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
{
/// Force the NEXT wave to start this tick (re-meant from the old arm-a-siege op; args unused).
public const byte SpawnWave = 0;
/// Quiet the arena: cull Husks + push the next wave ~1 h out (re-meant from the old end-siege op).
public const byte EndSiege = 1;
/// Cull every living Husk now (leaves wave state alone).
public const byte ClearEnemies = 2;
// RETIRED (LANTERN purge — keep the byte values reserved, never renumber a wire byte):
// 3 = SetCalm · 10 = AdvanceGoal · 11 = SetHeat
/// 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;
/// Set the ArgA to ArgB/1000f (live dash/Charger feel-tuning; MC-0).
public const byte SetTuning = 12;
/// Swap the sender's class to ArgA (a byte: Warrior=2 / Ranger=3).
/// 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.
public const byte SetClass = 13;
/// GYM (editor): spawn ArgA near the sender, ArgB times (default 1). Reads the baked GymEnemyRoster.
public const byte SpawnEnemy = 14;
}
}