using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace ProjectM.Server
{
///
/// Server-only procedural expedition-field manager. Re-keyed off PER-PLAYER PRESENCE (no global phase): it
/// counts players whose server-only is the Expedition region, and on the
/// empty->occupied edge (a new sortie) bumps and scatters
/// resource-node ghosts (seeded by the epoch) around the expedition
/// origin, each RegionTag{Expedition}; on the occupied->empty edge (the LAST player left) it destroys every
/// node. So the field lives as long as anyone is out there, not on a global timer. Plain server
/// SimulationSystemGroup. Server-authoritative; clients despawn nodes via GhostDespawnSystem. Per-epoch
/// reproducible (the seed is the monotonic int epoch, compared by equality — never tick math, never 0).
///
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(CyclePhaseSystem))]
public partial struct ExpeditionFieldSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
state.RequireForUpdate();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var cycleEntity = SystemAPI.GetSingletonEntity();
var runtime = SystemAPI.GetComponent(cycleEntity);
var spawner = SystemAPI.GetSingleton();
// Per-player presence: is anyone currently out in the expedition region?
int expeditionPlayers = 0;
foreach (var region in SystemAPI.Query>().WithAll())
if (region.ValueRO.Region == RegionId.Expedition)
expeditionPlayers++;
bool occupied = expeditionPlayers > 0;
bool wasOccupied = runtime.PrevExpeditionOccupied != 0;
// empty -> occupied: a new sortie begins; bump the epoch so the field reseeds fresh.
if (occupied && !wasOccupied)
runtime.ExpeditionEpoch += 1;
float3 baseCenter = new float3(0f, 1f, 0f);
if (SystemAPI.TryGetSingleton(out var anchor))
baseCenter = BaseGridMath.PlotCenter(anchor);
float3 origin = RegionMath.RegionOrigin(RegionId.Expedition, baseCenter);
var ecb = new EntityCommandBuffer(Allocator.Temp);
// SPAWN: a player is out and this epoch has not been seeded yet.
if (occupied
&& runtime.LastSpawnedEpoch != runtime.ExpeditionEpoch
&& spawner.Prefab != Entity.Null)
{
var baseXform = SystemAPI.GetComponent(spawner.Prefab);
var prefabNode = SystemAPI.GetComponent(spawner.Prefab);
var rng = new Random((uint)math.max(1, runtime.ExpeditionEpoch));
int count = math.max(1, spawner.Count);
for (int i = 0; i < count; i++)
{
var node = ecb.Instantiate(spawner.Prefab);
float ang = rng.NextFloat(0f, math.PI * 2f);
float rad = spawner.Radius * math.sqrt(rng.NextFloat(0f, 1f));
var xform = baseXform;
xform.Position = origin + new float3(math.cos(ang) * rad, 0f, math.sin(ang) * rad);
ecb.SetComponent(node, xform);
// Round-robin the resource type (Aether / Ore / Biomass) over the prefab's baked node.
var rn = prefabNode;
rn.ResourceId = (byte)(ResourceId.Aether + (byte)(i % 3));
ecb.SetComponent(node, rn);
}
runtime.LastSpawnedEpoch = runtime.ExpeditionEpoch;
}
// DESTROY: the last player left the expedition — clear the whole field.
if (wasOccupied && !occupied)
{
foreach (var (rn, e) in SystemAPI.Query>().WithEntityAccess())
ecb.DestroyEntity(e);
}
runtime.PrevExpeditionOccupied = (byte)(occupied ? 1 : 0);
SystemAPI.SetComponent(cycleEntity, runtime);
ecb.Playback(state.EntityManager);
}
}
}