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: Bathynaut=2 / Harpooner=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 -> Bathynaut. 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; } }