using Unity.Entities;
using Unity.Mathematics;
namespace ProjectM.Simulation
{
///
/// Identifies which world REGION an entity belongs to. M6 splits the single server world into two
/// spatial regions at a large coordinate offset — the persistent home and
/// the procedurally-arranged — and uses per-connection GhostRelevancy
/// to replicate each region only to the connections whose player is currently in it. Server-side only
/// (NOT a [GhostField]; the server makes all relevancy decisions). Added to players on spawn and to
/// every region-scoped ghost the server spawns. Untagged ghosts are global (relevant to everyone).
///
public struct RegionTag : IComponentData
{
/// Region id (see ): 0 = base, 1 = expedition.
public byte Region;
}
/// Region ids for (a byte, not an enum, to keep server/Burst code trivial).
public static class RegionId
{
/// The persistent, shared home base.
public const byte Base = 0;
/// The procedural expedition field (offset far from the base on +X).
public const byte Expedition = 1;
}
///
/// Deterministic mapping of a region id to its world-space origin. The base region keeps the existing
/// home-base coordinates; the expedition region lives at a large +X offset so the two never overlap in
/// the single shared PhysicsWorld. Pure (no RNG/wall-clock) — server-authoritative teleports and field
/// spawners resolve region positions through here.
///
public static class RegionMath
{
/// World-space X offset of the expedition region (room sub-slot 0) from the base region.
public const float ExpeditionOffsetX = 1000f;
/// X stride between the two ping-pong room sub-slots — kept >= any sweep/AI/aggro range so two
/// transiently-coexisting arenas can never interact in the shared PhysicsWorld.
public const float RoomStrideX = 500f;
///
/// World-space origin of expedition room sub-slot (0 or 1 — the run FSM
/// ping-pongs consecutive rooms between two offsets so the next room spawns at the idle slot while the
/// cleared one is torn down). THE single expedition coordinate authority: every expedition placement
/// (field scatter, enemy ring, party teleport) resolves through here.
///
public static float3 ExpeditionRoomOrigin(float3 baseCenter, byte subSlot)
{
return baseCenter + new float3(ExpeditionOffsetX + subSlot * RoomStrideX, 0f, 0f);
}
/// World-space origin of , given the base center (BaseGridMath.PlotCenter).
/// The expedition resolves to room sub-slot 0 (legacy call sites; room-aware systems pass the ACTIVE
/// sub-slot to directly).
public static float3 RegionOrigin(byte region, float3 baseCenter)
{
return region == RegionId.Expedition
? ExpeditionRoomOrigin(baseCenter, 0)
: baseCenter;
}
}
}