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; } }