Phase 1.5 long-term #8, the LAST 1.5 item (design review wf_e14dd739-069:
both HIGHs + the distinct MEDs verified before the session limit ate the
duplicate verifiers; unverified leftovers reasoned-closed in the spec).
Cover = a BlightClutter ghost (Variant 4) with a baked Environment-layer
BoxCollider: the runtime ghost's collider joins BuildPhysicsWorld ->
blocks the player CC and the enemy sweep while alive, and the gap opens
the instant the entity dies. Both hit paths already break it (the
clutter chassis); 8 hits to carve.
Review folds:
- HIGH: the 07-07 anti-stuck nudge would phase enemies THROUGH cover
after ~1.5s (it exists to prevent room soft-locks). The nudge is now
COVER-AWARE: a SphereCast identifies the blocker; a live BlightClutter
ghost suppresses the phase (no soft-lock possible - the blocker is
destructible); static-geometry wedges still nudge.
- HIGH: yield==durability made tanky cover an economy faucet. Deposit
is DECOUPLED from the decrement at both hit sites: ScrapPerHit=0 =
breaks in Remaining hits, yields NOTHING; fractional POSITIVE yields
still credit >=1 (the B1 immortal-sink test pinned this - zero means
zero, positive floors to 1).
- MEDs: HitRadius 1.2 (visual core, not a shot-eating disc), NO cover
in Boss rooms (no boss depenetration backstop), scatter keep-out >=7u
from the room origin (player landing + portal), Variant=4 explicit
(the clutter block's explosive reroll cannot leak).
- Old static layer removed: 8 WorldColliders_RoomCover colliders
(subscene) + the RoomCover_Visuals root (Game.unity).
Verified live: 3 cover ghosts spawned with SOLID baked colliders;
BLOCK - NudgeUntilTick stayed 0 across 3.5s of forced zero-progress
(old code arms at 1.5s); DEPENETRATE - an enemy shoved inside a live
rock exited to 1.7u (backstop holds against ghost colliders); CARVE -
the rock died to the real sweep and the spot probed OPEN. 470/470
EditMode; console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The BlightClutter destructible-ghost chain (per-room seeding, unified
DR-018-safe sweep, melee + projectile breaking, personal-inventory
drops) already existed end-to-end - the roadmap item's gap was FEEL:
- Visual: prefab Model mesh swapped SM_Env_Rock_Chunk_01 (read as
scenery) -> SM_Prop_Barrel_01 (FantasyKingdom, same proven atlas
material). Base-pivot barrel offset -1 on the Model child (scatter
y=1 is the capsule plane - the base-pivot float gotcha).
- One-hit pop: prefab Remaining 8 -> 2 (both hit paths decrement by
max(1,(int)ScrapPerHit)=2, so one swing/shot shatters); authoring
default kept in sync.
- Density: MaxClutterPerRoom 6 -> 8.
Verified live: 8 barrels seeded in a combat room, grounded (screenshot);
an injected projectile through the real ResourceHarvestSystem sweep
popped one barrel in ONE hit (8 -> 7) and credited 2 Biomass; 466/466
EditMode, console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Repoint CLAUDE.md testing example from the deleted HeartbeatSystemTests to HealthApplyDamageSystemTests.
- Stale deleted-system refs: ResourceFieldSpawner/ClutterFieldSpawner(+Authoring) now cite RoomFieldSystem (was ExpeditionFieldSystem); BuildPlaceRequest drops the deleted RegionTransitRequest from its 'mirrors' list.
- Stale package version: 'Netcode 1.13.2' -> 'Netcode 1.x' in ProjectileClassificationSystem + BuildPlaceRequest.
- WorldCollisionComponents: remove the duplicated EnvironmentMask summary line; FeelConfig: fix the mangled 'is hitmap)' sentence.
Comment/doc only; compiles clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Consolidate the divorced combat + economy halves into one base-local loop. BaseFieldSpawnSystem tops up RegionTag{Base} Ore nodes around the plot; harvest routes Base->shared ledger and Expedition/untagged->personal inventory for BOTH the projectile (ResourceHarvestSystem) and melee (MeleeComboSystem server-only block, writes Remaining back for VFX). Activate the reserved Schedule source in ThreatDirectorSystem so base sieges arm WITHOUT an expedition trip (the loop-closer: previously zero waves ever attacked a base-only player). Region-filter the ExpeditionFieldSystem teardown so it no longer wipes the permanent base field. HudSystem shows phase-aware loop copy. See DR-031.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>