using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
///
/// Hit points for any damageable ghost (players, training dummies). Server-authoritative:
/// only server systems write ; clients receive it via the [GhostField]
/// for display and prediction reconciliation. is baked identically on both
/// worlds and is not replicated. Added by PlayerBaker / TrainingDummyBaker.
///
public struct Health : IComponentData
{
/// Current hit points. Replicated for display and reconciles the predicted value against the server's authoritative state.
[GhostField] public float Current;
/// Maximum hit points. Replicated so a client HUD bar reads a correct fraction even when Max is
/// modified server-side (boss x8; class/boon HP mods) — the boss bar + floating enemy HP bars depend on it (review: no player-bar surface reads Health.Max).
[GhostField] public float Max;
}
}