Sandbox target dummy: planted EnemyTag ghost + DevSandbox respawn spawner
GymSub bakes no WaveDirector (why sandbox enemies never spawned); the sandbox's combat target is now a TargetDummyTag'd enemy ghost all five EnemyAISystem passes exclude (planted; knockback stamps inert), spawned at player+3m with 400 HP by an editor-only scene-gated server system, dying through the normal Dying path and respawning 1.5s after the corpse. EnemyTag-reuse audited: sandbox-only by design (cleared-checks would count it elsewhere). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -120,14 +120,14 @@ namespace ProjectM.Server
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if (sweep)
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{
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foreach (var depenXform in SystemAPI.Query<RefRW<LocalTransform>>()
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.WithAll<EnemyTag>().WithNone<Dying, BossState>())
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.WithAll<EnemyTag>().WithNone<Dying, BossState>().WithNone<TargetDummyTag>())
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depenXform.ValueRW.Position = EnemyMoveUtil.Depenetrate(in physics, depenXform.ValueRO.Position, SweepRadius, envFilter);
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}
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foreach (var (xform, stats, cooldown, knockback, windup, region) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
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RefRW<KnockbackState>, RefRW<AttackWindup>, RefRO<RegionTag>>()
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.WithAll<EnemyTag>().WithNone<LungeState, SpitterState, Dying>())
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.WithAll<EnemyTag>().WithNone<LungeState, SpitterState, Dying>().WithNone<TargetDummyTag>())
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{
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float3 pos = xform.ValueRO.Position;
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byte huskRegion = region.ValueRO.Region;
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@@ -398,7 +398,7 @@ namespace ProjectM.Server
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foreach (var (xform, stats, knockback, windup, spitter, region) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<KnockbackState>,
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RefRW<AttackWindup>, RefRW<SpitterState>, RefRO<RegionTag>>()
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.WithAll<EnemyTag, SpitterState>().WithNone<LungeState, Dying>())
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.WithAll<EnemyTag, SpitterState>().WithNone<LungeState, Dying>().WithNone<TargetDummyTag>())
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{
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float3 pos = xform.ValueRO.Position;
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byte sRegion = region.ValueRO.Region;
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@@ -503,7 +503,7 @@ namespace ProjectM.Server
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// Charger whose bit is currently DISABLED is still visited (Entities default-excludes disabled enableables).
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foreach (var (lunge, isLunging) in
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SystemAPI.Query<RefRO<LungeState>, EnabledRefRW<IsLunging>>()
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.WithAll<EnemyTag>().WithPresent<IsLunging>().WithNone<Dying>())
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.WithAll<EnemyTag>().WithPresent<IsLunging>().WithNone<Dying>().WithNone<TargetDummyTag>())
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{
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isLunging.ValueRW = lunge.ValueRO.UntilTick != 0u; // lunging iff a committed lunge is live this tick
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}
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@@ -591,7 +591,7 @@ namespace ProjectM.Server
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float nudgeStep = UnstickNudgeSpeed * dt;
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foreach (var (nxform, nstats, nav, nregion, nent) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyNavState>, RefRO<RegionTag>>()
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.WithAll<EnemyTag>().WithNone<SpitterState, BossState, Dying>().WithEntityAccess())
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.WithAll<EnemyTag>().WithNone<SpitterState, BossState, Dying>().WithNone<TargetDummyTag>().WithEntityAccess())
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{
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float3 npos = nxform.ValueRO.Position;
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byte nRegion = nregion.ValueRO.Region;
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@@ -0,0 +1,85 @@
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#if UNITY_EDITOR
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using ProjectM.Simulation;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// 07-20 sandbox combat target: keeps ONE planted <see cref="TargetDummyTag"/> dummy alive in the DevSandbox
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/// (scene-name gate — the established dev-script convention; GymSub bakes no WaveDirector, so this is the
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/// sandbox's enemy source by design). The dummy is a real enemy ghost instantiated from a baked prefab
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/// (grunt-shaped preferred), parked at the first player's position + a fixed offset, HP fat enough to eat a
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/// few chains; it dies through the NORMAL death path (Dying corpse window → destroy → kill pop on the client)
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/// and respawns at the same anchor shortly after — kill feedback stays testable on repeat. Editor-only.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial class TargetDummySpawnSystem : SystemBase
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{
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const float RespawnDelaySec = 1.5f;
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const float DummyHealth = 400f;
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static readonly float3 AnchorOffset = new float3(3f, 0f, 1.5f);
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float _respawnTimer;
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float3 _anchor;
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bool _anchored;
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protected override void OnUpdate()
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{
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if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name != "DevSandbox")
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return;
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// A dummy exists (alive OR in its Dying corpse window) -> nothing to do; the corpse window
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// conveniently delays the respawn timer until the body is gone.
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var dummyQ = SystemAPI.QueryBuilder().WithAll<TargetDummyTag>().Build();
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if (!dummyQ.IsEmpty) { _respawnTimer = 0f; return; }
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// Anchor once on the first player seen (spawn point + offset = a consistent training spot).
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if (!_anchored)
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{
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foreach (var xf in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<PlayerTag>())
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{
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_anchor = xf.ValueRO.Position + AnchorOffset;
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_anchored = true;
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break;
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}
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if (!_anchored) return; // no player yet (world still connecting)
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}
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_respawnTimer += SystemAPI.Time.DeltaTime; // wall-frame is fine: dev spawner in the plain server group
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if (_respawnTimer < RespawnDelaySec) return;
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_respawnTimer = 0f;
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// Grunt-shaped prefab preferred (no lunge/spit machinery on a training dummy); fall back to any enemy.
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var prefQ = EntityManager.CreateEntityQuery(new EntityQueryDesc
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{
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All = new ComponentType[] { typeof(EnemyTag), typeof(Prefab) },
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None = new ComponentType[] { typeof(LungeState), typeof(SpitterState) },
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Options = EntityQueryOptions.IncludePrefab,
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});
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var prefabs = prefQ.ToEntityArray(Allocator.Temp);
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if (prefabs.Length == 0)
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{
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prefabs.Dispose();
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var anyQ = EntityManager.CreateEntityQuery(new EntityQueryDesc
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{
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All = new ComponentType[] { typeof(EnemyTag), typeof(Prefab) },
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Options = EntityQueryOptions.IncludePrefab,
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});
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prefabs = anyQ.ToEntityArray(Allocator.Temp);
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if (prefabs.Length == 0) { prefabs.Dispose(); return; } // no enemy ghosts in this world
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}
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var prefab = prefabs[0];
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prefabs.Dispose();
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var inst = EntityManager.Instantiate(prefab);
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var baked = EntityManager.GetComponentData<LocalTransform>(prefab);
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EntityManager.SetComponentData(inst, baked.WithPosition(_anchor)); // WithPosition: never FromPosition (Scale reset)
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EntityManager.SetComponentData(inst, new Health { Current = DummyHealth, Max = DummyHealth });
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EntityManager.AddComponent<TargetDummyTag>(inst); // server-only: plants it (every AI pass excludes the tag)
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}
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}
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}
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#endif
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 036a5a62e96d4ac49b556c748135b478
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@@ -0,0 +1,14 @@
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>07-20 sandbox combat testing: marks a server-spawned enemy ghost as a PLANTED target dummy —
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/// every EnemyAISystem pass excludes it (no move, no attack, no knockback integration, no depenetration
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/// nudge), so it stands at its anchor and just takes hits. Server-only (runtime-added at spawn, never
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/// replicated); the client sees a normal interpolated enemy, so health bars, hit flash, damage, kill pop
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/// and the death path all exercise the REAL pipeline. Spawned + respawned by TargetDummySpawnSystem in the
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/// DevSandbox (GymSub bakes no WaveDirector — the sandbox's combat target is this dummy, by design).
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/// ★ EnemyTag-reuse audit (CLAUDE.md): cleave/projectile damage MUST see it (the point); AI passes exclude
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/// it; wave/room cleared-checks would count it — acceptable ONLY because the spawner is sandbox-gated.</summary>
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public struct TargetDummyTag : IComponentData { }
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 013cf2990a041494fa876653dff1d059
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