using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Baked singleton holding the Blight-clutter ghost prefab + field shape. ExpeditionFieldSystem reads it
/// (alongside ) to scatter clutter ghosts within
/// of the expedition origin on the SAME empty->occupied epoch edge as the resource
/// field (seeded distinctly so clutter and nodes don't co-locate), and clears them on occupied->empty.
/// OPTIONAL — if the singleton is absent, ExpeditionFieldSystem simply skips clutter. Mirrors
/// ; carries no transform.
///
public struct ClutterFieldSpawner : IComponentData
{
/// Baked Blight-clutter ghost prefab to instantiate.
public Entity Prefab;
/// Number of clutter pieces to scatter per expedition.
public int Count;
/// Scatter radius (world units) around the expedition region origin.
public float Radius;
}
}