using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
///
/// Generic authoring for a non-functional build-structure ghost prefab (Wall / Pylon) — duplicate
/// Turret.prefab so the ownerless interpolated GhostAuthoringComponent on PlacedStructure.Type comes free,
/// then swap TurretAuthoring for this. Bakes ONLY {Type=}
/// (no stats, so TurretFireSystem ignores it). BuildPlaceSystem overrides Cell +
/// LastProcessedTick and adds RegionTag{Base} at placement. is a byte (StructureType.*) to
/// dodge the cross-assembly enum-in-Burst hazard and the MCP enum-drop gotcha.
///
public class StructureAuthoring : MonoBehaviour
{
[Tooltip("StructureType byte: 5 = Wall, 6 = Pylon (do NOT use 1-4: Turret + reserved M7 automation).")]
public byte Kind = StructureType.Wall;
[Min(1f)] public float MaxHp = 150f;
private class StructureBaker : Baker
{
public override void Bake(StructureAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new PlacedStructure
{
Type = authoring.Kind,
Cell = default,
NextTick = 0u,
LastProcessedTick = 0u,
});
// EB-1: Wall/Pylon are damageable + destructible AI targets (a wall soaks Husk strikes that would
// otherwise hit a turret). DamageEvent buffer MUST exist or an AI strike crashes at ECB playback.
// No HitRadius -> ProjectileDamageSystem ignores them (no friendly projectile fire).
AddComponent(entity, new Health { Current = authoring.MaxHp, Max = authoring.MaxHp });
AddBuffer(entity);
AddComponent(entity);
}
}
}
}