diff --git a/Assets/_Project/Definitions/Races/BloodAngels_Placeholder.asset b/Assets/_Project/Definitions/Races/BloodAngels_Placeholder.asset
index 7c72d09..58d9e9b 100644
--- a/Assets/_Project/Definitions/Races/BloodAngels_Placeholder.asset
+++ b/Assets/_Project/Definitions/Races/BloodAngels_Placeholder.asset
@@ -20,4 +20,7 @@ MonoBehaviour:
LoreText: Crucified and brought back by God because her job wasn't finished. She's
here to bring death to to Xenos scum.
BuilderPrefab: {fileID: 116861493430507844, guid: 3398cc5831880954487717577f61b6d7, type: 3}
- Towers: []
+ Towers:
+ - {fileID: 11400000, guid: 0f693e29ca953e1439e10cb8f12e4b30, type: 2}
+ - {fileID: 11400000, guid: c4a1f7e92b6d8a4e3f0c9b1d6e5a2f80, type: 2}
+ - {fileID: 11400000, guid: d5b2e8fa3c7e9b5f4a1d0c2e7f6b3a91, type: 2}
diff --git a/Assets/_Project/Definitions/Races/Ultramarines_Placeholder.asset b/Assets/_Project/Definitions/Races/Ultramarines_Placeholder.asset
index e83b9ea..086a765 100644
--- a/Assets/_Project/Definitions/Races/Ultramarines_Placeholder.asset
+++ b/Assets/_Project/Definitions/Races/Ultramarines_Placeholder.asset
@@ -20,4 +20,7 @@ MonoBehaviour:
LoreText: King of the protoss, he's here to kick bubblegum and chew ass, and he's
all out of ass.
BuilderPrefab: {fileID: 116861493430507844, guid: 3398cc5831880954487717577f61b6d7, type: 3}
- Towers: []
+ Towers:
+ - {fileID: 11400000, guid: 0f693e29ca953e1439e10cb8f12e4b30, type: 2}
+ - {fileID: 11400000, guid: c4a1f7e92b6d8a4e3f0c9b1d6e5a2f80, type: 2}
+ - {fileID: 11400000, guid: d5b2e8fa3c7e9b5f4a1d0c2e7f6b3a91, type: 2}
diff --git a/Assets/_Project/Definitions/Towers/BasicTower.asset b/Assets/_Project/Definitions/Towers/BasicTower.asset
index c04cc5c..e32563a 100644
--- a/Assets/_Project/Definitions/Towers/BasicTower.asset
+++ b/Assets/_Project/Definitions/Towers/BasicTower.asset
@@ -12,8 +12,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7b353a757b6e6774d97e6fb8ba138fcc, type: 3}
m_Name: BasicTower
m_EditorClassIdentifier: Assembly-CSharp::TD.Towers.TowerDefinition
- DisplayName: A basic tower for testing.
- Description:
+ DisplayName: Basic Arrow
+ Description: Targets ground and air. Fires single-target arrows. The bread and butter
+ of any maze.
FootprintSize: {x: 2, y: 2}
GoldCost: 25
BuildTime: 0.5
diff --git a/Assets/_Project/Definitions/Towers/SiegeCannon.asset b/Assets/_Project/Definitions/Towers/SiegeCannon.asset
new file mode 100644
index 0000000..e9a41bc
--- /dev/null
+++ b/Assets/_Project/Definitions/Towers/SiegeCannon.asset
@@ -0,0 +1,37 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 7b353a757b6e6774d97e6fb8ba138fcc, type: 3}
+ m_Name: SiegeCannon
+ m_EditorClassIdentifier: Assembly-CSharp::TD.Towers.TowerDefinition
+ DisplayName: Siege Cannon
+ Description: Ground-only. Lobs a ballistic shell that deals splash damage around the
+ point of impact.
+ FootprintSize: {x: 2, y: 2}
+ GoldCost: 60
+ BuildTime: 0.5
+ TowerPrefab: {fileID: 6482414459531823157, guid: 1511641f145758b469e64376d2a0d434, type: 3}
+ DamageType: 0
+ TargetPriority: 0
+ TargetType: 1
+ GroundedOnly: 1
+ Damage: 25
+ Range: 16
+ FireRate: 1
+ SplashRadius: 4
+ ChainCount: 0
+ ChainRange: 0
+ SlowFactor: 0
+ DotDamagePerSecond: 0
+ EffectDuration: 0
+ ProjectilePrefab: {fileID: 2664719039363295382, guid: dc2e4a4108e03874a8b2dab88dcc8fba, type: 3}
+ ProjectileSpeed: 12
+ UpgradePaths: []
diff --git a/Assets/_Project/Definitions/Towers/SiegeCannon.asset.meta b/Assets/_Project/Definitions/Towers/SiegeCannon.asset.meta
new file mode 100644
index 0000000..27097fd
--- /dev/null
+++ b/Assets/_Project/Definitions/Towers/SiegeCannon.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c4a1f7e92b6d8a4e3f0c9b1d6e5a2f80
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Project/Definitions/Towers/Wall.asset b/Assets/_Project/Definitions/Towers/Wall.asset
new file mode 100644
index 0000000..8ee63b7
--- /dev/null
+++ b/Assets/_Project/Definitions/Towers/Wall.asset
@@ -0,0 +1,36 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 7b353a757b6e6774d97e6fb8ba138fcc, type: 3}
+ m_Name: Wall
+ m_EditorClassIdentifier: Assembly-CSharp::TD.Towers.TowerDefinition
+ DisplayName: Wall
+ Description: Deals no damage and costs next to nothing. Use it to shape your maze.
+ FootprintSize: {x: 2, y: 2}
+ GoldCost: 1
+ BuildTime: 0.5
+ TowerPrefab: {fileID: 6482414459531823157, guid: 1511641f145758b469e64376d2a0d434, type: 3}
+ DamageType: 0
+ TargetPriority: 0
+ TargetType: 0
+ GroundedOnly: 0
+ Damage: 0
+ Range: 0
+ FireRate: 0
+ SplashRadius: 0
+ ChainCount: 0
+ ChainRange: 0
+ SlowFactor: 0
+ DotDamagePerSecond: 0
+ EffectDuration: 0
+ ProjectilePrefab: {fileID: 0}
+ ProjectileSpeed: 0
+ UpgradePaths: []
diff --git a/Assets/_Project/Definitions/Towers/Wall.asset.meta b/Assets/_Project/Definitions/Towers/Wall.asset.meta
new file mode 100644
index 0000000..e8abc02
--- /dev/null
+++ b/Assets/_Project/Definitions/Towers/Wall.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d5b2e8fa3c7e9b5f4a1d0c2e7f6b3a91
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Project/Prefabs/Player/Player.prefab b/Assets/_Project/Prefabs/Player/Player.prefab
index 4d7c382..b6e83b9 100644
--- a/Assets/_Project/Prefabs/Player/Player.prefab
+++ b/Assets/_Project/Prefabs/Player/Player.prefab
@@ -14,6 +14,7 @@ GameObject:
- component: {fileID: 7845089877743661692}
- component: {fileID: 4336209376377567030}
- component: {fileID: 2806524246861401760}
+ - component: {fileID: 2806524246861401799}
m_Layer: 0
m_Name: Player
m_TagString: Untagged
@@ -117,3 +118,16 @@ MonoBehaviour:
ShowTopMostFoldoutHeaderGroup: 1
categories:
- {fileID: 11400000, guid: d8ed3b9535538f7fc82be878cc307d26, type: 2}
+--- !u!114 &2806524246861401799
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 3493329038866903420}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: b7e4c91a08f5d2461a3f8e6c25b09d74, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerTowerDeck
+ ShowTopMostFoldoutHeaderGroup: 1
diff --git a/Assets/_Project/Scenes/Levels/9Player.unity b/Assets/_Project/Scenes/Levels/9Player.unity
index 1869cae..9e21cf2 100644
--- a/Assets/_Project/Scenes/Levels/9Player.unity
+++ b/Assets/_Project/Scenes/Levels/9Player.unity
@@ -19772,6 +19772,12 @@ MonoBehaviour:
towerDefinitions:
- {fileID: 0}
- {fileID: 11400000, guid: 0f693e29ca953e1439e10cb8f12e4b30, type: 2}
+ - {fileID: 11400000, guid: c4a1f7e92b6d8a4e3f0c9b1d6e5a2f80, type: 2}
+ - {fileID: 11400000, guid: d5b2e8fa3c7e9b5f4a1d0c2e7f6b3a91, type: 2}
+ startingDeck:
+ - {fileID: 11400000, guid: d5b2e8fa3c7e9b5f4a1d0c2e7f6b3a91, type: 2}
+ - {fileID: 11400000, guid: 0f693e29ca953e1439e10cb8f12e4b30, type: 2}
+ - {fileID: 11400000, guid: c4a1f7e92b6d8a4e3f0c9b1d6e5a2f80, type: 2}
--- !u!4 &1507514109
Transform:
m_ObjectHideFlags: 0
@@ -22520,6 +22526,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Dev.DevWaveControls
hotkey: 94
+ grantTowerHotkey: 101
--- !u!4 &1731269687
Transform:
m_ObjectHideFlags: 0
diff --git a/Assets/_Project/Scripts/Dev/DevWaveControls.cs b/Assets/_Project/Scripts/Dev/DevWaveControls.cs
index 26e1295..2dfd6ff 100644
--- a/Assets/_Project/Scripts/Dev/DevWaveControls.cs
+++ b/Assets/_Project/Scripts/Dev/DevWaveControls.cs
@@ -28,15 +28,21 @@ namespace TD.Dev
"Set to Key.None to use the OnGUI button only.")]
[SerializeField] private Key hotkey = Key.F9;
+ [Tooltip("Keyboard shortcut to grant the local player the next catalog tower not " +
+ "yet in their deck. Stand-in for the draft system so deck growth can be " +
+ "verified now. Set to Key.None to use the OnGUI button only.")]
+ [SerializeField] private Key grantTowerHotkey = Key.F8;
+
private void Update()
{
- if (hotkey == Key.None) return;
-
var kb = Keyboard.current;
if (kb == null) return; // no keyboard connected (e.g. headless server)
- if (!kb[hotkey].wasPressedThisFrame) return;
- TryForceNextWave();
+ if (hotkey != Key.None && kb[hotkey].wasPressedThisFrame)
+ TryForceNextWave();
+
+ if (grantTowerHotkey != Key.None && kb[grantTowerHotkey].wasPressedThisFrame)
+ TryGrantNextTower();
}
private void OnGUI()
@@ -48,9 +54,44 @@ namespace TD.Dev
// Anchored below the top HUD bar so it doesn't overlap gold/wave/lives.
const float topOffset = 90f;
- GUI.Box(new Rect(10, topOffset, 180, 60), "Dev: Wave Controls");
+ GUI.Box(new Rect(10, topOffset, 180, 95), "Dev: Wave Controls");
if (GUI.Button(new Rect(20, topOffset + 25, 160, 28), "Force Next Wave"))
TryForceNextWave();
+ if (GUI.Button(new Rect(20, topOffset + 58, 160, 28), "Grant Next Tower"))
+ TryGrantNextTower();
+ }
+
+ // Dev stand-in for the draft system: grants the local player the first catalog
+ // tower they haven't unlocked yet, so deck growth + the HUD's live rebuild can be
+ // verified before the real draft exists. Server-only (host); ServerGrantTower
+ // no-ops elsewhere.
+ private void TryGrantNextTower()
+ {
+ if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsServer)
+ {
+ Debug.LogWarning("[DevWaveControls] Grant-tower requested off the server. Ignored.");
+ return;
+ }
+
+ var placement = TowerPlacementManager.Instance;
+ var deck = PlayerTowerDeck.Local;
+ if (placement == null || deck == null)
+ {
+ Debug.LogWarning("[DevWaveControls] Cannot grant tower — TowerPlacementManager " +
+ "or local PlayerTowerDeck is not ready.");
+ return;
+ }
+
+ foreach (var (def, typeId) in placement.GetAvailableDefinitions())
+ {
+ if (deck.Contains(typeId)) continue;
+ if (deck.ServerGrantTower(typeId))
+ Debug.Log($"[DevWaveControls] Granted '{def.DisplayName}' (typeId {typeId}) " +
+ $"to the local deck.");
+ return;
+ }
+
+ Debug.Log("[DevWaveControls] Local deck already contains every catalog tower.");
}
private void TryForceNextWave()
diff --git a/Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs b/Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs
new file mode 100644
index 0000000..eb5687c
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs
@@ -0,0 +1,150 @@
+// Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs
+using System.Collections.Generic;
+using Unity.Netcode;
+using UnityEngine;
+
+namespace TD.Gameplay
+{
+ ///
+ /// Per-player set of unlocked tower types — the player's "deck". Lives on the
+ /// Player prefab alongside ,
+ /// , and .
+ ///
+ ///
+ /// Roguelike keystone. Players no longer see every tower in the match
+ /// catalog. Each starts with a small base set (the starter towers) and grows the
+ /// deck through draft choices. This component is the data structure that growth
+ /// targets.
+ ///
+ /// Identity. The deck stores TowerTypeIds — indices into
+ /// 's catalog (towerDefinitions[]), the
+ /// same identifier the placement RPC, , and
+ /// already use. No new network identifier is introduced.
+ ///
+ /// Authority. Server-only mutation ( /
+ /// ). The owning client reads its own deck to build
+ /// the HUD command grid; the server reads it to gate placement
+ /// ( rejects a requested tower that isn't in the
+ /// requesting player's deck — the anti-cheat seam).
+ ///
+ /// Persistence caveat. TowerTypeId is a catalog index — stable
+ /// within a single match but NOT across sessions. Cross-match deck persistence (a
+ /// later keystone) will need a stable per-tower id (asset GUID or a serialized
+ /// StableId on TowerDefinition).
+ ///
+ public class PlayerTowerDeck : NetworkBehaviour
+ {
+ // ----- Static registry (mirrors PlayerGoldManager) ----------------
+
+ private static readonly Dictionary s_byClientId
+ = new Dictionary();
+
+ /// Returns the deck owned by the given client, or null.
+ public static PlayerTowerDeck GetForClient(ulong clientId)
+ {
+ s_byClientId.TryGetValue(clientId, out var deck);
+ return deck;
+ }
+
+ /// Convenience: the local client's own deck. Null on a dedicated
+ /// server or before the local player has spawned.
+ public static PlayerTowerDeck Local
+ {
+ get
+ {
+ var nm = NetworkManager.Singleton;
+ if (nm == null || !nm.IsClient) return null;
+ return GetForClient(nm.LocalClientId);
+ }
+ }
+
+ // ----- Networked state --------------------------------------------
+
+ // Unlocked tower type ids (indices into TowerPlacementManager's catalog).
+ // readPerm defaults to Everyone (consistent with the other per-player
+ // managers); only the owner consumes it for the HUD. writePerm Server.
+ private NetworkList unlockedTypeIds;
+
+ ///
+ /// Fired on every peer when the deck contents change (server init, tower
+ /// granted). The HUD subscribes to rebuild the command grid live when a draft
+ /// grant lands while the builder is already selected.
+ ///
+ public event System.Action OnDeckChanged;
+
+ private void Awake()
+ {
+ unlockedTypeIds = new NetworkList();
+ }
+
+ // ----- NGO lifecycle ----------------------------------------------
+
+ public override void OnNetworkSpawn()
+ {
+ s_byClientId[OwnerClientId] = this;
+ unlockedTypeIds.OnListChanged += HandleListChanged;
+ }
+
+ public override void OnNetworkDespawn()
+ {
+ unlockedTypeIds.OnListChanged -= HandleListChanged;
+
+ if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
+ s_byClientId.Remove(OwnerClientId);
+ }
+
+ private void HandleListChanged(NetworkListEvent _) => OnDeckChanged?.Invoke();
+
+ // ----- Read API ---------------------------------------------------
+
+ /// Number of towers unlocked in this deck.
+ public int Count => unlockedTypeIds.Count;
+
+ /// The TowerTypeId at the given deck slot (0..Count-1).
+ public int GetTypeIdAt(int index) => unlockedTypeIds[index];
+
+ /// True if the given TowerTypeId is unlocked in this deck.
+ public bool Contains(int towerTypeId)
+ {
+ for (int i = 0; i < unlockedTypeIds.Count; i++)
+ if (unlockedTypeIds[i] == towerTypeId) return true;
+ return false;
+ }
+
+ // ----- Server mutation --------------------------------------------
+
+ ///
+ /// Server-only: replace the deck with the given starting set. Called at match
+ /// start () so Retry / return-to-lobby cycles reset
+ /// the deck cleanly. Ignores ids <= 0 (the reserved catalog index) and
+ /// silently de-dupes.
+ ///
+ public void ServerInitialize(IReadOnlyList startingTypeIds)
+ {
+ if (!IsServer) return;
+
+ unlockedTypeIds.Clear();
+ if (startingTypeIds == null) return;
+
+ for (int i = 0; i < startingTypeIds.Count; i++)
+ {
+ int id = startingTypeIds[i];
+ if (id > 0 && !Contains(id)) unlockedTypeIds.Add(id);
+ }
+ }
+
+ ///
+ /// Server-only: add a tower type to this deck (a draft grant). No-op if the id
+ /// is invalid or already present. Returns true if it was actually added.
+ ///
+ public bool ServerGrantTower(int towerTypeId)
+ {
+ if (!IsServer) return false;
+ if (towerTypeId <= 0) return false;
+ if (Contains(towerTypeId)) return false;
+
+ unlockedTypeIds.Add(towerTypeId);
+ return true;
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs.meta b/Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs.meta
new file mode 100644
index 0000000..aedfc4c
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b7e4c91a08f5d2461a3f8e6c25b09d74
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs b/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs
index d7daf7d..29cd90e 100644
--- a/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs
+++ b/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs
@@ -71,12 +71,17 @@ namespace TD.Gameplay
"worst-case 90/second (9 players × 10 placements/second).")]
[SerializeField] private int requestsPerFrame = 3;
- [Tooltip("Tower definitions available in this match, indexed by TowerTypeId. " +
- "Populate this with every TowerDefinition asset the current race roster " +
- "contains. Index 0 is reserved; valid IDs start at 1. " +
- "(Temporary: will be driven by RaceDefinition once Path E is complete.)")]
+ [Tooltip("Tower CATALOG for this match, indexed by TowerTypeId. This is the full " +
+ "pool of towers that can exist (be drafted) this match — NOT what any one " +
+ "player can build. Per-player buildable sets live in PlayerTowerDeck. " +
+ "Index 0 is reserved; valid IDs start at 1.")]
[SerializeField] private TowerDefinition[] towerDefinitions = new TowerDefinition[0];
+ [Tooltip("The starter towers every player begins the match with. Each must also " +
+ "appear in the catalog above (that's where its TowerTypeId comes from). " +
+ "Resolved to TypeIds and granted to each PlayerTowerDeck at match start.")]
+ [SerializeField] private TowerDefinition[] startingDeck = new TowerDefinition[0];
+
// ----- Internal request queue -------------------------------------
private struct PlacementRequest
@@ -188,6 +193,16 @@ namespace TD.Gameplay
return;
}
+ // Deck membership — the requesting player must have unlocked this tower.
+ // Authoritative gate: a modded client cannot place a tower it hasn't drafted,
+ // even though every tower exists in the shared catalog.
+ var deck = PlayerTowerDeck.GetForClient(req.SenderClientId);
+ if (deck == null || !deck.Contains(req.TowerTypeId))
+ {
+ Reject(req, PlacementRejectionReason.TowerNotInDeck);
+ return;
+ }
+
var loader = LevelLoader.Instance;
if (loader == null || !loader.IsLoaded)
{
@@ -652,6 +667,46 @@ namespace TD.Gameplay
}
}
+ ///
+ /// Reverse lookup: returns the TowerTypeId (catalog index) for a given
+ /// definition asset, or false if it isn't in the catalog. Used to resolve the
+ /// assets into the TypeIds a
+ /// stores.
+ ///
+ public bool TryGetTypeId(TowerDefinition def, out int typeId)
+ {
+ typeId = 0;
+ if (def == null) return false;
+ for (int i = 1; i < towerDefinitions.Length; i++)
+ {
+ if (towerDefinitions[i] == def) { typeId = i; return true; }
+ }
+ return false;
+ }
+
+ ///
+ /// Resolves the configured assets to their catalog
+ /// TypeIds. Logs an error for any starter tower missing from the catalog (it
+ /// would have no TypeId and couldn't be placed). Called once at match start.
+ ///
+ public List GetStartingDeckTypeIds()
+ {
+ var ids = new List();
+ if (startingDeck == null) return ids;
+
+ foreach (var def in startingDeck)
+ {
+ if (def == null) continue;
+ if (TryGetTypeId(def, out int id))
+ ids.Add(id);
+ else
+ Debug.LogError($"[TowerPlacementManager] Starting-deck tower '{def.name}' " +
+ $"is not in the towerDefinitions catalog. Add it to the catalog " +
+ $"so it has a TowerTypeId, or it can't be granted/placed.");
+ }
+ return ids;
+ }
+
private static PlayerSlot ClientIdToPlayerSlot(ulong clientId)
=> PlayerMatchState.SlotForClient(clientId);
@@ -707,6 +762,10 @@ namespace TD.Gameplay
/// The requested tower type ID is not in the server's definition list.
InvalidTowerType,
+ /// The requested tower exists in the catalog but the placing player has
+ /// not unlocked it in their deck. Draft it first.
+ TowerNotInDeck,
+
/// An unexpected server-side error occurred (e.g., LevelLoader not loaded,
/// client not mapped to a PlayerSlot). Check server logs.
ServerError,
diff --git a/Assets/_Project/Scripts/Gameplay/TowerPlacementSettings.cs b/Assets/_Project/Scripts/Gameplay/TowerPlacementSettings.cs
index 74278c1..6d3f79c 100644
--- a/Assets/_Project/Scripts/Gameplay/TowerPlacementSettings.cs
+++ b/Assets/_Project/Scripts/Gameplay/TowerPlacementSettings.cs
@@ -72,6 +72,10 @@ namespace TD.Gameplay
"Player must cancel pending jobs or wait for one to complete.")]
public string MessageJobLimitReached = "Builder queue is full.";
+ [Tooltip("Shown when the player tries to place a tower they haven't unlocked in " +
+ "their deck yet. Draft it first.")]
+ public string MessageTowerNotInDeck = "You haven't unlocked that tower yet.";
+
[Tooltip("Shown for unexpected server-side errors (invalid tower type, etc.). " +
"Should rarely appear in normal play.")]
public string MessageServerError = "Placement failed. Please try again.";
@@ -92,6 +96,7 @@ namespace TD.Gameplay
case PlacementRejectionReason.OutOfRange: return MessageOutOfRange;
case PlacementRejectionReason.BlocksPath: return MessageBlocksPath;
case PlacementRejectionReason.JobLimitReached: return MessageJobLimitReached;
+ case PlacementRejectionReason.TowerNotInDeck: return MessageTowerNotInDeck;
case PlacementRejectionReason.InvalidTowerType:
case PlacementRejectionReason.ServerError:
default: return MessageServerError;
diff --git a/Assets/_Project/Scripts/Gameplay/WaveManager.cs b/Assets/_Project/Scripts/Gameplay/WaveManager.cs
index 405b148..6f5f6e2 100644
--- a/Assets/_Project/Scripts/Gameplay/WaveManager.cs
+++ b/Assets/_Project/Scripts/Gameplay/WaveManager.cs
@@ -160,6 +160,26 @@ namespace TD.Gameplay
}
}
+ // Seed each player's tower deck with the starter set. Runs here (after the
+ // one-frame yield) so the TowerPlacementManager catalog is guaranteed spawned
+ // and its starting-deck assets resolve to valid TypeIds. Clearing-and-setting
+ // means Retry / return-to-lobby cycles reset the deck cleanly.
+ var placement = TowerPlacementManager.Instance;
+ if (placement != null)
+ {
+ var startingTypeIds = placement.GetStartingDeckTypeIds();
+ foreach (var pms in PlayerMatchState.AllPlayers)
+ {
+ var deck = PlayerTowerDeck.GetForClient(pms.OwnerClientId);
+ if (deck != null) deck.ServerInitialize(startingTypeIds);
+ }
+ }
+ else
+ {
+ Debug.LogWarning("[WaveManager] TowerPlacementManager not found at match start. " +
+ "Player decks were not seeded.");
+ }
+
if (ms.Phase == MatchPhase.Playing)
StartNextWave();
}
diff --git a/Assets/_Project/Scripts/UI/HUDController.cs b/Assets/_Project/Scripts/UI/HUDController.cs
index 8dfe824..ccef8f0 100644
--- a/Assets/_Project/Scripts/UI/HUDController.cs
+++ b/Assets/_Project/Scripts/UI/HUDController.cs
@@ -137,6 +137,8 @@ namespace TD.UI
private bool uiInitialized;
private bool selectionSubscribed; // true once we've successfully hooked SelectionState.OnSelectionChanged
private bool matchStateSubscribed; // true once OnPhaseChanged is hooked
+ private bool deckSubscribed; // true once we've hooked the local PlayerTowerDeck.OnDeckChanged
+ private PlayerTowerDeck subscribedDeck; // the deck we hooked, so we can unsubscribe the same instance
private MinimapView minimapView;
private IPanel myPanel; // tracked separately so OnDestroy only clears the static if it still points at us
@@ -245,6 +247,26 @@ namespace TD.UI
matchStateSubscribed = true;
}
+ // Hook the local player's deck so the command grid rebuilds live when a draft
+ // grant lands while the builder is already selected. The local deck may not
+ // exist for the first few frames (spawn race) — retried each Update until it does.
+ private void TrySubscribeDeck()
+ {
+ var deck = PlayerTowerDeck.Local;
+ if (deck == null) return;
+ deck.OnDeckChanged += HandleDeckChanged;
+ subscribedDeck = deck;
+ deckSubscribed = true;
+ // The deck may have populated before we subscribed — rebuild now so the
+ // grid reflects the current contents.
+ PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
+ }
+
+ private void HandleDeckChanged()
+ {
+ PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
+ }
+
private void InitializeUI()
{
var doc = GetComponent();
@@ -374,6 +396,13 @@ namespace TD.UI
MatchState.Instance.OnPhaseChanged -= HandlePhaseChanged;
matchStateSubscribed = false;
}
+
+ if (deckSubscribed && subscribedDeck != null)
+ {
+ subscribedDeck.OnDeckChanged -= HandleDeckChanged;
+ }
+ deckSubscribed = false;
+ subscribedDeck = null;
}
private void TrySubscribeSelection()
@@ -394,6 +423,9 @@ namespace TD.UI
if (!matchStateSubscribed)
TrySubscribeMatchState();
+ if (!deckSubscribed)
+ TrySubscribeDeck();
+
RefreshGoldDisplay();
RefreshMatchStateDisplays();
UpdateBuildProgressIfShown();
@@ -763,14 +795,23 @@ namespace TD.UI
}
else
{
- int i = 0;
- foreach (var (def, typeId) in placementManager.GetAvailableDefinitions())
+ // Build buttons come from the LOCAL player's deck — the per-player
+ // unlocked set — not the global catalog. Each deck entry is a
+ // TowerTypeId resolved back to its definition via the catalog. The
+ // last grid slot is reserved for the Buffs button, so towers fill
+ // slots 0..GRID_MAX-2.
+ var deck = PlayerTowerDeck.Local;
+ if (deck != null)
{
- if (i >= GRID_MAX) break;
- cells[i] = CreateTowerButton(def, typeId, HotkeyLayout[i]);
- i++;
+ int count = Mathf.Min(deck.Count, GRID_MAX - 1);
+ for (int i = 0; i < count; i++)
+ {
+ int typeId = deck.GetTypeIdAt(i);
+ var def = TowerPlacementManager.GetDefinition(typeId);
+ if (def != null)
+ cells[i] = CreateTowerButton(def, typeId, HotkeyLayout[i]);
+ }
}
-
}
cells[GRID_MAX - 1] = CreateBuffMenuButton(HotkeyLayout[GRID_MAX - 1]);
}