using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Baked singleton holding the BLIGHT-GEYSER ghost prefab (Geyser_Build_Spec; a ResourceNode sibling — a
/// carrier with RegionTag{Expedition} and NO collider). RoomFieldSystem scatters
/// geysers per room epoch ONLY in Blight-biome rooms (plan.Biome == Blight) and NEVER in
/// Boss rooms, with a keep-out ring around the room origin (player landing + portal). OPTIONAL: absent
/// singleton = no geysers. Mirrors ; carries no transform.
///
public struct GeyserFieldSpawner : IComponentData
{
/// Baked geyser ghost prefab to instantiate.
public Entity Prefab;
/// Geysers per Blight-biome room (Boss rooms get none).
public int Count;
}
}