using Unity.Entities; namespace ProjectM.Simulation { /// /// Marker on a runtime-spawned EXPEDITION combat enemy (a Husk variant the server's ZoneEnemyDirectorSystem /// instantiates in the expedition region). Distinguishes zone enemies from base-siege Husks for the single /// teardown point in ExpeditionFieldSystem and for the per-epoch clear count. Zone enemies ALSO keep /// EnemyTag + RegionTag{Expedition}, so Slice-1 readability/health-bars/telegraphs/damage and the /// per-region AI target filter all work for them unchanged. /// public struct ZoneEnemyTag : IComponentData { } /// /// Baked config for the expedition zone-enemy director (one singleton in the gameplay subscene; the server-only /// ZoneEnemyDirectorSystem reads it). One epoch-seeded wave per sortie: a + /// baseline that shifts grunt->charger as the expedition epoch climbs (the /// highest-leverage variety lever), spawned one every at a deterministic ring of /// slots / around the expedition origin, capped at /// concurrent (the v1 ghost-relevancy mitigation). On a real clear the returning player /// banks to the shared ledger, once per epoch. /// public struct ZoneEnemyDirector : IComponentData { public int MaxAlive; public float RingRadius; public int RingSlots; public int SpawnIntervalTicks; public int GruntsPerWave; public int ChargersPerWave; public int RewardOre; } /// /// Baked pool of zone-enemy prefab variants the director draws from by composition. Index 0 = Grunt variant, /// index 1 = Charger variant (see ). Aliases the existing Husk ghost /// prefabs so zone enemies reuse the whole combat/readability stack with no new ghost type. /// public struct ZoneEnemyPrefab : IBufferElementData { public Entity Prefab; } /// /// Runtime state of the zone-enemy director (server-only singleton; NOT replicated). Tracks its OWN spawn /// counter (never WaveState.SpawnCounter), how many enemies remain to spawn for the current epoch's wave, the /// next spawn tick, and the epoch the current wave was seeded for (re-syncs when CycleRuntime.ExpeditionEpoch /// bumps). All session-scoped: 0-defaults safely on load (no SaveData field — DR-040 defers SaveData v6). /// public struct ZoneEnemyState : IComponentData { public uint SpawnCounter; public int RemainingToSpawn; public uint NextSpawnTick; public int SeededEpoch; } }