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using Unity.Entities;
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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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/// Long-arc progress toward the goal ("reach THEM"). Lives on the GLOBAL CycleDirector ghost (relevant in
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/// every region, alongside CycleState + the resource ledger), so it is visible to all players regardless
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/// of region. SINGLE writer: <c>CyclePhaseSystem</c> increments <see cref="Charge"/> on each completed
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/// cycle (Build -> Expedition). The HUD observes it for a progress bar.
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/// </summary>
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public struct GoalProgress : IComponentData
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{
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/// <summary>Accumulated progress.</summary>
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[GhostField] public int Charge;
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/// <summary>Charge required to reach the goal.</summary>
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[GhostField] public int Target;
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}
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}
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