using Unity.Mathematics;
namespace ProjectM.Simulation
{
///
/// Pure, deterministic composition math for the expedition zone-enemy wave — no RNG state, no wall-clock — so the
/// per-epoch wave is reproducible across restarts/saves and EditMode-unit-testable without an ECS world (mirrors
/// / ProductionMath). The highest-leverage Slice-3 variety lever: the encounter
/// COMPOSITION shifts grunt-heavy -> charger-heavy as the expedition epoch climbs (grunt count stays
/// fixed; the per-epoch growth is all chargers).
///
public static class ZoneEnemyMath
{
///
/// Total enemies in this epoch's wave: the baked +
/// baseline plus one extra per epoch beyond the first (a gentle ramp). Lower-bounded at 1 so an occupied
/// expedition always has a fight. is the monotonic sortie counter (>=1 in practice).
///
public static int WaveSize(int epoch, int gruntsPerWave, int chargersPerWave)
{
int e = math.max(1, epoch);
int baseCount = math.max(0, gruntsPerWave) + math.max(0, chargersPerWave);
return math.max(1, baseCount + (e - 1));
}
///
/// Deterministic grunt/charger pick for spawn of this epoch's wave. The charger
/// count is + (epoch - 1), clamped to the wave size, assigned to the LAST
/// slots; everything earlier is a Grunt. So the grunt count stays fixed at
/// and the wave skews charger-heavy as the epoch climbs. Returns true for a Charger slot. Stable per
/// (epoch, slot) — a replayed wave is identical. Pure integer math (Burst-safe; no enum, no RNG).
///
public static bool IsChargerSlot(int epoch, int slot, int gruntsPerWave, int chargersPerWave)
{
int e = math.max(1, epoch);
int size = WaveSize(epoch, gruntsPerWave, chargersPerWave);
int chargers = math.clamp(math.max(0, chargersPerWave) + (e - 1), 0, size);
int s = ((slot % size) + size) % size;
return s >= size - chargers;
}
}
}