Zone.Wear did not check whether the chunk was already broken. A later hit
read wear.Damage starting from 0 (the value ChunkWear carries while
BrokenUntil is in the future), stayed under hitpoints, and wrote
BrokenUntil = null -- un-breaking a chunk mid-respawn.
Damage delivered to a chunk that is currently broken (zone time <
BrokenUntil) now changes nothing: Wear returns false (this hit did not
break it -- it was already broken) and BrokenUntil, and Damage, are left
untouched. The chunk stays absent until its original respawn time, then
resumes wear from zero as before.
Adds two behavioural tests: a re-hit inside the respawn window, both
below and above hitpoints, must not un-break the chunk or move its
respawn time; and the same rule survives a save/reload round trip.
Confirmed by reverting the fix and watching both new tests fail with the
chunk reappearing early, then restoring the fix byte-exactly.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>