Init Homebase
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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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/// One (item, count) row in a shared storage container's contents. The container's DynamicBuffer of
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/// these is the server-authoritative shared inventory; it is a GhostField buffer so the server's
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/// mutations replicate to every client. The container is an ownerless INTERPOLATED ghost, so no
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/// OwnerSendType / GhostOwner applies (those are for owner-predicted ghosts like the player).
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/// ItemId is an opaque id; a richer item model (and the M7 machine input/output generalisation)
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/// layers on top without changing replication.
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/// </summary>
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[InternalBufferCapacity(16)]
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public struct StorageEntry : IBufferElementData
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{
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/// <summary>Opaque item identifier (0 = empty/unused).</summary>
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[GhostField] public ushort ItemId;
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/// <summary>Quantity of this item in the container.</summary>
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[GhostField] public int Count;
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}
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}
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