using Unity.NetCode; namespace ProjectM.Simulation { /// /// One-shot dev-tools command from a client to the server (the DebugOverlay / execute_code). A scalar-only /// (byte opcode + two ints, the project's scalar-RPC convention) so a single wire /// type covers every dev action via . **Unconditional (no #if)** — the reflection-built /// RpcCollection hash must match across release/dev peers, so only the SEND/RECEIVE systems + overlay are /// #if-gated, never this type. The server applies it authoritatively in DebugCommandReceiveSystem, so the dev /// buttons exercise the real paths and work over a live connection too. /// public struct DebugCommandRequest : IRpcCommand { /// Which action to perform (see ). public byte Op; /// First scalar argument (size / item id / region id / amount — per-op). public int ArgA; /// Second scalar argument (count — per-op). public int ArgB; } /// Opcodes for (bytes — never an enum on the wire). public static class DebugOp { /// Arm + immediately fire a siege of ArgA Husks (ArgA = size). public const byte SpawnWave = 0; /// Collapse the current siege (cull Husks, stop spawning, clear pending) -> back to Calm. public const byte EndSiege = 1; /// Cull every living Husk now (leaves the phase alone). public const byte ClearEnemies = 2; /// Hard-reset the run-state to Calm (clears any siege/pending). public const byte SetCalm = 3; /// Deposit ArgB of resource ArgA (a ) into the shared ledger. public const byte GrantResource = 4; /// Grow the sender's damage upgrade by one tier (a debug StatModifier). public const byte GrantUpgrade = 5; /// Teleport the sender to region ArgA (a ). public const byte Teleport = 6; /// Toggle the sender's (damage immunity). public const byte ToggleGod = 7; /// Heal the sender to full. public const byte Heal = 8; /// Kill the sender (Health -> 0; the normal death/respawn loop takes over). public const byte KillPlayer = 9; /// Add ArgA to the long-arc goal charge. public const byte AdvanceGoal = 10; /// Set ThreatState.Heat to ArgA (inert until the Heat source ships). public const byte SetHeat = 11; } }