8 verifiers to the session limit — resumed via `resumeFromRunId`, cache
replayed, 13 findings CONFIRMED / 3 refuted; Build Spec kept at [[Exploding_Barrels_Build_Spec]]).
**The fold: the FUSE** — one mechanism closed both HIGHs (despawn-inference false booms on room teardown ·
the SourceTick authored-tick contract): pop → replicated `Remaining=0` on a still-alive barrel + server-only
`BarrelFuse` (~36 ticks) → detonation damages LIVING enemies AND players (boss-slam filter verbatim,
`SourceNetworkId=-1`, SourceTick at detonation) → single destroy. Client: boom-vs-puff keys on cached
`Remaining<=0` (teardowns carry >0 → no false booms); Variant-3 barrels get a red glow that STROBES when
fused. ~25% seeding on the existing replicated Variant byte — **zero new GhostFields/prefabs/RPCs**.
Verified: 470/470 (4 new tests) · live smoke: client OBSERVED the fuse cue on the live ghost, pinned bait
enemy took exactly 26 (30→4), walk-out escape confirmed (fuse is escapable by design — first unpinned bait
simply left the radius) · console clean.
## Next-session intent
**Phase 1.5 short-term wins are COMPLETE** (collision ✓ lighting ✓ art-look ✓ ambient motion ✓ breakables ✓
attack distinctness ✓). Next: either the 1.5 long-term slices (**environmental hazards** / **destructible
cover** — BOTH adversarial design-review-first, and cover must re-validate the enemy backstop) or jump to
**Phase 1.7 boon overhaul** (~12 mechanic-changers; design review required — replicated ability swaps).
Operator gate: a feel-lap over the whole 1.5 package ("no longer static"?) decides. Queued taste items:
re-enable curated base flora · arid brightness · craters call · B5 split-panels smoke.
Phase 1.5 remaining: **destructible cover** (the last long-term item — design-review-first, MUST re-validate
the enemy stuck-fix backstop when cover can vanish mid-fight) → then the 1.5 gate lap → **Phase 1.7 boon
overhaul** (design review required — replicated ability swaps). Queued taste items: re-enable curated base
flora · arid brightness · craters call · B5 split-panels smoke · barrel VFX polish (authored explosion
prefab instead of the procedural burst).
Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] ·
[[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]