LANTERN P1: enemy-test gym tooling — on-demand spawn + GymTag clean-spawn

GymTag + GymEnemyRoster (+ GymRosterAuthoring) bake the gym singletons. New
DebugOp.SpawnEnemy (client SpawnEnemy wrapper + server receive case) spawns a
chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender —
replacing the wave-roster hack per the roadmap's Enemy-test GYM direction.
GoInGameServerSystem takes a GymTag branch: bypass the meta-catalog spawn guard
(a fresh gym has no CycleDirector) + seed a default Spark loadout on keys 1-4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-15 00:01:13 -07:00
parent b011a367e3
commit b92cc7196b
9 changed files with 148 additions and 2 deletions
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@@ -0,0 +1,49 @@
using System.Collections.Generic;
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Bakes the Enemy-test GYM singletons: the <see cref="GymTag"/> mode switch + the <see cref="GymEnemyRoster"/>
/// buffer of on-demand-spawnable enemy prefabs (Drowner / Grindylow — the ready skinned prefabs). Place ONE in
/// the gym subscene. Each prefab must be a baked ghost (interpolated ownerless enemy, EnemyAuthoring-based). The
/// SpawnEnemy dev op instantiates the row whose Kind matches the request.
/// </summary>
public class GymRosterAuthoring : MonoBehaviour
{
[System.Serializable]
public struct Entry
{
[Tooltip("Stable kind id (0 = Drowner, 1 = Grindylow).")]
public byte Kind;
public GameObject Prefab;
}
[Tooltip("On-demand-spawnable enemy prefabs, one row per kind.")]
public List<Entry> Enemies = new List<Entry>();
private class RosterBaker : Baker<GymRosterAuthoring>
{
public override void Bake(GymRosterAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.None);
AddComponent<GymTag>(entity);
var buf = AddBuffer<GymEnemyRoster>(entity);
if (authoring.Enemies != null)
{
foreach (var e in authoring.Enemies)
{
if (e.Prefab == null) continue;
buf.Add(new GymEnemyRoster
{
Kind = e.Kind,
Prefab = GetEntity(e.Prefab, TransformUsageFlags.Dynamic),
});
}
}
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d210e424c43414a4e958efc44c025335
@@ -44,6 +44,9 @@ namespace ProjectM.Client
public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
public static void SetWarrior() => SetClass(ClassTraits.WarriorClass);
public static void SetRanger() => SetClass(ClassTraits.RangerClass);
/// <summary>GYM: spawn enemy KIND (a <see cref="ProjectM.Simulation.GymEnemyKind"/> byte) near the sender, count times.</summary>
public static void SpawnEnemy(byte kind, int count = 1) => Send(DebugOp.SpawnEnemy, kind, count);
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetOnEnterPlayMode() => s_Pending.Clear();
@@ -40,8 +40,14 @@ namespace ProjectM.Server
// BEFORE the ECB exists — a per-request continue would already have marked the connection in-game.
// Nothing is consumed; RequireForUpdate re-passes and the request retries next tick (a ≤1-tick window
// in practice — the director spawns at subscene-stream, before any GoInGame round-trip).
if (!SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out var metaCatalog) || !metaCatalog.Value.IsCreated
|| !SystemAPI.TryGetSingletonBuffer<MetaTierState>(out var metaRecord, true))
// GYM (LANTERN A1): a fresh gym subscene has no CycleDirector, so the base meta-catalog guard would
// block spawns forever. GymTag switches to the clean gym path (no meta seeding; a default Spark socket
// loadout below instead). The class seeds still apply (harmless: AbilityFireSystem reads sockets).
bool isGym = SystemAPI.HasSingleton<GymTag>();
MetaUpgradeCatalog metaCatalog = default;
DynamicBuffer<MetaTierState> metaRecord = default;
if (!isGym && (!SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out metaCatalog) || !metaCatalog.Value.IsCreated
|| !SystemAPI.TryGetSingletonBuffer<MetaTierState>(out metaRecord, true)))
{
if (!_warnedMetaBlocked)
{
@@ -82,11 +88,22 @@ namespace ProjectM.Server
// Expedition redesign: the server-only class anchor the meta systems key on (born-correct meta
// seeding at Step 12a + per-class spend at Step 13 resolve the tier record through this).
ecb.AddComponent(player, new PlayerClass { ClassId = classId });
if (isGym)
{
// GYM: default Spark socket loadout on keys 1-4 (AbilityFireSystem reads sockets, not AbilityRef).
// LightZone(9) is defined + dispatch-ready but off the default bar (socket it via a swap).
var gymSockets = ecb.SetBuffer<AbilitySocket>(player);
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.HookPull });
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.Blink });
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.DecoyWisp });
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.Vortex });
}
// Step 12a: born-correct PERMANENT meta seeding — replay this class's persisted tiers as
// meta-band StatModifiers on the just-instantiated player (same ECB as Instantiate, the
// ClassTraits idiom). Skip tier 0 / unknown ids (preserve-don't-crash); CLAMP a saved tier above a
// rebalanced MaxTier (D-F5). Class gate via BoonMath.MaskFor (ClassId is the normalized
// CharacterId 2/3 — a raw 1<<ClassId would compute bits 2/3 and silently skip everything).
if (!isGym)
{
ref var metaPool = ref metaCatalog.Value.Value;
byte classBit = BoonMath.MaskFor(classId);
@@ -208,6 +208,33 @@ namespace ProjectM.Server
}
}
break;
case DebugOp.SpawnEnemy:
// GYM: spawn a chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender.
if (sender != Entity.Null && SystemAPI.HasComponent<LocalTransform>(sender)
&& SystemAPI.TryGetSingletonEntity<GymTag>(out var gymEntity)
&& SystemAPI.HasBuffer<GymEnemyRoster>(gymEntity))
{
var roster = SystemAPI.GetBuffer<GymEnemyRoster>(gymEntity);
Entity enemyPrefab = Entity.Null;
for (int r = 0; r < roster.Length; r++)
if (roster[r].Kind == (byte)cmd.ArgA) { enemyPrefab = roster[r].Prefab; break; }
if (enemyPrefab != Entity.Null)
{
var sPos = SystemAPI.GetComponent<LocalTransform>(sender).Position;
var bakedEnemyLt = state.EntityManager.GetComponentData<LocalTransform>(enemyPrefab);
int spawnCount = math.max(1, cmd.ArgB);
for (int k = 0; k < spawnCount; k++)
{
float ang = k * 0.7f;
float3 pos = sPos + new float3(math.cos(ang), 0f, math.sin(ang)) * 5f;
pos.y = sPos.y;
var enemy = ecb.Instantiate(enemyPrefab);
ecb.SetComponent(enemy, bakedEnemyLt.WithPosition(pos));
ecb.AddComponent(enemy, new RegionTag { Region = RegionId.Base });
}
}
}
break;
}
ecb.DestroyEntity(reqEntity);
@@ -68,5 +68,8 @@ namespace ProjectM.Simulation
/// Strips the old class trait seeds, re-seeds the new ones, swaps the Fire ability, and heals a living
/// player to the new class's max. Editor-only dev tool (class-switch); 0 / unknown -> Warrior.</summary>
public const byte SetClass = 13;
/// <summary>GYM (editor): spawn <see cref="GymEnemyKind"/> ArgA near the sender, ArgB times (default 1). Reads the baked GymEnemyRoster.</summary>
public const byte SpawnEnemy = 14;
}
}
@@ -0,0 +1,35 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Singleton tag baked into the Enemy-test GYM subscene (see the LANTERN roadmap A1 gym note). Marks the world
/// as the gym so <c>GoInGameServerSystem</c> takes the CLEAN gym spawn path — bypassing the base/meta/cycle
/// seeding (the gym has no CycleDirector, so the meta-catalog spawn guard must not block it) and seeding a
/// default Spark socket loadout instead. Purely a mode switch; the gym never runs the base siege/economy.
/// </summary>
public struct GymTag : IComponentData { }
/// <summary>
/// Baked gym enemy roster — one row per on-demand-spawnable enemy KIND (buffer index is arbitrary; match on
/// <see cref="Kind"/>). <c>DebugCommandReceiveSystem</c>'s SpawnEnemy op instantiates the row whose Kind ==
/// ArgA near the requesting player. Entity refs can't live in a blob, so this is a companion buffer on the
/// gym-roster entity (the <see cref="AbilityPrefabElement"/> idiom). Server-read only.
/// </summary>
[InternalBufferCapacity(4)]
public struct GymEnemyRoster : IBufferElementData
{
/// <summary>Stable enemy-kind key (0 = Drowner, 1 = Grindylow; extend as the roster grows).</summary>
public byte Kind;
/// <summary>The baked enemy ghost prefab entity to instantiate for this kind.</summary>
public Entity Prefab;
}
/// <summary>Stable kind ids for <see cref="GymEnemyRoster.Kind"/> / the SpawnEnemy op's ArgA.</summary>
public static class GymEnemyKind
{
public const byte Drowner = 0;
public const byte Grindylow = 1;
}
}
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