using Unity.Entities; using Unity.NetCode; namespace ProjectM.Simulation { /// /// A PERMANENT periodic BLIGHT hazard fixture (Phase 1.5b bundle 3; see Geyser_Build_Spec). An ownerless /// INTERPOLATED ghost placed only in Blight-biome expedition rooms. is the ABSOLUTE /// server tick of the next eruption — the ONLY replicated field; the client derives its telegraph countdown and /// erupt-fire from it against its own predicted ServerTick (absolute-tick, NEVER an edge on the field — so it /// survives snapshot loss + relevancy re-entry; the design-review-hardened contract, see Geyser_Build_Spec §7). /// Server-only GeyserEruptSystem radius-damages LIVING players AND enemies (friendly /// fire, like exploding barrels — also a tactical lure) when it elapses, then reschedules one period ahead of NOW /// (never destroyed; RoomTag teardown removes it). Born-correct: RoomFieldSystem stamps NextEruptTick from the /// live ServerTick at spawn, so the first snapshot never carries the 0 "ready/unstamped" sentinel (a baked 0 must /// be treated as not-ready and NEVER erupted — the inverted invalid-tick guard). /// public struct Geyser : IComponentData { /// Absolute server tick of the next eruption (via TickUtil.NonZero; 0 = unstamped = never erupt). [GhostField] public uint NextEruptTick; } }