7460ab9d1c
- Repoint CLAUDE.md testing example from the deleted HeartbeatSystemTests to HealthApplyDamageSystemTests. - Stale deleted-system refs: ResourceFieldSpawner/ClutterFieldSpawner(+Authoring) now cite RoomFieldSystem (was ExpeditionFieldSystem); BuildPlaceRequest drops the deleted RegionTransitRequest from its 'mirrors' list. - Stale package version: 'Netcode 1.13.2' -> 'Netcode 1.x' in ProjectileClassificationSystem + BuildPlaceRequest. - WorldCollisionComponents: remove the duplicated EnvironmentMask summary line; FeelConfig: fix the mangled 'is hitmap)' sentence. Comment/doc only; compiles clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
25 lines
1.1 KiB
C#
25 lines
1.1 KiB
C#
using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Baked singleton holding the Blight-clutter ghost prefab + field shape. RoomFieldSystem reads it
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/// (alongside <see cref="ResourceFieldSpawner"/>) to scatter <see cref="Count"/> clutter ghosts within
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/// <see cref="Radius"/> of the expedition origin on the SAME empty->occupied epoch edge as the resource
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/// field (seeded distinctly so clutter and nodes don't co-locate), and clears them on occupied->empty.
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/// OPTIONAL — if the singleton is absent, RoomFieldSystem simply skips clutter. Mirrors
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/// <see cref="ResourceFieldSpawner"/>; carries no transform.
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/// </summary>
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public struct ClutterFieldSpawner : IComponentData
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{
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/// <summary>Baked Blight-clutter ghost prefab to instantiate.</summary>
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public Entity Prefab;
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/// <summary>Number of clutter pieces to scatter per expedition.</summary>
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public int Count;
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/// <summary>Scatter radius (world units) around the expedition region origin.</summary>
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public float Radius;
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}
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}
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