using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
///
/// Server-only expedition zone-enemy director: while a player is OUT in the expedition region and the base is in
/// , it seeds and drip-spawns one epoch-seeded combat wave around the expedition
/// origin. The wave size + grunt/charger composition is pure of the
/// (grunt-heavy -> charger-heavy as the epoch climbs), spawned one
/// every at a deterministic ring, capped at
/// concurrent (the v1 ghost-relevancy budget). Each enemy is the
/// existing Husk ghost prefab + RegionTag{Expedition} + , so it reuses the whole
/// combat/readability/AI stack (the per-region AI filter keeps it seeking the expedition player only). When the
/// wave is fully spawned and every zone enemy is dead, it marks once —
/// the gate's once-per-epoch Ore reward reads that on the player's return.
///
/// Ordering: [UpdateAfter(ExpeditionFieldSystem)] ONLY. ExpeditionFieldSystem is itself
/// [UpdateAfter(CyclePhaseSystem)], so ALSO declaring [UpdateBefore(CyclePhaseSystem)] here (as the
/// v1 plan first sketched) would close a CyclePhase->Field->Zone->CyclePhase sort cycle that throws at Play
/// world creation and is invisible to EditMode. Running after the field manager also reads the freshly-bumped
/// epoch + current phase. Zone enemies are interpolated ghosts, moved server-only — no prediction.
///
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(ExpeditionFieldSystem))]
public partial struct ZoneEnemyDirectorSystem : ISystem
{
EntityQuery m_ZoneEnemies;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
state.RequireForUpdate();
state.RequireForUpdate();
m_ZoneEnemies = state.GetEntityQuery(ComponentType.ReadOnly());
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton().ServerTick;
if (!serverTick.IsValid)
return;
uint now = serverTick.TickIndexForValidTick;
// Per-player presence: only run while someone is OUT in the expedition (mirrors ExpeditionFieldSystem).
int expeditionPlayers = 0;
foreach (var region in SystemAPI.Query>().WithAll())
if (region.ValueRO.Region == RegionId.Expedition)
expeditionPlayers++;
if (expeditionPlayers == 0)
return; // nobody out there: the field manager owns teardown, we do nothing
var directorEntity = SystemAPI.GetSingletonEntity();
var dir = SystemAPI.GetComponent(directorEntity);
var zs = SystemAPI.GetComponent(directorEntity);
var prefabs = SystemAPI.GetBuffer(directorEntity);
if (prefabs.Length == 0)
return;
var cycleEntity = SystemAPI.GetSingletonEntity();
var cycle = SystemAPI.GetComponent(cycleEntity);
var runtime = SystemAPI.GetComponent(cycleEntity);
int epoch = runtime.ExpeditionEpoch;
// (Re)seed this epoch's wave once — its OWN counter, never WaveState's.
if (zs.SeededEpoch != epoch)
{
zs.SeededEpoch = epoch;
zs.SpawnCounter = 0;
zs.RemainingToSpawn = ZoneEnemyMath.WaveSize(epoch, dir.GruntsPerWave, dir.ChargersPerWave);
zs.NextSpawnTick = TickUtil.NonZero(now); // first enemy this tick
}
int aliveZone = m_ZoneEnemies.CalculateEntityCount();
if (zs.RemainingToSpawn > 0)
{
// Spawn only in Calm (a base Siege pauses the expedition wave; it resumes when the base is safe), one
// per cadence, and only while under the concurrent cap.
bool calm = cycle.Phase == CyclePhase.Calm;
bool dueNow = zs.NextSpawnTick == 0 || !new NetworkTick(zs.NextSpawnTick).IsNewerThan(serverTick);
if (calm && dueNow && aliveZone < math.max(1, dir.MaxAlive))
{
float3 baseCenter = new float3(0f, 1f, 0f);
if (SystemAPI.TryGetSingleton(out var anchor))
baseCenter = BaseGridMath.PlotCenter(anchor);
float3 origin = RegionMath.RegionOrigin(RegionId.Expedition, baseCenter);
int slot = (int)zs.SpawnCounter;
bool charger = ZoneEnemyMath.IsChargerSlot(epoch, slot, dir.GruntsPerWave, dir.ChargersPerWave);
int prefabIdx = charger ? 1 : 0;
if (prefabIdx >= prefabs.Length) prefabIdx = prefabs.Length - 1;
var prefab = prefabs[prefabIdx].Prefab;
float3 pos = EnemyAIMath.RingPosition(origin, slot, math.max(1, dir.RingSlots), dir.RingRadius);
pos.y = origin.y;
var ecb = new EntityCommandBuffer(Allocator.Temp);
var enemy = ecb.Instantiate(prefab);
// Preserve the prefab's baked Scale ([GhostField]) + rotation — FromPosition would reset Scale->1.
var baked = state.EntityManager.GetComponentData(prefab);
ecb.SetComponent(enemy, baked.WithPosition(pos));
ecb.AddComponent(enemy, new RegionTag { Region = RegionId.Expedition });
ecb.AddComponent(enemy);
ecb.Playback(state.EntityManager);
ecb.Dispose();
zs.SpawnCounter += 1;
zs.RemainingToSpawn -= 1;
zs.NextSpawnTick = TickUtil.NonZero(now + (uint)math.max(1, dir.SpawnIntervalTicks));
}
}
else if (aliveZone == 0 && runtime.ClearedThisEpoch == 0)
{
// Wave fully spawned AND every zone enemy dead -> a REAL clear (the player killed them; the empty-edge
// teardown can't reach here because we early-return when no one is out). Mark once; the gate pays the
// once-per-epoch Ore reward on the player's return to base.
runtime.ClearedThisEpoch = 1;
SystemAPI.SetComponent(cycleEntity, runtime);
}
SystemAPI.SetComponent(directorEntity, zs);
}
}
}