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14. PHASE 6 FINAL BEHAVIOR PASS / 0.0.17.4
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Date: 2026-10-04

User test result from 0.0.17.3:
    - impact sound still not audible at normal viewing distance
    - distant particle shockwave was not visibly readable
    - non-player entities received push but the player did not reliably feel it
    - shockwave should also deal damage with distance falloff
    - more infected defenders requested around the impact
    - chamber ore amount requested at roughly double the prior exposed count
    - meteor launch should immediately advance Phayriosis to Phase 4
    - impact should create a brief red/yellow bright blur/flash compatible with shaders

Reference inspection:
    Ballistix BlastNuclear was inspected. Its nuclear implementation explicitly sends
    high-volume explosion audio and applies entity damage in multiple stages instead of
    relying only on the basic vanilla visual. The Phayriosis implementation borrows the
    general staged-wave principle without introducing a Ballistix dependency.

Impact-audio correction:
    - Keep the real power-30 Minecraft/Forge explosion as the authoritative blast.
    - Add one long-range positional impact layer at the crater itself.
    - Prefer Explosion Overhaul's registered explode_far_power_7_* sound when available.
    - If absent, fall back to Ballistix nuclearexplosion when available, then vanilla
      entity.generic.explode.
    - Volume is intentionally high enough for ~512-block propagation while the sound
      origin remains at the impact, avoiding the earlier bad player-centered audio.
    - Because this is normal Minecraft positional sound playback, Sound Physics can still
      apply occlusion/reverb.

Shockwave redesign:
    - radius remains 252 blocks
    - wave step reduced 36 -> 18 blocks
    - timing changed to 3 ticks per step so the front is visually readable over ~2 sec
    - entity push now scales down continuously with distance
    - living entities also take explosion-type shockwave damage, about 34 damage very
      near the wave origin and about 4 damage at the outer edge
    - ServerPlayer gets a small synchronized positional displacement in addition to the
      velocity impulse so client movement cannot silently erase the effect
    - players receive a local cloud/poof/flash pressure burst when the wave reaches them
      so particle/entity culling cannot make the entire player-facing effect invisible
    - world wave rings now use cloud + poof + large_smoke particles fetched from the
      vanilla registry and sent with long-distance/forced packets

Impact flash / shader compatibility:
    - Immediate and short follow-up red/yellow-hot impact bloom made only from vanilla
      flash, explosion_emitter, flame, lava and large_smoke particles
    - no custom fullscreen shader or framebuffer effect
    - intended to remain visible with Oculus/shader packs and to naturally benefit from
      shader bloom where supported

Ore / defender tuning:
    - exposed chamber ores increased from 20-25 to 42-50
    - weighting heavily favors iron, biometal and copper
    - gold/crimsonscale remain mid-tier
    - emerald, diamond and plutonium each remain only one low-weight pool entry
    - exterior defender wave increased from 8 to 20 entities
    - mix: converted humans, patrollers, infesters, gory masses, assaulters, spitter(s),
      and one carrier; still avoids Immaculate/end-game entities
    - 500 HP Nucleus guardian remains unique inside the chamber

Phase progression:
    As soon as a meteor entity successfully spawns, WorldVariables is immediately set to
    at least 10,000 points and phase 4, then synced. This happens on launch, not impact.

Compatibility/culling note:
    EntityCulling itself primarily targets entities/block entities, not vanilla particles.
    The user's pack also includes particle optimizers, so the new shockwave does not depend
    on only one distant ring; the local forced player effect provides a second reliable
    visual cue.

DO NOT REPEAT:
    - Do not move the impact sound source to the player's coordinates merely to make it loud.
    - Do not rely on Entity.m_5997_ alone for ServerPlayer shockwave feedback.
    - Do not collapse the shockwave back into one instantaneous radius-wide push.
