using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;
namespace ProjectM.Client
{
///
/// Phase 1.5b (ground bundle) — client-only, observe-only PER-ROOM DRESSING SCATTER. A managed
/// in that OBSERVES replicated
/// and instantiates biome-flavoured cosmetic ground props (pebbles, tufts, bones,
/// mushrooms) inside the room's ACTUAL shape — the same authority the server
/// scatter uses, on a DISTINCT hash stream so dressing never co-locates with nodes (0x0DE) or clutter
/// (0xC17). Deterministic from the replicated run seed: every co-op client (and a late-joiner) sees the
/// same floor. Torn down when the room changes or the run ends. Colliders + rigidbodies are stripped on
/// spawn — the aim-reticle raycast and the physics world must never see dressing. Never mutates the sim.
///
/// Bundle 2 (decals): also lays a few persistent feathered crack/scorch DETAIL scars at the arena centre
/// (higher-frequency detail the baked ground splat can't resolve), on its own hash sub-stream, parented to
/// the same dressing root so they tear down together. Base POIs are skipped — Part O baked their wear in.
///
///
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class RoomDressingSystem : SystemBase
{
Transform _root;
uint _activeKey;
// Bundle 2 arena-scar decal assets (reused across rebuilds; the scar GameObjects are children of _root and
// torn down each room change, these shared assets persist until OnDestroy).
Material _decalMat;
Mesh[] _decalMeshes;
MaterialPropertyBlock _decalMpb;
static readonly int DecalColorId = Shader.PropertyToID("_Color");
protected override void OnStartRunning()
{
if (_root == null) _root = new GameObject("~RoomDressing").transform;
}
protected override void OnDestroy()
{
if (_root != null) Object.Destroy(_root.gameObject);
if (_decalMat != null) Object.Destroy(_decalMat);
if (_decalMeshes != null)
for (int i = 0; i < _decalMeshes.Length; i++)
if (_decalMeshes[i] != null) Object.Destroy(_decalMeshes[i]);
}
protected override void OnUpdate()
{
if (!ScenePolicy.IsGameplayScene()) return;
if (_root == null) return;
var cfg = RoomDressingConfig.Instance;
bool inRoom = SystemAPI.TryGetSingleton(out var ri)
&& (ri.Lifecycle == RunLifecycle.InRoom
|| ri.Lifecycle == RunLifecycle.RoomReward
|| ri.Lifecycle == RunLifecycle.RoomExplore);
bool on = cfg != null && cfg.Enabled && cfg.CountPerRoom > 0;
if (!inRoom || !on || !SystemAPI.TryGetSingleton(out var anchor))
{
Clear();
return;
}
uint key = RunMapMath.Hash(ri.RunSeed, (uint)(ri.CurrentRoom + 1), 0xD2E5u);
if (key == _activeKey) return;
Clear();
Build(in ri, in anchor, cfg);
_activeKey = key;
}
void Clear()
{
if (_activeKey == 0 || _root == null) { _activeKey = 0; return; }
for (int i = _root.childCount - 1; i >= 0; i--)
Object.Destroy(_root.GetChild(i).gameObject);
_activeKey = 0;
}
void Build(in RunInfo ri, in BaseAnchor anchor, RoomDressingConfig cfg)
{
GameObject[] set = ri.CurrentBiome switch
{
RoomBiomeId.Meadow => cfg.Meadow,
RoomBiomeId.Cavern => cfg.Cavern,
RoomBiomeId.Blight => cfg.Blight,
_ => cfg.Arid,
};
if (set == null || set.Length == 0) return;
float3 baseCenter = BaseGridMath.PlotCenter(anchor);
byte subSlot = (byte)(ri.CurrentRoom & 1);
float3 origin = RegionMath.ExpeditionRoomOrigin(baseCenter, subSlot);
float3 portal = RegionMath.ExpeditionPortalPos(baseCenter, subSlot);
var map = RunMapMath.Generate(ri.RunSeed);
var node = map.NodeAt(RunMap.NodeId(ri.CurrentRoom, ri.CurrentCol));
var plan = RoomLayoutMath.Plan(node, ri.CurrentRoom, ri.RoomCount);
var rng = new Unity.Mathematics.Random(RunMapMath.Hash(ri.RunSeed, (uint)(ri.CurrentRoom + 1), 0xD2E55u) | 1u);
int count = cfg.CountPerRoom;
for (int i = 0; i < count; i++)
{
float3 pos = RoomLayoutMath.ScatterInShape(plan.ShapeId, origin, i, count, ref rng);
for (int attempt = 0; attempt < 4; attempt++)
{
bool nearLanding = math.distancesq(pos.xz, origin.xz) < 9f; // party lands at the origin
bool nearPortal = math.distancesq(pos.xz, portal.xz) < 6.25f; // keep the exit beacon clear
if (!nearLanding && !nearPortal) break;
pos = RoomLayoutMath.ScatterInShape(plan.ShapeId, origin, i, count, ref rng);
}
var prefab = set[rng.NextInt(0, set.Length)];
if (prefab == null) continue;
var go = Object.Instantiate(prefab, _root, false);
go.transform.SetPositionAndRotation(
new Vector3(pos.x, 0f, pos.z), // terrain y=0 (origin.y is the CC capsule plane, 1 u up)
Quaternion.Euler(0f, rng.NextFloat(0f, 360f), 0f));
go.transform.localScale = Vector3.one * rng.NextFloat(cfg.ScaleMin, cfg.ScaleMax);
foreach (var col in go.GetComponentsInChildren(true)) Object.Destroy(col);
foreach (var rb in go.GetComponentsInChildren(true)) Object.Destroy(rb);
}
// Bundle 2 arena scars: distinct hash sub-stream (0xD2E56) so they never co-locate with the prop
// scatter (0xD2E55); clustered around the arena centre. Persistent (no fade); torn down with dressing.
if (DecalConfig.Enabled && DecalConfig.RoomArenaDecalCount > 0)
{
EnsureDecalAssets();
var srng = new Unity.Mathematics.Random(RunMapMath.Hash(ri.RunSeed, (uint)(ri.CurrentRoom + 1), 0xD2E56u) | 1u);
for (int i = 0; i < DecalConfig.RoomArenaDecalCount; i++)
SpawnArenaScar(origin, i, ref srng);
}
}
void EnsureDecalAssets()
{
if (_decalMat == null) _decalMat = FeedbackFx.MakeDecalMaterial("RoomScarDecal");
if (_decalMpb == null) _decalMpb = new MaterialPropertyBlock();
if (_decalMeshes == null)
{
_decalMeshes = new Mesh[4];
_decalMeshes[0] = FeedbackFx.BuildScorchMesh(20, 0.32f, 11);
_decalMeshes[1] = FeedbackFx.BuildScorchMesh(20, 0.34f, 23);
_decalMeshes[2] = FeedbackFx.BuildCrackMesh(3, 31);
_decalMeshes[3] = FeedbackFx.BuildCrackMesh(2, 47);
}
}
void SpawnArenaScar(float3 origin, int index, ref Unity.Mathematics.Random rng)
{
var go = new GameObject("ArenaScar");
go.transform.SetParent(_root, false);
go.AddComponent().sharedMesh = _decalMeshes[rng.NextInt(0, _decalMeshes.Length)];
var mr = go.AddComponent();
mr.sharedMaterial = _decalMat;
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
mr.receiveShadows = false;
mr.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
_decalMpb.SetColor(DecalColorId, DecalConfig.RoomDecalColor);
mr.SetPropertyBlock(_decalMpb);
float ang = rng.NextFloat(0f, math.PI * 2f);
float rad = rng.NextFloat(0f, 4.5f); // clustered around the arena centre where the fight happens
float scale = rng.NextFloat(1.4f, 3.0f);
go.transform.SetPositionAndRotation(
new Vector3(origin.x + math.cos(ang) * rad, 0.05f + 0.003f * index, origin.z + math.sin(ang) * rad),
Quaternion.Euler(0f, rng.NextFloat(0f, 360f), 0f));
go.transform.localScale = new Vector3(scale, 1f, scale);
}
}
}