Phase 1 B1/B2/B4-B7: separation, poise, boss lunge, party HP scale, run-failed banner, fire anim
B1 SEPARATION: pairwise soft-collision pass INSIDE EnemyAISystem (sole enemy-Position writer preserved; O(n^2) fine at MaxAlive<=14). Knocked/ lunging enemies keep committed motion but still push neighbours; the boss is never pushed; enemies yield a small personal radius around players (below melee range per review B1-1); displacement goes through the swept move so nothing shoves through walls. SeparationMaxSpeed = live knob. B2 POISE: the windup-cancel lived in the knockback CONTINUE branches (grunt/ charger/spitter). Threshold on the EXISTING KnockbackState.Speed channel: light melee (6) nudges without interrupting; the finisher (10.8) and cone (8) stagger as before. StaggerKnockbackSpeed = live knob (default 7). B4 BOSS LUNGE: a telegraphed gap-closer on its own cooldown when the target sits outside slam reach (repositioning - the slam stays the damage beat). BossState.PendingAttack (server-only byte) disambiguates the shared windup elapse (review-confirmed: naive reuse would SLAM on a lunge elapse); LungeState.UntilTick spans windup+travel so the existing IsLunging ghost bit replicates the tell, and the client draws a travel wedge instead of the slam ring while it is set. B5 PARTY HP SCALE: boss Health x(1 + 0.75/extra LIVING expedition player) at spawn (not RunParticipant - dead-respawned members park at base). Max is a GhostField so the bar stays truthful. B6 RUN-FAILED BANNER: silent wipes used to land players home with zero explanation. Client detects the (in-run)->Staging edge with a launch-cached Charge (NEVER Returning - a 1-tick transient that precedes the bank by a tick) and shows EXPEDITION FAILED for 6 s. B7 FIRE ANIM: the class ability finally moves the body - a stateless window from replicated AbilityCooldown.NextFireTick minus derived CooldownTicks (works for predicted local + interpolated remotes, no cached edges). 456/456 EditMode; live Play smoke: launch -> 5 kills credit the room clear through the corpse window -> boon window opens -> corpses expire clean, no exceptions. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1158,12 +1158,18 @@ void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int
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}
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float coneRange = math.max(1f, stats.ValueRO.AttackRange + 0.6f);
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if (lunging) coneRange += 1.5f; // forward-stretch the wedge to read the committed travel
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if (isBoss)
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if (isBoss && !lunging)
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{
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// A7: the boss SLAM is RADIAL (Tuning.BossSlamRadius) -> paint a FULL ground ring so the tell
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// matches the hit area (a forward wedge sized to melee reach would lie about a radial AoE).
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BuildDangerMesh(go.GetComponent<MeshFilter>().sharedMesh, Tuning.BossSlamRadius, 3.14159f, intensity);
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}
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else if (isBoss)
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{
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// B4: the boss LUNGE is a committed forward gap-closer (IsLunging bit on through windup +
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// travel) - a radial ring would lie about the threat shape; paint a long narrow travel wedge.
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BuildDangerMesh(go.GetComponent<MeshFilter>().sharedMesh, math.max(coneRange, 8f), 0.45f, intensity);
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}
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else if (tele.ValueRO.Kind == ZoneEnemyMath.KindSpitter)
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{
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// MC-3: a Spitter is a RANGED threat — a melee wedge at its feet is useless. Paint a thin aim
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