using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
///
/// Macro-loop state for "The Aether Cycle": which phase the run is in, the cycle number, and the server
/// tick the current (timed) phase ends. Server-authoritative, maintained by CyclePhaseSystem. Currently a
/// server-side singleton; the [GhostField]s below are inert until it is moved onto the runtime-spawned
/// CycleDirector ghost (when the client HUD is wired), at which point the same struct replicates unchanged.
/// The Defend phase is NOT timed — it ends when the base-defense wave is cleared — so PhaseEndTick is only
/// meaningful in Expedition/Build (0 during Defend).
///
public struct CycleState : IComponentData
{
/// Current phase (see ).
[GhostField] public byte Phase;
/// 1-based cycle counter (increments when a new Expedition begins).
[GhostField] public int CycleNumber;
/// Server tick the current timed phase ends (Expedition/Build only; 0 in Defend).
[GhostField] public uint PhaseEndTick;
/// Live Husk wave number during Defend, synced from the server-only WaveState by CyclePhaseSystem so the replicated-state-only HUD can show it (holds the last wave number outside Defend; the HUD gates the display to the Defend phase).
[GhostField] public int WaveNumber;
}
/// Phase constants for — the GLOBAL shared posture (a byte, not an enum, for trivial Burst/serialization). Being out on an expedition is per-player presence (server-only RegionTag), NOT a global phase.
public static class CyclePhase
{
// Re-meaned IN PLACE — the byte VALUES are unchanged from the old Expedition/Defend/Build, so the
// [GhostField] serializer layout is identical (the const re-mean alone forces no re-bake). slot 0 (was
// Expedition) -> Calm; slot 1 (was Defend) -> Siege; slot 2 (was Build) -> retired.
/// The persistent, unhurried home base — the DEFAULT posture. No countdown; build/prep at your pace.
public const byte Calm = 0;
/// The base is under assault by a Husk wave (event-triggered; ends when the wave is cleared).
public const byte Siege = 1;
// ---- Deprecated aliases (kept so HUD/audio/tests keep compiling through the cut-over; cleaned up later). ----
/// DEPRECATED alias of .
public const byte Expedition = 0;
/// DEPRECATED alias of .
public const byte Defend = 1;
/// DEPRECATED, unreachable — the timed Build phase is retired.
public const byte Build = 2;
/// DEPRECATED — the forced Expedition timer is retired (the loop is player-driven). Kept so existing crefs resolve.
public const uint ExpeditionTicks = 3600;
/// DEPRECATED — the forced Build timer is retired. Kept so existing crefs resolve.
public const uint BuildTicks = 1200;
}
///
/// Server-only bookkeeping for the run-state machine that must NOT replicate (kept separate from the
/// replicated ). Records the wave number captured when the current Siege began plus
/// the procedural-expedition-field session epoch (bumped when the expedition region goes empty->occupied so
/// the field reseeds per sortie).
///
public struct CycleRuntime : IComponentData
{
/// WaveState.WaveNumber captured the moment the current Siege started (DefendCleared tests > this).
public int DefendStartWave;
/// Monotonic expedition-field session counter; bumped on the expedition region's empty->occupied edge so each sortie reseeds. RNG seed (never tick math; never 0, via max(1, ...)).
public int ExpeditionEpoch;
/// The the field was last seeded for (compared by int equality).
public int LastSpawnedEpoch;
/// Previous-tick expedition occupancy (1 = at least one player out), for the empty<->occupied edge.
public byte PrevExpeditionOccupied;
/// The a zone-clear Ore reward was last banked for — gates the once-per-epoch reward so two same-tick co-op returners pay once and gate re-entry can't farm (int equality, never tick math).
public int LastRewardedEpoch;
/// 1 once the current epoch's expedition wave has FULLY spawned and been cleared to zero live zone enemies; reset to 0 on the empty->occupied epoch bump. The reward fires only on a REAL clear.
public byte ClearedThisEpoch;
}
}