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Project-M/Assets/_Project/Scripts/Simulation/World/CycleComponents.cs
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2026-06-04 13:45:46 -07:00

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4.4 KiB
C#

using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Macro-loop state for "The Aether Cycle": which phase the run is in, the cycle number, and the server
/// tick the current (timed) phase ends. Server-authoritative, maintained by CyclePhaseSystem. Currently a
/// server-side singleton; the [GhostField]s below are inert until it is moved onto the runtime-spawned
/// CycleDirector ghost (when the client HUD is wired), at which point the same struct replicates unchanged.
/// The Defend phase is NOT timed — it ends when the base-defense wave is cleared — so PhaseEndTick is only
/// meaningful in Expedition/Build (0 during Defend).
/// </summary>
public struct CycleState : IComponentData
{
/// <summary>Current phase (see <see cref="CyclePhase"/>).</summary>
[GhostField] public byte Phase;
/// <summary>1-based cycle counter (increments when a new Expedition begins).</summary>
[GhostField] public int CycleNumber;
/// <summary>Server tick the current timed phase ends (Expedition/Build only; 0 in Defend).</summary>
[GhostField] public uint PhaseEndTick;
/// <summary>Live Husk wave number during Defend, synced from the server-only WaveState by CyclePhaseSystem so the replicated-state-only HUD can show it (holds the last wave number outside Defend; the HUD gates the display to the Defend phase).</summary>
[GhostField] public int WaveNumber;
}
/// <summary>Phase constants for <see cref="CycleState.Phase"/> — the GLOBAL shared posture (a byte, not an enum, for trivial Burst/serialization). Being out on an expedition is per-player presence (server-only RegionTag), NOT a global phase.</summary>
public static class CyclePhase
{
// Re-meaned IN PLACE — the byte VALUES are unchanged from the old Expedition/Defend/Build, so the
// [GhostField] serializer layout is identical (the const re-mean alone forces no re-bake). slot 0 (was
// Expedition) -> Calm; slot 1 (was Defend) -> Siege; slot 2 (was Build) -> retired.
/// <summary>The persistent, unhurried home base — the DEFAULT posture. No countdown; build/prep at your pace.</summary>
public const byte Calm = 0;
/// <summary>The base is under assault by a Husk wave (event-triggered; ends when the wave is cleared).</summary>
public const byte Siege = 1;
// ---- Deprecated aliases (kept so HUD/audio/tests keep compiling through the cut-over; cleaned up later). ----
/// <summary>DEPRECATED alias of <see cref="Calm"/>.</summary>
public const byte Expedition = 0;
/// <summary>DEPRECATED alias of <see cref="Siege"/>.</summary>
public const byte Defend = 1;
/// <summary>DEPRECATED, unreachable — the timed Build phase is retired.</summary>
public const byte Build = 2;
/// <summary>DEPRECATED — the forced Expedition timer is retired (the loop is player-driven). Kept so existing crefs resolve.</summary>
public const uint ExpeditionTicks = 3600;
/// <summary>DEPRECATED — the forced Build timer is retired. Kept so existing crefs resolve.</summary>
public const uint BuildTicks = 1200;
}
/// <summary>
/// Server-only bookkeeping for the run-state machine that must NOT replicate (kept separate from the
/// replicated <see cref="CycleState"/>). Records the wave number captured when the current Siege began plus
/// the procedural-expedition-field session epoch (bumped when the expedition region goes empty-&gt;occupied so
/// the field reseeds per sortie).
/// </summary>
public struct CycleRuntime : IComponentData
{
/// <summary>WaveState.WaveNumber captured the moment the current Siege started (DefendCleared tests &gt; this).</summary>
public int DefendStartWave;
/// <summary>Monotonic expedition-field session counter; bumped on the expedition region's empty-&gt;occupied edge so each sortie reseeds. RNG seed (never tick math; never 0, via max(1, ...)).</summary>
public int ExpeditionEpoch;
/// <summary>The <see cref="ExpeditionEpoch"/> the field was last seeded for (compared by int equality).</summary>
public int LastSpawnedEpoch;
/// <summary>Previous-tick expedition occupancy (1 = at least one player out), for the empty&lt;-&gt;occupied edge.</summary>
public byte PrevExpeditionOccupied;
}
}