Phase 1.5 environmental hazard v1 (design-review wf_2cb10454-fdf: 13
findings confirmed + folded; Build Spec in the vault). ~25% of room
clutter seeds as EXPLOSIVE (Variant 3 on the existing replicated byte
- zero new GhostFields/prefabs/RPCs).
The FUSE is the review's fold - one mechanism closes both HIGHs:
- Pop sites (projectile sweep + isServer-gated melee harvest) do NOT
destroy an explosive: they zero the replicated Remaining + add a
server-only BarrelFuse (~36 ticks). The client sees Remaining=0 on a
still-alive barrel across snapshots -> unambiguous fuse cue, and
booms at despawn ONLY when cached Remaining<=0 - a teardown despawn
carries Remaining>0, so portal-advance teardowns can never fire
false booms (HIGH #1).
- HazardExplosionSystem (server, plain group, presence-gated on
BarrelFuse, never lifecycle-gated) detonates at ExplodeTick: radius
damage to LIVING enemies AND players (boss-slam player filter
verbatim; friendly fire = the bait mechanic), SourceTick stamped at
detonation = the authoring moment (HIGH #2: the authored-tick
contract dash i-frames negate against), SourceNetworkId=-1 (the
environment convention - a player id would consume Charger
whiff-punish windows). Fuse rides the RoomTag'd barrel -> teardown
cleans lit barrels free.
- Lit barrels are unhittable at both snapshot sites (no double-pop).
- Client: WorldFeedback caches Variant -> boom-vs-puff split (big
burst + light flash + boom SFX vs the old puff); DynamicLightSystem
gives Variant-3 barrels a red danger glow that STROBES once fused.
Verified: 470/470 EditMode (4 new: fused pop instead of destroy +
unhittable, both-sides damage w/ -1 source + authored tick, dead-player
+ radius filters, unelapsed-fuse inert); live smoke - seeded 3/8
explosive, real-sweep pop, CLIENT observed the fuse cue on the live
ghost, pinned bait enemy took exactly 26 (30->4), walk-out escape
confirmed; 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>
- New Server/PlayerResolve.TryResolve single-sources the RPC
SourceConnection -> NetworkId -> conn->player map resolve (3 sites:
ClassSelectReceive, PrepPurchase, DebugCommandReceive); EntityManager
reads keep it source-gen-safe from Bursted receivers.
- ecb.Dispose() after Playback in 9 Temp-ECB systems (explicit-lifetime
hygiene).
- The TuningConfig.GetOrDefault(ref state) variant of this tail was
REVERTED: state.GetEntityQuery in OnUpdate trips the Entities
"creates a query during OnUpdate" diagnostic per system per world
(caught in Play smoke) - the SystemAPI.TryGetSingleton idiom is
already source-gen-optimal, confirming the original B4 deferral.
Verified: 466/466 EditMode green on the final tree, console clean,
Play smoke 0 errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>