using Unity.Entities; namespace ProjectM.Simulation { /// 07-20 sandbox combat testing: marks a server-spawned enemy ghost as a PLANTED target dummy — /// every EnemyAISystem pass excludes it (no move, no attack, no knockback integration, no depenetration /// nudge), so it stands at its anchor and just takes hits. Server-only (runtime-added at spawn, never /// replicated); the client sees a normal interpolated enemy, so health bars, hit flash, damage, kill pop /// and the death path all exercise the REAL pipeline. Spawned + respawned by TargetDummySpawnSystem in the /// DevSandbox (GymSub bakes no WaveDirector — the sandbox's combat target is this dummy, by design). /// ★ EnemyTag-reuse audit (CLAUDE.md): cleave/projectile damage MUST see it (the point); AI passes exclude /// it; wave/room cleared-checks would count it — acceptable ONLY because the spawner is sandbox-gated. public struct TargetDummyTag : IComponentData { } }