Files
Project-M/Assets/_Project/Scripts/Simulation/Debug/DebugCommandRequest.cs
T
kronic b92cc7196b LANTERN P1: enemy-test gym tooling — on-demand spawn + GymTag clean-spawn
GymTag + GymEnemyRoster (+ GymRosterAuthoring) bake the gym singletons. New
DebugOp.SpawnEnemy (client SpawnEnemy wrapper + server receive case) spawns a
chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender —
replacing the wave-roster hack per the roadmap's Enemy-test GYM direction.
GoInGameServerSystem takes a GymTag branch: bypass the meta-catalog spawn guard
(a fresh gym has no CycleDirector) + seed a default Spark loadout on keys 1-4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:01:13 -07:00

76 lines
3.6 KiB
C#

using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// One-shot dev-tools command from a client to the server (the DebugOverlay / execute_code). A scalar-only
/// <see cref="IRpcCommand"/> (byte opcode + two ints, the project's scalar-RPC convention) so a single wire
/// type covers every dev action via <see cref="DebugOp"/>. **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.
/// </summary>
public struct DebugCommandRequest : IRpcCommand
{
/// <summary>Which action to perform (see <see cref="DebugOp"/>).</summary>
public byte Op;
/// <summary>First scalar argument (size / item id / region id / amount — per-op).</summary>
public int ArgA;
/// <summary>Second scalar argument (count — per-op).</summary>
public int ArgB;
}
/// <summary>Opcodes for <see cref="DebugCommandRequest.Op"/> (bytes — never an enum on the wire).</summary>
public static class DebugOp
{
/// <summary>Arm + immediately fire a siege of ArgA Husks (ArgA = size).</summary>
public const byte SpawnWave = 0;
/// <summary>Collapse the current siege (cull Husks, stop spawning, clear pending) -> back to Calm.</summary>
public const byte EndSiege = 1;
/// <summary>Cull every living Husk now (leaves the phase alone).</summary>
public const byte ClearEnemies = 2;
/// <summary>Hard-reset the run-state to Calm (clears any siege/pending).</summary>
public const byte SetCalm = 3;
/// <summary>Deposit ArgB of resource ArgA (a <see cref="ResourceId"/>) into the shared ledger.</summary>
public const byte GrantResource = 4;
/// <summary>Grow the sender's damage upgrade by one tier (a debug StatModifier).</summary>
public const byte GrantUpgrade = 5;
/// <summary>Teleport the sender to region ArgA (a <see cref="RegionId"/>).</summary>
public const byte Teleport = 6;
/// <summary>Toggle the sender's <see cref="DebugGodMode"/> (damage immunity).</summary>
public const byte ToggleGod = 7;
/// <summary>Heal the sender to full.</summary>
public const byte Heal = 8;
/// <summary>Kill the sender (Health -> 0; the normal death/respawn loop takes over).</summary>
public const byte KillPlayer = 9;
/// <summary>Add ArgA to the long-arc goal charge.</summary>
public const byte AdvanceGoal = 10;
/// <summary>Set ThreatState.Heat to ArgA (inert until the Heat source ships).</summary>
public const byte SetHeat = 11;
/// <summary>Set the <see cref="TuningKnob"/> ArgA to ArgB/1000f (live dash/Charger feel-tuning; MC-0).</summary>
public const byte SetTuning = 12;
/// <summary>Swap the sender's class to ArgA (a <see cref="CharacterId"/> 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.</summary>
public const byte SetClass = 13;
/// <summary>GYM (editor): spawn <see cref="GymEnemyKind"/> ArgA near the sender, ArgB times (default 1). Reads the baked GymEnemyRoster.</summary>
public const byte SpawnEnemy = 14;
}
}