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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Structure type ids (a byte, not an enum, per the cross-assembly enum-in-Burst hazard). Turret is the
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/// first concrete structure; Harvester/Fabricator/Conveyor are RESERVED now (free) for the M7 automation
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/// pillar (production chains) so adding them later is purely additive.
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/// </summary>
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public static class StructureType
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{
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public const byte None = 0;
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public const byte Turret = 1;
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// Reserved for M7 automation — do not reuse these codes:
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public const byte Harvester = 2;
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public const byte Fabricator = 3;
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public const byte Conveyor = 4;
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}
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/// <summary>
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/// A built base structure occupying one grid cell. An ownerless INTERPOLATED ghost (RegionTag{Base},
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/// world-owned, runtime-spawned by BuildPlaceSystem). <see cref="Type"/> is the only replicated field
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/// (a cheap byte for client visual branching); <see cref="Cell"/> is server-only (clients derive it from
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/// the replicated LocalTransform via <see cref="BaseGridMath.WorldToCell"/>, so it stays off the wire).
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/// <see cref="NextTick"/> / <see cref="LastProcessedTick"/> are server-only raw NetworkTick values
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/// (<see cref="TickUtil.NonZero"/>-guarded; 0 = inactive): the Turret reuses <see cref="NextTick"/> as its
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/// fire cooldown NOW (not dead weight), and M7 production reuses both as the next-production-tick +
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/// deterministic offline catch-up linchpin (produced = floor((now - LastProcessedTick)/period)). These two
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/// tick fields are the IDENTITY/TIMING that cannot be reconstructed retroactively, so they are baked now.
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/// </summary>
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public struct PlacedStructure : IComponentData
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{
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/// <summary>Structure type (see <see cref="StructureType"/>); the only replicated field.</summary>
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[GhostField] public byte Type;
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/// <summary>Occupied grid cell (server-only; clients derive it from LocalTransform).</summary>
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public int2 Cell;
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/// <summary>Next action tick (server-only; turret cooldown now / next production tick in M7). 0 = inactive.</summary>
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public uint NextTick;
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/// <summary>Last tick this structure was processed (server-only; M7 offline-catch-up baseline). Stamped at spawn.</summary>
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public uint LastProcessedTick;
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}
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/// <summary>
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/// A buildable defense turret (the first structure). Hitscan: <c>TurretFireSystem</c> applies a direct
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/// <c>DamageEvent</c> to the nearest in-range living Husk on cooldown (reusing
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/// <see cref="PlacedStructure.NextTick"/>) — reuses HealthApplyDamageSystem, no projectile/friendly-fire.
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/// </summary>
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public struct Turret : IComponentData
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{
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public float Range;
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public int CooldownTicks;
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public float Damage;
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}
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/// <summary>
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/// One row of the build catalog: cost + prefab per structure type. Modeled on AbilityPrefabElement
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/// (prefab baked via GetEntity, NEVER inside a blob — blobs don't remap entity refs). M7 adds a recipe
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/// column to this element additively (the catalog is baked, not replicated → no format break).
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/// </summary>
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public struct StructureCatalogEntry : IBufferElementData
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{
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public byte Type;
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public Entity Prefab;
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public byte CostResourceId;
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public int CostAmount;
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}
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/// <summary>Tag on the baked singleton carrying the <see cref="StructureCatalogEntry"/> buffer (the build cost/prefab table).</summary>
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public struct StructureCatalog : IComponentData { }
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}
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