using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
///
/// Long-arc progress toward the goal ("reach THEM"). Lives on the GLOBAL CycleDirector ghost (relevant in
/// every region, alongside CycleState + the resource ledger), so it is visible to all players regardless
/// of region. SINGLE writer: CyclePhaseSystem increments on each completed
/// cycle (Build -> Expedition). The HUD observes it for a progress bar.
///
public struct GoalProgress : IComponentData
{
/// Accumulated progress.
[GhostField] public int Charge;
/// Charge required to reach the goal.
[GhostField] public int Target;
}
}