using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Server-only lit-fuse marker on an EXPLOSIVE clutter barrel (BlightClutter.Variant==3) that has been
/// popped: the pop sites zero the barrel's replicated Remaining (the client's unambiguous fuse cue —
/// a still-alive barrel with Remaining==0 can only mean "about to blow"; a room-teardown despawn still
/// carries Remaining>0, so the client's boom-vs-puff choice at despawn cannot misfire) and add this
/// component instead of destroying. HazardExplosionSystem detonates when
/// elapses: radius damage to LIVING enemies AND players (friendly fire = the bait mechanic), then the
/// single DestroyEntity. Never replicated; the fuse rides the RoomTag'd barrel, so room teardown / the
/// Staging sweep clean lit barrels for free (no orphaned-event lifecycle).
///
public struct BarrelFuse : IComponentData
{
/// Server tick the barrel detonates (via TickUtil.NonZero — 0 never means "ready").
public uint ExplodeTick;
}
}