Adding new tower types and concept of tower deck
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16 changed files with 463 additions and 19 deletions
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Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs
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Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs
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// Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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namespace TD.Gameplay
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{
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/// <summary>
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/// Per-player set of unlocked tower types — the player's "deck". Lives on the
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/// Player prefab alongside <see cref="PlayerGoldManager"/>,
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/// <see cref="PlayerMatchState"/>, and <see cref="PlayerBuffManager"/>.
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/// </summary>
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/// <remarks>
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/// <para><b>Roguelike keystone.</b> Players no longer see every tower in the match
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/// catalog. Each starts with a small base set (the starter towers) and grows the
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/// deck through draft choices. This component is the data structure that growth
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/// targets.</para>
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///
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/// <para><b>Identity.</b> The deck stores <c>TowerTypeId</c>s — indices into
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/// <see cref="TowerPlacementManager"/>'s catalog (<c>towerDefinitions[]</c>), the
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/// same identifier the placement RPC, <see cref="Builder"/>, and
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/// <see cref="BuildJob"/> already use. No new network identifier is introduced.</para>
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///
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/// <para><b>Authority.</b> Server-only mutation (<see cref="ServerInitialize"/> /
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/// <see cref="ServerGrantTower"/>). The owning client reads its own deck to build
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/// the HUD command grid; the server reads it to gate placement
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/// (<see cref="TowerPlacementManager"/> rejects a requested tower that isn't in the
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/// requesting player's deck — the anti-cheat seam).</para>
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///
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/// <para><b>Persistence caveat.</b> <c>TowerTypeId</c> is a catalog index — stable
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/// within a single match but NOT across sessions. Cross-match deck persistence (a
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/// later keystone) will need a stable per-tower id (asset GUID or a serialized
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/// StableId on <c>TowerDefinition</c>).</para>
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/// </remarks>
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public class PlayerTowerDeck : NetworkBehaviour
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{
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// ----- Static registry (mirrors PlayerGoldManager) ----------------
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private static readonly Dictionary<ulong, PlayerTowerDeck> s_byClientId
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= new Dictionary<ulong, PlayerTowerDeck>();
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/// <summary>Returns the deck owned by the given client, or null.</summary>
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public static PlayerTowerDeck GetForClient(ulong clientId)
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{
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s_byClientId.TryGetValue(clientId, out var deck);
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return deck;
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}
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/// <summary>Convenience: the local client's own deck. Null on a dedicated
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/// server or before the local player has spawned.</summary>
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public static PlayerTowerDeck Local
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{
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get
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{
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var nm = NetworkManager.Singleton;
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if (nm == null || !nm.IsClient) return null;
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return GetForClient(nm.LocalClientId);
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}
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}
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// ----- Networked state --------------------------------------------
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// Unlocked tower type ids (indices into TowerPlacementManager's catalog).
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// readPerm defaults to Everyone (consistent with the other per-player
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// managers); only the owner consumes it for the HUD. writePerm Server.
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private NetworkList<int> unlockedTypeIds;
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/// <summary>
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/// Fired on every peer when the deck contents change (server init, tower
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/// granted). The HUD subscribes to rebuild the command grid live when a draft
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/// grant lands while the builder is already selected.
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/// </summary>
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public event System.Action OnDeckChanged;
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private void Awake()
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{
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unlockedTypeIds = new NetworkList<int>();
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}
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// ----- NGO lifecycle ----------------------------------------------
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public override void OnNetworkSpawn()
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{
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s_byClientId[OwnerClientId] = this;
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unlockedTypeIds.OnListChanged += HandleListChanged;
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}
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public override void OnNetworkDespawn()
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{
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unlockedTypeIds.OnListChanged -= HandleListChanged;
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if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
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s_byClientId.Remove(OwnerClientId);
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}
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private void HandleListChanged(NetworkListEvent<int> _) => OnDeckChanged?.Invoke();
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// ----- Read API ---------------------------------------------------
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/// <summary>Number of towers unlocked in this deck.</summary>
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public int Count => unlockedTypeIds.Count;
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/// <summary>The TowerTypeId at the given deck slot (0..Count-1).</summary>
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public int GetTypeIdAt(int index) => unlockedTypeIds[index];
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/// <summary>True if the given TowerTypeId is unlocked in this deck.</summary>
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public bool Contains(int towerTypeId)
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{
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for (int i = 0; i < unlockedTypeIds.Count; i++)
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if (unlockedTypeIds[i] == towerTypeId) return true;
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return false;
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}
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// ----- Server mutation --------------------------------------------
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/// <summary>
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/// Server-only: replace the deck with the given starting set. Called at match
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/// start (<see cref="WaveManager"/>) so Retry / return-to-lobby cycles reset
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/// the deck cleanly. Ignores ids <= 0 (the reserved catalog index) and
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/// silently de-dupes.
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/// </summary>
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public void ServerInitialize(IReadOnlyList<int> startingTypeIds)
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{
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if (!IsServer) return;
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unlockedTypeIds.Clear();
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if (startingTypeIds == null) return;
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for (int i = 0; i < startingTypeIds.Count; i++)
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{
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int id = startingTypeIds[i];
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if (id > 0 && !Contains(id)) unlockedTypeIds.Add(id);
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}
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}
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/// <summary>
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/// Server-only: add a tower type to this deck (a draft grant). No-op if the id
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/// is invalid or already present. Returns true if it was actually added.
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/// </summary>
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public bool ServerGrantTower(int towerTypeId)
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{
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if (!IsServer) return false;
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if (towerTypeId <= 0) return false;
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if (Contains(towerTypeId)) return false;
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unlockedTypeIds.Add(towerTypeId);
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return true;
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}
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}
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}
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