using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
///
/// Server-only, one-shot spawner for the GLOBAL cycle-director ghost (mirrors SharedStorageSpawnSystem,
/// but MINUS the RegionTag — the director must stay global so GhostRelevancy keeps it relevant to every
/// region). On its first update it reads the baked + NetworkTime,
/// instantiates the ghost, initializes (Expedition, cycle 1, PhaseEndTick =
/// now + ), adds the server-only , and
/// places it at the base center (preserving the prefab's baked LocalTransform scale — FromPosition would
/// reset the replicated Scale GhostField), then destroys the spawner so it idles.
///
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct CycleDirectorSpawnSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
state.RequireForUpdate();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton().ServerTick;
if (!serverTick.IsValid)
return;
var spawnerEntity = SystemAPI.GetSingletonEntity();
var spawner = SystemAPI.GetComponent(spawnerEntity);
var ecb = new EntityCommandBuffer(Allocator.Temp);
if (spawner.Prefab != Entity.Null)
{
var director = ecb.Instantiate(spawner.Prefab);
// Place at the base center, preserving the prefab's baked scale/rotation.
var xform = SystemAPI.GetComponent(spawner.Prefab);
if (SystemAPI.TryGetSingleton(out var anchor))
xform.Position = BaseGridMath.PlotCenter(anchor);
ecb.SetComponent(director, xform);
// Boot the run-state in Calm (the persistent default) — no timer; ThreatDirector arms sieges.
ecb.SetComponent(director, new CycleState
{
Phase = CyclePhase.Calm,
CycleNumber = 1,
PhaseEndTick = 0u,
});
ecb.AddComponent(director, new CycleRuntime { DefendStartWave = 0 });
ecb.AddComponent(director, new ThreatState());
// Born-correct load: if the menu staged a save (Continue), apply it AT SPAWN so the director
// ghost never serializes a default GoalProgress / empty ledger to clients (no replication flicker).
if (SystemAPI.TryGetSingletonEntity(out var pendingEntity))
{
var pending = SystemAPI.GetComponent(pendingEntity);
if (pending.HasData != 0)
{
ecb.SetComponent(director, new GoalProgress { Charge = pending.GoalCharge, Target = pending.GoalTarget });
var srcLedger = SystemAPI.GetBuffer(pendingEntity);
var destLedger = ecb.SetBuffer(director);
SaveApply.WriteLedger(srcLedger, destLedger);
}
ecb.DestroyEntity(pendingEntity);
}
// Host-only autosave flag; SaveWriteSystem consumes it on the Siege->Calm checkpoint.
ecb.AddComponent(director, new SaveRequest { Pending = 0 });
}
// One-shot: remove the spawner so RequireForUpdate fails and the system idles.
ecb.DestroyEntity(spawnerEntity);
ecb.Playback(state.EntityManager);
}
}
}