using Unity.Entities; namespace ProjectM.Simulation { /// /// MC-2 — server-only Spitter "reposition" brain state. Component PRESENCE is the Spitter discriminator (no /// enum / brain byte — honours the Burst cross-assembly-enum rule; EnemyAISystem is Bursted): a Husk variant /// baked with SpitterState is driven by the ranged range-band branch, mutually exclusive with the Charger /// branch (the AI partitions Spitter = .WithAll<EnemyTag,SpitterState>().WithNone<LungeState>() so no /// enemy is ever double-moved). The Spitter holds a PREFERRED RANGE band from its target — retreating if too /// close, advancing if too far — and fires a TELEGRAPHED, dodgeable projectile on its OWN fire gate. If /// cornered (no retreat room) within CorneredRange it falls back to the Grunt seek+strike. NOT a [GhostField] /// (only server systems read it). All ticks via TickUtil.NonZero; compared with NetworkTick only. /// public struct SpitterState : IComponentData { /// Band centre: the distance the Spitter tries to hold from its target (world units). public float PreferredRange; /// Half-width dead-zone around PreferredRange; inside [pref-tol, pref+tol] the Spitter holds. public float RangeTolerance; /// Muzzle speed baked onto the spit projectile (world units/second). public float ProjectileSpeed; /// If the target closes within this distance AND the Spitter can't retreat, it melee-falls-back. public float CorneredRange; /// Telegraph wind-up lead in ticks before the spit fires (the dodge window). Baked (v1 not /// live-tunable); keep >= ~24 (> interp delay) so a player reacting to the aim-line can clear the shot. public int WindupTicks; /// Server-only fire gate: raw tick of the earliest tick it may spit again (NonZero; 0 = ready). Its /// OWN gate, never EnemyAttackCooldown. Compared via NetworkTick.IsNewerThan. public uint NextShotTick; } /// /// MC-2 — pure marker for a Swarmer "surround" enemy: mechanically a Grunt (NO AI branch — it falls through the /// Grunt seek+strike pass) with swarm-tuned baked EnemyStats (fast, low-HP, fast frequent low-chip bites). The /// tag drives only (a) the director's CLUSTER spawn (PackSize swarmers in one tick) and (b) a client tint. Keeps /// EnemyTag + RegionTag like every Husk, so readability / health-bars / damage / region-AI all work unchanged. /// public struct SwarmerTag : IComponentData { } }