Minotaur
Root component of the boss slice. The scene entrypoint attaches it to `Mounts/mount_boss` at play start; it builds nothing until `R.services.boss.spawn()` is called (the arena slice calls it for the "boss" bout). Spawn raises the authored Iron Minotaur body from `game.boss.rig` i…
game.boss.Minotaur
Root component of the boss slice. The scene entrypoint attaches it to Mounts/mount_boss at play start; it builds nothing until R.services.boss.spawn() is called (the arena slice calls it for the "boss" bout). Spawn raises the authored Iron Minotaur body from game.boss.rig in the arena, registers it as enemy minotaur and runs a three-phase Souls-like fight: telegraphed overhead cleave, bull charge and ground slam (phase 1), plus a horizontal sweep and travelling slam shockwave (phase 2, at 66% hp), and enraged chained combos with ember cracks (phase 3, at 33% hp). Poise breaks into a stagger; a parry during a strike breaks a large chunk of poise. Drives R.call("ui","bossBar"), raises boss.phase, and on defeat sets career.bossDefeated and raises bout.end(true, "boss"). Publishes R.services.boss = { spawn, active, despawn, state }. Needs no sibling components.
Scoped to this part · feeds back into the world's score.