using Unity.Entities; using Unity.Mathematics; namespace ProjectM.Simulation { /// /// Identifies which world REGION an entity belongs to. M6 splits the single server world into two /// spatial regions at a large coordinate offset — the persistent home and /// the procedurally-arranged — and uses per-connection GhostRelevancy /// to replicate each region only to the connections whose player is currently in it. Server-side only /// (NOT a [GhostField]; the server makes all relevancy decisions). Added to players on spawn and to /// every region-scoped ghost the server spawns. Untagged ghosts are global (relevant to everyone). /// public struct RegionTag : IComponentData { /// Region id (see ): 0 = base, 1 = expedition. public byte Region; } /// Region ids for (a byte, not an enum, to keep server/Burst code trivial). public static class RegionId { /// The persistent, shared home base. public const byte Base = 0; /// The procedural expedition field (offset far from the base on +X). public const byte Expedition = 1; } /// /// Deterministic mapping of a region id to its world-space origin. The base region keeps the existing /// home-base coordinates; the expedition region lives at a large +X offset so the two never overlap in /// the single shared PhysicsWorld. Pure (no RNG/wall-clock) — server-authoritative teleports and field /// spawners resolve region positions through here. /// public static class RegionMath { /// World-space X offset of the expedition region from the base region. public const float ExpeditionOffsetX = 1000f; /// World-space origin of , given the base center (BaseGridMath.PlotCenter). public static float3 RegionOrigin(byte region, float3 baseCenter) { return region == RegionId.Expedition ? baseCenter + new float3(ExpeditionOffsetX, 0f, 0f) : baseCenter; } } }