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;
/// Set the ArgA to ArgB/1000f (live dash/Charger feel-tuning; MC-0).
public const byte SetTuning = 12;
}
}