using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Marker on a runtime-spawned EXPEDITION combat enemy (a Husk variant the server's ZoneEnemyDirectorSystem
/// instantiates in the expedition region). Distinguishes zone enemies from base-siege Husks for the single
/// teardown point in ExpeditionFieldSystem and for the per-epoch clear count. Zone enemies ALSO keep
/// EnemyTag + RegionTag{Expedition}, so Slice-1 readability/health-bars/telegraphs/damage and the
/// per-region AI target filter all work for them unchanged.
///
public struct ZoneEnemyTag : IComponentData { }
///
/// Baked config for the expedition zone-enemy director (one singleton in the gameplay subscene; the server-only
/// ZoneEnemyDirectorSystem reads it). One epoch-seeded wave per sortie: a +
/// baseline that shifts grunt->charger as the expedition epoch climbs (the
/// highest-leverage variety lever), spawned one every at a deterministic ring of
/// slots / around the expedition origin, capped at
/// concurrent (the v1 ghost-relevancy mitigation). On a real clear the returning player
/// banks to the shared ledger, once per epoch.
///
public struct ZoneEnemyDirector : IComponentData
{
public int MaxAlive;
public float RingRadius;
public int RingSlots;
public int SpawnIntervalTicks;
public int GruntsPerWave;
public int ChargersPerWave;
// MC-2 mix bands (the director builds a ZoneEnemyMath.MixBands from these): GruntsPerWave/ChargersPerWave
// above are the Grunt/Charger BASE counts; these add the Spitter/Swarmer bases + per-epoch ramps + the pack.
public int SpitterBase;
public int SwarmerSlotBase;
public int ChargerPerEpoch;
public int SpitterPerEpoch;
public int SwarmerSlotPerEpoch;
public int SwarmerPackSize; // swarmers per swarmer-slot cluster (>=1)
public int SwarmerPackPerEpoch; // exposed pack ramp (v1 default 0 = fixed)
public float ClusterTightRadius; // tight ring radius for a swarmer pack
public int RewardOre;
}
///
/// Baked pool of zone-enemy prefab variants the director draws from by composition. Index 0 = Grunt variant,
/// index 1 = Charger variant (see ). Aliases the existing Husk ghost
/// prefabs so zone enemies reuse the whole combat/readability stack with no new ghost type.
///
public struct ZoneEnemyPrefab : IBufferElementData
{
public Entity Prefab;
}
///
/// Runtime state of the zone-enemy director (server-only singleton; NOT replicated). Tracks its OWN spawn
/// counter (never WaveState.SpawnCounter), how many enemies remain to spawn for the current epoch's wave, the
/// next spawn tick, and the epoch the current wave was seeded for (re-syncs when CycleRuntime.ExpeditionEpoch
/// bumps). All session-scoped: 0-defaults safely on load (no SaveData field — DR-040 defers SaveData v6).
///
public struct ZoneEnemyState : IComponentData
{
public uint SpawnCounter;
public int RemainingToSpawn;
public uint NextSpawnTick;
public int SeededEpoch;
}
}