using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Singleton holding the physics-filter mask of the static world-collision layer ("Environment"): the baked
/// boundary ring + landmark colliders the player CC sweeps. Baked from the GameObject layer at edit-time (see
/// WorldCollisionAuthoring) so server systems can build a CollisionFilter in Burst WITHOUT a managed
/// LayerMask.NameToLayer call or a hardcoded layer index. Read by 's
/// EnemyAISystem to sweep-test Husk movement against the environment only (never the player / other Husks).
///
public struct WorldCollisionConfig : IComponentData
{
/// BelongsTo bitmask of the Environment physics layer (1u << layerIndex).
public uint EnvironmentMask;
}
}