using ProjectM.Simulation;
using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
///
/// Server-authoritative player death→respawn timing. The "is dead" GATE is derived every predicted tick from
/// replicated Health by (so movement/aim/fire stop on both server and
/// owner-client); THIS system owns the timer + the authoritative recovery. Runs server-only in the plain
/// AFTER the predicted group, so it observes this tick's post-damage Health.
/// On first seeing Health<=0 it schedules a respawn tick; once due it refills Health to the effective max and
/// repositions the player to its deterministic base spawn slot (). Health.Current
/// (GhostField) + LocalTransform replicate, so the recovery reaches clients and the derived Dead clears.
///
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
public partial struct PlayerRespawnSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton().ServerTick;
if (!serverTick.IsValid)
return;
uint now = serverTick.TickIndexForValidTick;
// Resilient spawn reference: prefer the BaseAnchor plot center, fall back to the PlayerSpawner. NEVER
// hard-require PlayerSpawner (a transiently-missing singleton must not strand dead players downed forever).
bool haveSpawner = SystemAPI.TryGetSingleton(out var spawner);
bool haveAnchor = SystemAPI.TryGetSingleton(out var baseAnchor);
if (!haveSpawner && !haveAnchor)
return; // no spawn reference at all this tick — re-try next tick rather than mis-place
float3 center = haveAnchor ? BaseGridMath.PlotCenter(baseAnchor) : spawner.SpawnPoint;
float ringRadius = haveSpawner ? spawner.SpawnRingRadius : 2f;
int ringSlots = haveSpawner ? spawner.RingSlots : 4;
center = BaseGridMath.PlotCenter(baseAnchor);
foreach (var (health, respawn, invuln, xform, region, owner, eff) in
SystemAPI.Query, RefRW, RefRW, RefRW,
RefRW, RefRO, RefRO>()
.WithAll())
{
if (health.ValueRO.Current > 0f)
{
respawn.ValueRW.RespawnTick = 0; // alive: clear any pending schedule
continue;
}
// Dead this tick.
if (respawn.ValueRO.RespawnTick == 0)
{
// Just died: schedule the recovery.
respawn.ValueRW.RespawnTick = RespawnMath.RespawnTick(now, respawn.ValueRO.DelayTicks);
}
else if (RespawnMath.IsDue(now, respawn.ValueRO.RespawnTick))
{
// Recover: full health at the deterministic base spawn slot.
float maxHealth = eff.ValueRO.MaxHealth > 0f ? eff.ValueRO.MaxHealth : health.ValueRO.Max;
health.ValueRW.Current = maxHealth;
float3 pos = center + PlayerSpawnMath.SpawnOffset(
owner.ValueRO.NetworkId, ringRadius, ringSlots);
xform.ValueRW.Position = pos;
// Death fix: respawn is at BASE, so the player's server-only RegionTag MUST return to Base too
// (every other mover flips RegionTag + Position together). Dying on an expedition otherwise leaves
// you at base coords still tagged Expedition -> RegionRelevancy hides all base ghosts (soft-brick).
region.ValueRW.Region = RegionId.Base;
// Grant brief post-respawn damage immunity so the swarm can't instantly re-kill.
invuln.ValueRW.UntilTick = TickUtil.NonZero(now + (uint)math.max(0, respawn.ValueRO.InvulnTicks));
respawn.ValueRW.RespawnTick = 0;
}
}
}
}
}