using ProjectM.Simulation;
using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace ProjectM.Server
{
///
/// MC-2 — integrates hostile Spitter projectiles () server-only in the plain
/// (the spits are ownerless INTERPOLATED ghosts, not predicted — like the
/// Husks that fire them). Advances each spit along its locked Direction at Speed*dt, accumulates
/// DistanceTravelled, and STORES = Speed*dt so
/// can rebuild the exact swept segment it traversed this tick
/// (cur - Direction*LastStep) WITHOUT re-reading a delta in that separate system (the DR-018 swept-tunnelling
/// discipline — a fresh delta in the damage pass is the trap). Ordered [UpdateAfter(EnemyAISystem)] (the
/// spawner) so a spit moves the same tick it is born. Writes LocalTransform (replicated via the stock variant);
/// structural-free. dt is the server fixed step here, exactly as reads it.
///
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(EnemyAISystem))]
public partial struct EnemyProjectileMoveSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime; // server fixed step in the plain group, same as EnemyAISystem
foreach (var (xform, proj) in SystemAPI.Query, RefRW>())
{
float step = proj.ValueRO.Speed * dt;
float3 dir = new float3(proj.ValueRO.Direction.x, 0f, proj.ValueRO.Direction.y);
float3 from = xform.ValueRO.Position;
float3 pos = from + dir * step;
pos.y = from.y; // hold the movement plane
xform.ValueRW.Position = pos;
proj.ValueRW.LastStep = step;
proj.ValueRW.DistanceTravelled = proj.ValueRO.DistanceTravelled + step;
}
}
}
}