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Project-M/Assets/_Project/Scripts/Simulation/Building/StructureComponents.cs
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2026-06-04 00:06:18 -07:00

76 lines
3.6 KiB
C#

using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Structure type ids (a byte, not an enum, per the cross-assembly enum-in-Burst hazard). Turret is the
/// first concrete structure; Harvester/Fabricator/Conveyor are RESERVED now (free) for the M7 automation
/// pillar (production chains) so adding them later is purely additive.
/// </summary>
public static class StructureType
{
public const byte None = 0;
public const byte Turret = 1;
// Reserved for M7 automation — do not reuse these codes:
public const byte Harvester = 2;
public const byte Fabricator = 3;
public const byte Conveyor = 4;
}
/// <summary>
/// A built base structure occupying one grid cell. An ownerless INTERPOLATED ghost (RegionTag{Base},
/// world-owned, runtime-spawned by BuildPlaceSystem). <see cref="Type"/> is the only replicated field
/// (a cheap byte for client visual branching); <see cref="Cell"/> is server-only (clients derive it from
/// the replicated LocalTransform via <see cref="BaseGridMath.WorldToCell"/>, so it stays off the wire).
/// <see cref="NextTick"/> / <see cref="LastProcessedTick"/> are server-only raw NetworkTick values
/// (<see cref="TickUtil.NonZero"/>-guarded; 0 = inactive): the Turret reuses <see cref="NextTick"/> as its
/// fire cooldown NOW (not dead weight), and M7 production reuses both as the next-production-tick +
/// deterministic offline catch-up linchpin (produced = floor((now - LastProcessedTick)/period)). These two
/// tick fields are the IDENTITY/TIMING that cannot be reconstructed retroactively, so they are baked now.
/// </summary>
public struct PlacedStructure : IComponentData
{
/// <summary>Structure type (see <see cref="StructureType"/>); the only replicated field.</summary>
[GhostField] public byte Type;
/// <summary>Occupied grid cell (server-only; clients derive it from LocalTransform).</summary>
public int2 Cell;
/// <summary>Next action tick (server-only; turret cooldown now / next production tick in M7). 0 = inactive.</summary>
public uint NextTick;
/// <summary>Last tick this structure was processed (server-only; M7 offline-catch-up baseline). Stamped at spawn.</summary>
public uint LastProcessedTick;
}
/// <summary>
/// A buildable defense turret (the first structure). Hitscan: <c>TurretFireSystem</c> applies a direct
/// <c>DamageEvent</c> to the nearest in-range living Husk on cooldown (reusing
/// <see cref="PlacedStructure.NextTick"/>) — reuses HealthApplyDamageSystem, no projectile/friendly-fire.
/// </summary>
public struct Turret : IComponentData
{
public float Range;
public int CooldownTicks;
public float Damage;
}
/// <summary>
/// One row of the build catalog: cost + prefab per structure type. Modeled on AbilityPrefabElement
/// (prefab baked via GetEntity, NEVER inside a blob — blobs don't remap entity refs). M7 adds a recipe
/// column to this element additively (the catalog is baked, not replicated → no format break).
/// </summary>
public struct StructureCatalogEntry : IBufferElementData
{
public byte Type;
public Entity Prefab;
public byte CostResourceId;
public int CostAmount;
}
/// <summary>Tag on the baked singleton carrying the <see cref="StructureCatalogEntry"/> buffer (the build cost/prefab table).</summary>
public struct StructureCatalog : IComponentData { }
}