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Project-M/Assets/_Project/Scripts/Simulation/World/RegionComponents.cs
T
2026-06-03 22:41:27 -07:00

50 lines
2.3 KiB
C#

using Unity.Entities;
using Unity.Mathematics;
namespace ProjectM.Simulation
{
/// <summary>
/// Identifies which world REGION an entity belongs to. M6 splits the single server world into two
/// spatial regions at a large coordinate offset — the persistent home <see cref="RegionId.Base"/> and
/// the procedurally-arranged <see cref="RegionId.Expedition"/> — and uses per-connection GhostRelevancy
/// to replicate each region only to the connections whose player is currently in it. Server-side only
/// (NOT a [GhostField]; the server makes all relevancy decisions). Added to players on spawn and to
/// every region-scoped ghost the server spawns. Untagged ghosts are global (relevant to everyone).
/// </summary>
public struct RegionTag : IComponentData
{
/// <summary>Region id (see <see cref="RegionId"/>): 0 = base, 1 = expedition.</summary>
public byte Region;
}
/// <summary>Region ids for <see cref="RegionTag.Region"/> (a byte, not an enum, to keep server/Burst code trivial).</summary>
public static class RegionId
{
/// <summary>The persistent, shared home base.</summary>
public const byte Base = 0;
/// <summary>The procedural expedition field (offset far from the base on +X).</summary>
public const byte Expedition = 1;
}
/// <summary>
/// Deterministic mapping of a region id to its world-space origin. The base region keeps the existing
/// home-base coordinates; the expedition region lives at a large +X offset so the two never overlap in
/// the single shared PhysicsWorld. Pure (no RNG/wall-clock) — server-authoritative teleports and field
/// spawners resolve region positions through here.
/// </summary>
public static class RegionMath
{
/// <summary>World-space X offset of the expedition region from the base region.</summary>
public const float ExpeditionOffsetX = 1000f;
/// <summary>World-space origin of <paramref name="region"/>, given the base center (BaseGridMath.PlotCenter).</summary>
public static float3 RegionOrigin(byte region, float3 baseCenter)
{
return region == RegionId.Expedition
? baseCenter + new float3(ExpeditionOffsetX, 0f, 0f)
: baseCenter;
}
}
}