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>
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guid: ada099036105741448f2c567a6324e8f
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using System.Collections.Generic;
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Bakes the Enemy-test GYM singletons: the <see cref="GymTag"/> mode switch + the <see cref="GymEnemyRoster"/>
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/// buffer of on-demand-spawnable enemy prefabs (Drowner / Grindylow — the ready skinned prefabs). Place ONE in
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/// the gym subscene. Each prefab must be a baked ghost (interpolated ownerless enemy, EnemyAuthoring-based). The
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/// SpawnEnemy dev op instantiates the row whose Kind matches the request.
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/// </summary>
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public class GymRosterAuthoring : MonoBehaviour
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{
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[System.Serializable]
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public struct Entry
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{
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[Tooltip("Stable kind id (0 = Drowner, 1 = Grindylow).")]
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public byte Kind;
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public GameObject Prefab;
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}
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[Tooltip("On-demand-spawnable enemy prefabs, one row per kind.")]
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public List<Entry> Enemies = new List<Entry>();
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private class RosterBaker : Baker<GymRosterAuthoring>
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{
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public override void Bake(GymRosterAuthoring authoring)
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{
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var entity = GetEntity(TransformUsageFlags.None);
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AddComponent<GymTag>(entity);
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var buf = AddBuffer<GymEnemyRoster>(entity);
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if (authoring.Enemies != null)
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{
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foreach (var e in authoring.Enemies)
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{
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if (e.Prefab == null) continue;
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buf.Add(new GymEnemyRoster
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{
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Kind = e.Kind,
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Prefab = GetEntity(e.Prefab, TransformUsageFlags.Dynamic),
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});
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}
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}
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: d210e424c43414a4e958efc44c025335
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@@ -44,6 +44,9 @@ namespace ProjectM.Client
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public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
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public static void SetWarrior() => SetClass(ClassTraits.WarriorClass);
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public static void SetRanger() => SetClass(ClassTraits.RangerClass);
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/// <summary>GYM: spawn enemy KIND (a <see cref="ProjectM.Simulation.GymEnemyKind"/> byte) near the sender, count times.</summary>
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public static void SpawnEnemy(byte kind, int count = 1) => Send(DebugOp.SpawnEnemy, kind, count);
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void ResetOnEnterPlayMode() => s_Pending.Clear();
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@@ -40,8 +40,14 @@ namespace ProjectM.Server
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// BEFORE the ECB exists — a per-request continue would already have marked the connection in-game.
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// Nothing is consumed; RequireForUpdate re-passes and the request retries next tick (a ≤1-tick window
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// in practice — the director spawns at subscene-stream, before any GoInGame round-trip).
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if (!SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out var metaCatalog) || !metaCatalog.Value.IsCreated
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|| !SystemAPI.TryGetSingletonBuffer<MetaTierState>(out var metaRecord, true))
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// GYM (LANTERN A1): a fresh gym subscene has no CycleDirector, so the base meta-catalog guard would
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// block spawns forever. GymTag switches to the clean gym path (no meta seeding; a default Spark socket
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// loadout below instead). The class seeds still apply (harmless: AbilityFireSystem reads sockets).
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bool isGym = SystemAPI.HasSingleton<GymTag>();
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MetaUpgradeCatalog metaCatalog = default;
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DynamicBuffer<MetaTierState> metaRecord = default;
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if (!isGym && (!SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out metaCatalog) || !metaCatalog.Value.IsCreated
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|| !SystemAPI.TryGetSingletonBuffer<MetaTierState>(out metaRecord, true)))
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{
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if (!_warnedMetaBlocked)
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{
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@@ -82,11 +88,22 @@ namespace ProjectM.Server
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// Expedition redesign: the server-only class anchor the meta systems key on (born-correct meta
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// seeding at Step 12a + per-class spend at Step 13 resolve the tier record through this).
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ecb.AddComponent(player, new PlayerClass { ClassId = classId });
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if (isGym)
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{
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// GYM: default Spark socket loadout on keys 1-4 (AbilityFireSystem reads sockets, not AbilityRef).
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// LightZone(9) is defined + dispatch-ready but off the default bar (socket it via a swap).
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var gymSockets = ecb.SetBuffer<AbilitySocket>(player);
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gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.HookPull });
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gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.Blink });
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gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.DecoyWisp });
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gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.Vortex });
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}
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// Step 12a: born-correct PERMANENT meta seeding — replay this class's persisted tiers as
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// meta-band StatModifiers on the just-instantiated player (same ECB as Instantiate, the
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// ClassTraits idiom). Skip tier 0 / unknown ids (preserve-don't-crash); CLAMP a saved tier above a
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// rebalanced MaxTier (D-F5). Class gate via BoonMath.MaskFor (ClassId is the normalized
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// CharacterId 2/3 — a raw 1<<ClassId would compute bits 2/3 and silently skip everything).
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if (!isGym)
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{
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ref var metaPool = ref metaCatalog.Value.Value;
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byte classBit = BoonMath.MaskFor(classId);
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@@ -208,6 +208,33 @@ namespace ProjectM.Server
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}
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}
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break;
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case DebugOp.SpawnEnemy:
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// GYM: spawn a chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender.
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if (sender != Entity.Null && SystemAPI.HasComponent<LocalTransform>(sender)
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&& SystemAPI.TryGetSingletonEntity<GymTag>(out var gymEntity)
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&& SystemAPI.HasBuffer<GymEnemyRoster>(gymEntity))
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{
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var roster = SystemAPI.GetBuffer<GymEnemyRoster>(gymEntity);
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Entity enemyPrefab = Entity.Null;
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for (int r = 0; r < roster.Length; r++)
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if (roster[r].Kind == (byte)cmd.ArgA) { enemyPrefab = roster[r].Prefab; break; }
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if (enemyPrefab != Entity.Null)
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{
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var sPos = SystemAPI.GetComponent<LocalTransform>(sender).Position;
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var bakedEnemyLt = state.EntityManager.GetComponentData<LocalTransform>(enemyPrefab);
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int spawnCount = math.max(1, cmd.ArgB);
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for (int k = 0; k < spawnCount; k++)
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{
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float ang = k * 0.7f;
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float3 pos = sPos + new float3(math.cos(ang), 0f, math.sin(ang)) * 5f;
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pos.y = sPos.y;
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var enemy = ecb.Instantiate(enemyPrefab);
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ecb.SetComponent(enemy, bakedEnemyLt.WithPosition(pos));
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ecb.AddComponent(enemy, new RegionTag { Region = RegionId.Base });
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}
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}
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}
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break;
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}
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ecb.DestroyEntity(reqEntity);
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@@ -68,5 +68,8 @@ namespace ProjectM.Simulation
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/// Strips the old class trait seeds, re-seeds the new ones, swaps the Fire ability, and heals a living
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/// player to the new class's max. Editor-only dev tool (class-switch); 0 / unknown -> Warrior.</summary>
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public const byte SetClass = 13;
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/// <summary>GYM (editor): spawn <see cref="GymEnemyKind"/> ArgA near the sender, ArgB times (default 1). Reads the baked GymEnemyRoster.</summary>
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public const byte SpawnEnemy = 14;
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}
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}
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Singleton tag baked into the Enemy-test GYM subscene (see the LANTERN roadmap A1 gym note). Marks the world
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/// as the gym so <c>GoInGameServerSystem</c> takes the CLEAN gym spawn path — bypassing the base/meta/cycle
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/// seeding (the gym has no CycleDirector, so the meta-catalog spawn guard must not block it) and seeding a
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/// default Spark socket loadout instead. Purely a mode switch; the gym never runs the base siege/economy.
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/// </summary>
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public struct GymTag : IComponentData { }
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/// <summary>
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/// Baked gym enemy roster — one row per on-demand-spawnable enemy KIND (buffer index is arbitrary; match on
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/// <see cref="Kind"/>). <c>DebugCommandReceiveSystem</c>'s SpawnEnemy op instantiates the row whose Kind ==
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/// ArgA near the requesting player. Entity refs can't live in a blob, so this is a companion buffer on the
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/// gym-roster entity (the <see cref="AbilityPrefabElement"/> idiom). Server-read only.
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/// </summary>
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[InternalBufferCapacity(4)]
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public struct GymEnemyRoster : IBufferElementData
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{
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/// <summary>Stable enemy-kind key (0 = Drowner, 1 = Grindylow; extend as the roster grows).</summary>
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public byte Kind;
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/// <summary>The baked enemy ghost prefab entity to instantiate for this kind.</summary>
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public Entity Prefab;
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}
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/// <summary>Stable kind ids for <see cref="GymEnemyRoster.Kind"/> / the SpawnEnemy op's ArgA.</summary>
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public static class GymEnemyKind
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{
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public const byte Drowner = 0;
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public const byte Grindylow = 1;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f39498494d08f66458393a87b395cd62
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