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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@@ -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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