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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@@ -171,9 +171,16 @@ namespace ProjectM.Server
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ecb.SetComponent(enemy, bxform);
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if (SystemAPI.HasComponent<Health>(prefab))
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{
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// B5: party-size HP scaling by LIVING EXPEDITION players at spawn (NOT the
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// RunParticipant count - dead-respawned members keep the tag while parked at
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// base). Health.Max is a [GhostField] since DR-046, so the scaled max replicates.
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int livingParty = 0;
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foreach (var (pHealth, pRegion) in SystemAPI.Query<RefRO<Health>, RefRO<RegionTag>>().WithAll<PlayerTag>())
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if (pHealth.ValueRO.Current > 0f && pRegion.ValueRO.Region == RegionId.Expedition) livingParty++;
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float partyScale = 1f + Tuning.BossHealthPerExtraPlayer * math.max(0, livingParty - 1);
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var hp = SystemAPI.GetComponent<Health>(prefab);
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hp.Current *= Tuning.BossHealthMultiplier;
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hp.Max *= Tuning.BossHealthMultiplier;
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hp.Current *= Tuning.BossHealthMultiplier * partyScale;
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hp.Max *= Tuning.BossHealthMultiplier * partyScale;
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ecb.SetComponent(enemy, hp);
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}
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if (SystemAPI.HasComponent<HitRadius>(prefab))
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