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Labels each element by its + /// run position ("Encounter 3") rather than "Element 2", and renders a projected-earnings + /// line beneath the fields so the economy can be tuned without arithmetic. + /// + /// + /// Projections are estimates by necessity. Kill income depends on how many enemies the + /// encounter spawns, and the wave filling each slot is drawn at runtime from a phase pool — + /// so the drawer multiplies against + /// instead. The cumulative figure is the number worth watching: it answers "how much could a + /// player have banked by this point in the run", which is what tower prices get balanced + /// against. + /// + [CustomPropertyDrawer(typeof(EncounterGoldEntry))] + public class EncounterGoldEntryDrawer : PropertyDrawer + { + private const float PreviewLineExtraHeight = 4f; + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + if (!property.isExpanded) return EditorGUIUtility.singleLineHeight; + + float h = EditorGUIUtility.singleLineHeight; // foldout + h += SpacedLineHeight() * 3; // the three gold fields + h += SpacedLineHeight() * 2 + PreviewLineExtraHeight; // projection + cumulative + return h; + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + int encounterNumber = EncounterNumberFrom(property); + + // Re-label the foldout by run position. Element indices are 0-based and read as + // off-by-one against everything else in the run (RunState, the HUD, the checklist), + // which made miscounting the boss slot easy. + var header = new GUIContent(encounterNumber > 0 + ? $"Encounter {encounterNumber}" + : label.text); + + Rect headerRect = new Rect(position.x, position.y, position.width, + EditorGUIUtility.singleLineHeight); + property.isExpanded = EditorGUI.Foldout(headerRect, property.isExpanded, header, + toggleOnLabelClick: true); + if (!property.isExpanded) return; + + float y = position.y + SpacedLineHeight(); + const float indent = 14f; + Rect Row() + { + Rect r = new Rect(position.x + indent, y, position.width - indent, + EditorGUIUtility.singleLineHeight); + y += SpacedLineHeight(); + return r; + } + + var perEnemyProp = property.FindPropertyRelative("GoldPerEnemy"); + var completionProp = property.FindPropertyRelative("CompletionBonus"); + var noLeaksProp = property.FindPropertyRelative("NoLeaksBonus"); + + EditorGUI.PropertyField(Row(), perEnemyProp); + EditorGUI.PropertyField(Row(), completionProp); + EditorGUI.PropertyField(Row(), noLeaksProp); + + // Read values off the SerializedProperties rather than the backing object: edits + // aren't applied to the instance until ApplyModifiedProperties runs at end of frame, + // so the object would show stale numbers while the designer is still typing. + int perEnemy = perEnemyProp.intValue; + int completion = completionProp.intValue; + int noLeaks = noLeaksProp.intValue; + + var config = property.serializedObject.targetObject as GoldConfig; + int assumed = config != null ? config.PreviewEnemiesPerEncounter : 0; + + int projected = perEnemy * assumed + completion + noLeaks; + + y += PreviewLineExtraHeight; + var style = new GUIStyle(EditorStyles.miniLabel) { fontStyle = FontStyle.Italic }; + + using (new EditorGUI.DisabledScope(true)) + { + EditorGUI.LabelField( + Row(), + $"Projected: {projected} g ({perEnemy} × {assumed} enemies " + + $"+ {completion} clear + {noLeaks} no-leak)", + style); + + // Cumulative only makes sense once we know where this entry sits in the run. + if (config != null && encounterNumber > 0) + { + EditorGUI.LabelField( + Row(), + $"Cumulative by here: {config.ProjectedCumulativeThrough(encounterNumber)} g " + + $"(incl. {config.StartingGold} starting)", + style); + } + } + } + + // Recovers the 1-based run position from a path like "Encounters.Array.data[2]". + // Returns 0 when the entry isn't being drawn as an array element. + private static int EncounterNumberFrom(SerializedProperty property) + { + string path = property.propertyPath; + int open = path.LastIndexOf('['); + int close = path.LastIndexOf(']'); + if (open < 0 || close < open) return 0; + + string inner = path.Substring(open + 1, close - open - 1); + return int.TryParse(inner, out int index) ? index + 1 : 0; + } + + private static float SpacedLineHeight() + => EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; + } +} diff --git a/Assets/_Project/Scripts/Editor/Gameplay/EncounterGoldEntryDrawer.cs.meta b/Assets/_Project/Scripts/Editor/Gameplay/EncounterGoldEntryDrawer.cs.meta new file mode 100644 index 0000000..74b7ba7 --- /dev/null +++ b/Assets/_Project/Scripts/Editor/Gameplay/EncounterGoldEntryDrawer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 62f688cf14ba23b42bd0edd63a11ba62 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Editor/Gameplay/WaveGoldEntryDrawer.cs b/Assets/_Project/Scripts/Editor/Gameplay/WaveGoldEntryDrawer.cs deleted file mode 100644 index dff5ca8..0000000 --- a/Assets/_Project/Scripts/Editor/Gameplay/WaveGoldEntryDrawer.cs +++ /dev/null @@ -1,112 +0,0 @@ -// Assets/_Project/Scripts/Editor/Gameplay/WaveGoldEntryDrawer.cs -using UnityEditor; -using UnityEngine; -using TD.Gameplay; - -namespace TD.Editor.Gameplay -{ - /// - /// Custom property drawer for . Renders the standard fields - /// followed by a read-only "Preview Total" line computed from the entry's values, so - /// designers can see at a glance how much a single player could earn from a wave. - /// - /// - /// The preview includes the kill-reward portion only when the entry's Wave - /// reference is assigned (it's needed to count enemies in that wave). When unset, the - /// preview shows just CompletionBonus + NoLeaksBonus and labels itself so the - /// designer knows to drop a WaveDefinition in for a complete number. - /// - [CustomPropertyDrawer(typeof(WaveGoldEntry))] - public class WaveGoldEntryDrawer : PropertyDrawer - { - private const float PreviewLineExtraHeight = 4f; - - public override float GetPropertyHeight(SerializedProperty property, GUIContent label) - { - // Sum the children + one extra line for the preview label. We render children - // ourselves rather than using EditorGUI.PropertyField default since we want a - // foldout with our custom preview tacked onto the end. - if (!property.isExpanded) return EditorGUIUtility.singleLineHeight; - - float h = EditorGUIUtility.singleLineHeight; // foldout - h += SpacedLineHeight() * 4; // Wave + GoldPerEnemy + Completion + NoLeaks - h += SpacedLineHeight() + PreviewLineExtraHeight; // preview label - return h; - } - - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - // Foldout header. - Rect headerRect = new Rect(position.x, position.y, position.width, - EditorGUIUtility.singleLineHeight); - property.isExpanded = EditorGUI.Foldout(headerRect, property.isExpanded, label, - toggleOnLabelClick: true); - if (!property.isExpanded) return; - - float y = position.y + SpacedLineHeight(); - float indent = 14f; - Rect Row() - { - Rect r = new Rect(position.x + indent, y, position.width - indent, - EditorGUIUtility.singleLineHeight); - y += SpacedLineHeight(); - return r; - } - - // Standard property fields. - var waveProp = property.FindPropertyRelative("Wave"); - var perEnemyProp = property.FindPropertyRelative("GoldPerEnemy"); - var completionProp = property.FindPropertyRelative("CompletionBonus"); - var noLeaksProp = property.FindPropertyRelative("NoLeaksBonus"); - - EditorGUI.PropertyField(Row(), waveProp); - EditorGUI.PropertyField(Row(), perEnemyProp); - EditorGUI.PropertyField(Row(), completionProp); - EditorGUI.PropertyField(Row(), noLeaksProp); - - // Compute the preview total. We instantiate the same logic as the runtime - // property — read the serialized values, count enemies in the optional Wave, - // sum it all up. Done inline (rather than calling WaveGoldEntry.PreviewTotalGold - // directly) because SerializedProperty edits aren't applied to the target object - // until ApplyModifiedProperties runs at the end of the frame, so reading the - // backing class instance here would show stale data while the user is typing. - int perEnemy = perEnemyProp.intValue; - int completion = completionProp.intValue; - int noLeaks = noLeaksProp.intValue; - var waveAsset = waveProp.objectReferenceValue as WaveDefinition; - - int enemyCount = 0; - if (waveAsset != null && waveAsset.Entries != null) - { - foreach (var e in waveAsset.Entries) - { - if (e.EnemyType != null && e.Count > 0) - enemyCount += e.Count; - } - } - - int total = perEnemy * enemyCount + completion + noLeaks; - - // Preview line. Slightly dimmed style, italic, non-editable. Includes a - // breakdown so the designer can see where the number came from. - y += PreviewLineExtraHeight; - Rect previewRect = new Rect(position.x + indent, y, position.width - indent, - EditorGUIUtility.singleLineHeight); - - string breakdown = waveAsset != null - ? $"Preview Total: {total} g ({perEnemy} × {enemyCount} enemies " + - $"+ {completion} completion + {noLeaks} no-leak)" - : $"Preview Total: {completion + noLeaks} g (bonuses only — assign Wave " + - $"to include kill rewards)"; - - var prevStyle = new GUIStyle(EditorStyles.miniLabel) { fontStyle = FontStyle.Italic }; - using (new EditorGUI.DisabledScope(true)) - { - EditorGUI.LabelField(previewRect, breakdown, prevStyle); - } - } - - private static float SpacedLineHeight() - => EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; - } -} diff --git a/Assets/_Project/Scripts/Editor/Gameplay/WaveGoldEntryDrawer.cs.meta b/Assets/_Project/Scripts/Editor/Gameplay/WaveGoldEntryDrawer.cs.meta deleted file mode 100644 index b9c6f5d..0000000 --- a/Assets/_Project/Scripts/Editor/Gameplay/WaveGoldEntryDrawer.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: cc17000144b098340a210921594babca \ No newline at end of file diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemySpawnContext.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemySpawnContext.cs index d643fcf..67fda7b 100644 --- a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemySpawnContext.cs +++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemySpawnContext.cs @@ -28,15 +28,25 @@ namespace TD.Gameplay.EnemyAbilities /// Uniform transform scale relative to the prefab's authored scale. public float VisualScale; - /// Seeds a context from an enemy definition's authored stats. - public static EnemySpawnContext FromDefinition(EnemyDefinition def) => new EnemySpawnContext - { - MaxHp = def.MaxHp, - MoveSpeed = def.MoveSpeed, - IsFlying = def.IsFlying, - FlightHeight = def.FlightHeight, - LivesCost = def.LivesCost, - VisualScale = 1f, - }; + /// + /// Seeds a context from an enemy definition's authored stats, with health supplied by the + /// caller. + /// + /// The type being spawned. Supplies everything except health. + /// Health this enemy spawns with, already resolved from the + /// encounter's budget and the type's — see + /// . Passed in rather than read off the + /// definition because it depends on run position and the wave's enemy count, neither of + /// which the asset knows about. + public static EnemySpawnContext FromDefinition(EnemyDefinition def, float resolvedMaxHp) + => new EnemySpawnContext + { + MaxHp = resolvedMaxHp, + MoveSpeed = def.MoveSpeed, + IsFlying = def.IsFlying, + FlightHeight = def.FlightHeight, + LivesCost = def.LivesCost, + VisualScale = 1f, + }; } } diff --git a/Assets/_Project/Scripts/Gameplay/EnemyDefinition.cs b/Assets/_Project/Scripts/Gameplay/EnemyDefinition.cs index 15f45f8..bda4e45 100644 --- a/Assets/_Project/Scripts/Gameplay/EnemyDefinition.cs +++ b/Assets/_Project/Scripts/Gameplay/EnemyDefinition.cs @@ -12,6 +12,13 @@ namespace TD.Gameplay /// in project assets, only the asset reference (or its fields) crosses runtime code. /// Replace with a real mesh/animator when art is ready — /// no code changes required. + /// + /// An enemy type is flavour, not a difficulty tier. There is deliberately no + /// absolute health field: health comes from based on how far + /// into the run the encounter sits, and this asset only says how the type deviates from that + /// (). Because waves are drawn at random from a phase pool, any + /// difficulty baked into the roster would be difficulty handed out by the luck of the draw. + /// Every type should be a viable occupant of any slot. /// [CreateAssetMenu(fileName = "EnemyDefinition", menuName = "TD/Enemy Definition", order = 3)] public class EnemyDefinition : ScriptableObject @@ -21,10 +28,16 @@ namespace TD.Gameplay public string DisplayName; [Header("Stats")] - [Tooltip("Maximum hit points for this enemy type.")] - public float MaxHp = 100f; + [Tooltip("How tough this enemy is RELATIVE to its encounter's budget — not an absolute " + + "hit-point value. 1.0 = exactly its share of the budget; 1.25 = a quarter " + + "tougher than the slot calls for. Keep it near 1.0 and let the wave's enemy " + + "count express tankiness (fewer enemies each get a bigger share).")] + [Min(0.01f)] + public float HpMultiplier = 1f; - [Tooltip("Movement speed in world units per second along the A* path.")] + [Tooltip("Movement speed in world units per second along the A* path. ABSOLUTE and " + + "unscaled — speed is a fixed character trait, not a progression axis. See " + + "EnemyScalingConfig for why.")] public float MoveSpeed = 3f; [Tooltip("When true this enemy flies: it paths on the baked terrain grid, ignoring " + diff --git a/Assets/_Project/Scripts/Gameplay/EnemyHealth.cs b/Assets/_Project/Scripts/Gameplay/EnemyHealth.cs index ddd2e6a..28f6ab9 100644 --- a/Assets/_Project/Scripts/Gameplay/EnemyHealth.cs +++ b/Assets/_Project/Scripts/Gameplay/EnemyHealth.cs @@ -73,9 +73,9 @@ namespace TD.Gameplay // ----- Server-local runtime state ------------------------------------- - // Kill gold is no longer carried per-enemy — it comes from - // GoldConfig.Waves[currentWaveIndex].GoldPerEnemy at the moment the kill - // is registered. See WaveManager.HandleEnemyKilled. + // Kill gold is no longer carried per-enemy — it comes from the GoldConfig entry for + // the current encounter (GoldConfig.GetEncounterEntry) at the moment the kill is + // registered. See WaveManager.HandleEnemyKilled. /// Lives deducted from the shared pool when this enemy reaches the goal. public int LivesCost { get; private set; } = 1; diff --git a/Assets/_Project/Scripts/Gameplay/EnemyScalingConfig.cs b/Assets/_Project/Scripts/Gameplay/EnemyScalingConfig.cs new file mode 100644 index 0000000..8a833ee --- /dev/null +++ b/Assets/_Project/Scripts/Gameplay/EnemyScalingConfig.cs @@ -0,0 +1,85 @@ +// Assets/_Project/Scripts/Gameplay/EnemyScalingConfig.cs +using UnityEngine; + +namespace TD.Gameplay +{ + /// + /// How enemy health scales across a run. Single source of truth for difficulty progression, + /// the health counterpart to . + /// + /// + /// The problem this solves. Waves are drawn at random from a phase pool, so difficulty + /// can no longer live in the assets — an enemy authored at + /// 1000 HP is brutal at encounter 1 and trivial at encounter 40, and the draw decides which + /// you get. Progression has to be a property of how far the players have come, exactly + /// as gold payouts are. + /// + /// Budget, not per-enemy HP. This config scales the total health an + /// encounter presents; per-enemy health is that budget divided by the wave's enemy count. If + /// the curve set per-enemy health instead, enemy count would silently become a second + /// difficulty axis and a 150-strong swarm would hit three times harder than a 50-strong wave + /// in the same slot. Dividing a fixed budget turns count into a texture knob: eight + /// giants and a hundred rats threaten equally, but demand different mazes. + /// + /// Budget is per zone. Every player zone spawns the full wave, so this is the + /// health one player faces, not the lobby total. It does not change with player count. + /// + /// Speed is deliberately absent. Speed stays on the + /// , unscaled. Escalating speed alongside health compounds into + /// a difficulty cliff and quietly invalidates tower balance as a run goes — projectile lead, + /// slow-effect value and time-under-fire all shift. Fast-versus-slow reads best as a fixed + /// character trait; health and the voted wave buffs carry escalation. + /// + [CreateAssetMenu(fileName = "EnemyScalingConfig", menuName = "TD/Enemy Scaling Config", order = 3)] + public class EnemyScalingConfig : ScriptableObject + { + [Header("Health curve")] + [Tooltip("Total enemy health the run's FIRST encounter presents, per player zone. " + + "Per-enemy health is this divided by the wave's enemy count.")] + [Min(1f)] + public float BaseHpBudget = 5000f; + + [Tooltip("Multiplier applied per encounter. 1.18 ≈ +18% health each encounter, so the " + + "budget roughly doubles every four. Encounters are counted continuously across " + + "the whole run, so cycle 2 is strictly harder than cycle 1.")] + [Min(1f)] + public float GrowthPerEncounter = 1.18f; + + [Header("Boss")] + [Tooltip("Extra multiplier on a boss encounter's budget, on top of the curve. Bosses " + + "spawn few enemies, so nearly all of this lands on the single boss body.")] + [Min(1f)] + public float BossHpMultiplier = 6f; + + /// + /// Total health budget for the given 1-based encounter number + /// (RunState.GlobalEncounterNumber), per player zone. + /// + public float GetEncounterHpBudget(int encounterNumber, bool isBoss) + { + int steps = Mathf.Max(0, encounterNumber - 1); + float budget = BaseHpBudget * Mathf.Pow(GrowthPerEncounter, steps); + if (isBoss) budget *= BossHpMultiplier; + return budget; + } + + /// + /// Health for one enemy in the given encounter: the encounter's budget shared across + /// bodies, then skewed by the enemy type's + /// . + /// + /// + /// The archetype multiplier is a deliberate deviation from budget, not a + /// redistribution of it — a wave of 1.25× enemies really is 25% tougher than its slot + /// calls for. Keep multipliers near 1.0 and let the wave's enemy count express tankiness; + /// that is the knob the budget is designed to divide. + /// + public float ResolvePerEnemyHp(int encounterNumber, bool isBoss, int waveEnemyCount, + float archetypeMultiplier) + { + int bodies = Mathf.Max(1, waveEnemyCount); + float share = GetEncounterHpBudget(encounterNumber, isBoss) / bodies; + return Mathf.Max(1f, share * Mathf.Max(0.01f, archetypeMultiplier)); + } + } +} diff --git a/Assets/_Project/Scripts/Gameplay/EnemyScalingConfig.cs.meta b/Assets/_Project/Scripts/Gameplay/EnemyScalingConfig.cs.meta new file mode 100644 index 0000000..a428b6f --- /dev/null +++ b/Assets/_Project/Scripts/Gameplay/EnemyScalingConfig.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: de25a6333a11d074280b5ade557aa8b9 \ No newline at end of file diff --git a/Assets/_Project/Scripts/Gameplay/GoldConfig.cs b/Assets/_Project/Scripts/Gameplay/GoldConfig.cs index 460223a..2707d91 100644 --- a/Assets/_Project/Scripts/Gameplay/GoldConfig.cs +++ b/Assets/_Project/Scripts/Gameplay/GoldConfig.cs @@ -1,91 +1,68 @@ // Assets/_Project/Scripts/Gameplay/GoldConfig.cs using System; using UnityEngine; +using UnityEngine.Serialization; namespace TD.Gameplay { /// - /// Per-wave gold rules nested under . Each entry maps to one - /// wave by array index in . + /// Gold rules for one encounter slot, addressed by position in the run rather than by + /// which wave happens to occupy it. /// /// - /// Pairing with WaveDefinition. The runtime pairing of gold entry to wave is by - /// array index — entry 0 applies to wave 1, etc. The reference here - /// is OPTIONAL and exists purely so the inspector can compute and display the - /// read-only value (which needs to know the wave's - /// total enemy count to multiply against ). Leaving it - /// unset just hides the kill-reward portion of the preview; runtime is unaffected. + /// Position, not identity. Under the 2.0 run structure the waves filling each slot are + /// drawn at random from a phase pool, so "the gold for wave 3" means the run's third + /// encounter, whatever spawns in it. Payouts are a property of how far the players have + /// progressed — not of which enemy they happened to draw. /// [Serializable] - public class WaveGoldEntry + public class EncounterGoldEntry { - [Tooltip("Optional reference to the WaveDefinition this entry pairs with. " + - "Used ONLY for the inspector preview total — runtime pairing is by " + - "array index in GoldConfig.Waves. Drag the matching WaveDefinition " + - "here to see the live total computed under this entry.")] - public WaveDefinition Wave; - - [Tooltip("Gold awarded to the killing player per enemy slain during this wave. " + - "Applies uniformly to every enemy type in the wave.")] + [Tooltip("Gold awarded to the killing player per enemy slain during this encounter. " + + "Applies uniformly to every enemy type.")] public int GoldPerEnemy = 10; - [Tooltip("Flat bonus gold awarded to every active player when this wave is fully " + + [Tooltip("Flat bonus gold awarded to every active player when this encounter is fully " + "cleared (all enemies dead or reached the goal).")] public int CompletionBonus = 50; - [Tooltip("Extra bonus gold awarded to a player who cleared this wave without any " + + [Tooltip("Extra bonus gold awarded to a player who cleared this encounter without any " + "enemy from their own zone escaping their leak volume. Stacks on top of " + - "CompletionBonus for the no-leak achievement.")] + "CompletionBonus.")] public int NoLeaksBonus = 50; /// - /// Read-only preview of the maximum gold a single player could earn in this wave: - /// GoldPerEnemy × totalEnemyCount + CompletionBonus + NoLeaksBonus. + /// Guaranteed gold for a player who clears this encounter: the two bonuses, with no + /// kill income counted. /// /// - /// Returns just CompletionBonus + NoLeaksBonus if is null - /// (no enemy count to multiply against). Pure computation — safe at edit time and - /// at runtime. The custom inspector under renders this as - /// a non-editable label under the entry's fields. + /// Kill income can't be known here — the wave occupying this slot is drawn at runtime, so + /// its enemy count varies per run. + /// supplies an estimate for the inspector's projected totals. /// - public int PreviewTotalGold - { - get - { - int total = CompletionBonus + NoLeaksBonus; - if (Wave != null && Wave.Entries != null) - { - int enemies = 0; - foreach (var e in Wave.Entries) - { - if (e.EnemyType != null && e.Count > 0) - enemies += e.Count; - } - total += GoldPerEnemy * enemies; - } - return total; - } - } + public int GuaranteedBonusGold => CompletionBonus + NoLeaksBonus; + + /// + /// Projected best-case earnings for one player this encounter, given an assumed enemy + /// count. Editor tuning aid only — nothing at runtime reads it. + /// + public int ProjectedTotal(int assumedEnemyCount) + => GoldPerEnemy * Mathf.Max(0, assumedEnemyCount) + GuaranteedBonusGold; } /// /// Single source of truth for every gold-related tunable in the game. /// /// - /// Inspector layout. StartingGold is at the top and applies to every player. - /// The Waves array follows, each element collapsible in the inspector with the - /// per-wave rules and a read-only preview total computed from the entry's data. + /// Wiring. Assign one GoldConfig asset to WaveManager.goldConfig in the Match + /// scene. WaveManager seeds per-player starting gold from , reads + /// for kill rewards, and awards the completion + /// and no-leak bonuses as each encounter clears. /// - /// Wiring. Assign one GoldConfig asset to WaveManager.goldConfig in - /// the Match scene. WaveManager initializes per-player starting gold from - /// at match start, uses - /// to compute kill rewards, and awards / - /// when each wave clears. - /// - /// No per-enemy-type bounties. Every enemy killed in wave N grants the same - /// regardless of . - /// If per-type variation becomes a design need, extend WaveGoldEntry with a per-type - /// table; the current model intentionally favors simplicity. + /// No per-enemy-type bounties. Every enemy killed in a given encounter grants the + /// same reward regardless of . With enemy types now drawn at + /// random per phase, per-type bounties would make income depend on the luck of the draw + /// rather than on progression. /// [CreateAssetMenu(fileName = "GoldConfig", menuName = "TD/Gold Config", order = 2)] public class GoldConfig : ScriptableObject @@ -93,28 +70,58 @@ namespace TD.Gameplay [Tooltip("Gold each player starts the match with. Same for every player.")] public int StartingGold = 100; - [Tooltip("Per-encounter gold rules. Element 0 = the run's first encounter. Encounters " + - "are counted continuously across the whole run — cycles do NOT restart the " + - "count — so a phase of 5 waves × 3 cycles + a boss needs 16 entries. Missing " + - "entries fall back to zero gold for that encounter.")] - public WaveGoldEntry[] Waves; + [Tooltip("Gold rules per encounter, in run order. Element 0 = the run's first encounter. " + + "Encounters are counted continuously — cycles do NOT restart the count — so one " + + "phase of 5 waves × 3 cycles + a boss needs 16 entries. Missing entries pay " + + "zero for that encounter.")] + [FormerlySerializedAs("Waves")] + public EncounterGoldEntry[] Encounters; + + [Header("Editor preview")] + [Tooltip("Assumed enemies per encounter, used ONLY to project totals in this inspector. " + + "Nothing at runtime reads it — the real count comes from whichever wave the run " + + "draws into each slot.")] + [Min(0)] + public int PreviewEnemiesPerEncounter = 40; /// - /// Returns the gold entry for the given 1-based encounter number + /// Returns the gold rules for the given 1-based encounter number /// (RunState.GlobalEncounterNumber), or null if out of range. /// /// - /// Keyed by encounter, not by wave slot. Under the cyclical run structure the same - /// five waves come round three times per phase, so a slot-keyed table would pay the same - /// on cycle 3 as on cycle 1 while the enemies got steadily stronger. A run-long counter - /// lets payouts climb monotonically with difficulty. + /// Keyed by run position, not by wave slot within a cycle. The same five waves come + /// round three times per phase, so a slot-keyed table would pay the same on cycle 3 as on + /// cycle 1 while the enemies grew steadily stronger from the buffs voted onto them. A + /// run-long counter lets payouts climb with the difficulty. /// - public WaveGoldEntry GetWaveEntry(int encounterNumber) + public EncounterGoldEntry GetEncounterEntry(int encounterNumber) { - if (Waves == null) return null; + if (Encounters == null) return null; int index = encounterNumber - 1; - if (index < 0 || index >= Waves.Length) return null; - return Waves[index]; + if (index < 0 || index >= Encounters.Length) return null; + return Encounters[index]; + } + + /// Number of authored encounter entries. + public int EncounterCount => Encounters?.Length ?? 0; + + /// + /// Editor tuning aid: cumulative projected earnings for one player from the run's first + /// encounter through inclusive, assuming + /// kills each time and no leaks. + /// + public int ProjectedCumulativeThrough(int encounterNumber) + { + if (Encounters == null) return StartingGold; + + int total = StartingGold; + int last = Mathf.Min(encounterNumber, Encounters.Length); + for (int i = 0; i < last; i++) + { + if (Encounters[i] == null) continue; + total += Encounters[i].ProjectedTotal(PreviewEnemiesPerEncounter); + } + return total; } } } diff --git a/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs b/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs index 9943dc5..3706dfb 100644 --- a/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs +++ b/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs @@ -388,6 +388,76 @@ namespace TD.Gameplay spawner.Play(worldPos); } + // ----- Phase teardown --------------------------------------------- + + /// + /// Server-only: destroys every built tower on the map, refunding nothing. Called when a + /// phase ends so the next phase starts from bare ground. + /// + /// How many towers were destroyed. + /// + /// Deliberately not the sell path. Selling refunds gold, plays the coin VFX and is + /// owner-gated; none of that applies here. This is confiscation, not a transaction — the + /// maze players spent a whole phase building is the price of the boss going down. + /// + /// Cleanup rides on despawn. + /// already un-stamps the footprint, deregisters from the minimap and clears any local + /// selection pointing at it, so this method only has to despawn. Shelved + /// s self-clean the same way; queued and in-progress jobs are + /// cancelled through their own Builder, which restores their footprint tiles. + /// + /// Queued jobs DO refund. Those towers were never delivered, so eating the + /// gold would punish players for having a build queued when the boss happened to die. The + /// no-refund rule applies to towers that got built. + /// + /// Timing matters for performance. Every despawn fires a walkability change, + /// and a full maze is a lot of them. This runs with the field empty — the boss is dead and + /// the next wave hasn't spawned — so no enemy is registered with the re-path scheduler and + /// the recompute storm that would cause mid-wave never happens. + /// + public int ServerDestroyAllTowers() + { + if (!IsServer) return 0; + + // Cancel build queues first. This despawns their non-shelved visuals and frees the + // footprint tiles they had reserved, so the sweep below only has to deal with what's + // left standing. + foreach (var pms in PlayerMatchState.AllPlayers) + { + var builder = Builder.GetForClient(pms.OwnerClientId); + builder?.ServerCancelAllJobs(); + } + + var spawnManager = NetworkManager.Singleton?.SpawnManager; + if (spawnManager == null) return 0; + + // Snapshot before iterating — despawning mutates the live spawned-objects collection. + var snapshot = new System.Collections.Generic.List( + spawnManager.SpawnedObjectsList); + + int destroyed = 0; + foreach (var no in snapshot) + { + if (no == null || !no.IsSpawned) continue; + + if (no.GetComponent() != null) + { + no.Despawn(destroy: true); + destroyed++; + continue; + } + + // Shelved build sites outlive their Builder's queue, so cancelling jobs above + // doesn't reach them. Left alone they'd sit on the map as ghosts of towers that + // no longer exist, still holding their footprint tiles occupied. + var visual = no.GetComponent(); + if (visual != null && visual.IsShelved) + no.Despawn(destroy: true); + } + + return destroyed; + } + // ----- Server-side commit hooks called by Builder ------------------ /// diff --git a/Assets/_Project/Scripts/Gameplay/WaveDefinition.cs b/Assets/_Project/Scripts/Gameplay/WaveDefinition.cs index f23c5fa..5eeb6e5 100644 --- a/Assets/_Project/Scripts/Gameplay/WaveDefinition.cs +++ b/Assets/_Project/Scripts/Gameplay/WaveDefinition.cs @@ -87,6 +87,12 @@ namespace TD.Gameplay } /// Total enemies spawned per zone by this wave, across all entries. + /// + /// Also the divisor for the encounter's health budget — see + /// . That makes count a texture + /// knob rather than a difficulty one: a wave of 8 spawns eight tanks, a wave of 150 spawns + /// a fragile swarm, and both present the same total health for their slot in the run. + /// public int TotalEnemyCount { get diff --git a/Assets/_Project/Scripts/Gameplay/WaveManager.cs b/Assets/_Project/Scripts/Gameplay/WaveManager.cs index b393f9f..a40ed28 100644 --- a/Assets/_Project/Scripts/Gameplay/WaveManager.cs +++ b/Assets/_Project/Scripts/Gameplay/WaveManager.cs @@ -83,6 +83,11 @@ namespace TD.Gameplay "no kill/wave rewards (designer-error indicator, not a supported runtime mode).")] [SerializeField] private GoldConfig goldConfig; + [Tooltip("How enemy health scales across the run. Required for a real match; if unset, " + + "every enemy spawns at a flat fallback health and difficulty never progresses " + + "(designer-error indicator, not a supported runtime mode).")] + [SerializeField] private EnemyScalingConfig enemyScalingConfig; + // ----- Networked state -------------------------------------------- // Per-slot total leak counters across the whole match. Index = (int)PlayerSlot; @@ -372,9 +377,18 @@ namespace TD.Gameplay break; case RunAdvance.NextPhase: + { + // A phase boundary resets the board as well as the enemies: the maze players + // spent the phase building is torn down, unrefunded, so the new phase starts + // from bare ground. Runs here rather than inside RunState.ServerAdvance + // because it touches player structures, which the run has no business owning. + int destroyed = TowerPlacementManager.Instance?.ServerDestroyAllTowers() ?? 0; + NotifyTowersWipedClientRpc(destroyed); + Debug.Log($"[WaveManager] Boss down. New phase drawn: {run.ProgressLabel}. " + - $"Enemy upgrades wiped."); + $"Enemy upgrades wiped; {destroyed} tower(s) destroyed."); break; + } case RunAdvance.NextCycle: Debug.Log($"[WaveManager] Cycle complete — same waves return upgraded " + @@ -492,6 +506,7 @@ namespace TD.Gameplay // Must run AFTER the inter-wave step, since the vote that just closed may have added // to a slot this very encounter re-runs on a later cycle. ResolveCurrentWaveAbilities(); + ResolveCurrentEncounterHealth(def); // Spawn all enemies at once in a held (untargetable, immobile) state. if (def.Entries != null) @@ -668,6 +683,58 @@ namespace TD.Gameplay $"{currentWaveAbilities.Count} wave buff(s)."); } + // ----- Encounter health resolution --------------------------------- + + // Health one enemy of this encounter gets BEFORE its type's HpMultiplier is applied: + // the encounter's budget divided across the wave's bodies. Resolved once per encounter + // for the same reason the ability list is — it's fixed for the whole wave, and the + // divisor would otherwise be recomputed for every spawn. + private float currentEncounterHpShare = FallbackEnemyHp; + + // Used only when no EnemyScalingConfig is assigned. Enemies stay killable so the match + // is still playable, but difficulty never progresses — see the field's tooltip. + private const float FallbackEnemyHp = 100f; + + /// + /// Server-only: work out the per-enemy health share for the encounter about to spawn. + /// + /// + /// Splits the encounter's total budget across the wave's enemy count, so a swarm and an + /// elite wave in the same slot present the same threat. The type's + /// is applied later, per enemy, so a wave + /// mixing types skews each one independently off the shared share. + /// + private void ResolveCurrentEncounterHealth(WaveDefinition def) + { + if (enemyScalingConfig == null) + { + currentEncounterHpShare = FallbackEnemyHp; + Debug.LogWarning("[WaveManager] No EnemyScalingConfig assigned — enemies spawn at " + + $"a flat {FallbackEnemyHp} HP and difficulty will not progress."); + return; + } + + var run = RunState.Instance; + int encounter = CurrentEncounterNumber; + bool isBoss = run?.IsBossStage ?? false; + + int bodies = def != null ? def.TotalEnemyCount : 0; + if (bodies <= 0) + { + // An empty wave can't be divided into. Nothing will spawn from it either, so this + // only guards against a divide-by-zero on a misauthored asset. + currentEncounterHpShare = FallbackEnemyHp; + return; + } + + currentEncounterHpShare = + enemyScalingConfig.ResolvePerEnemyHp(encounter, isBoss, bodies, archetypeMultiplier: 1f); + + Debug.Log($"[WaveManager] Encounter {encounter}{(isBoss ? " (BOSS)" : "")}: " + + $"{enemyScalingConfig.GetEncounterHpBudget(encounter, isBoss):0} HP budget " + + $"across {bodies} enemies = {currentEncounterHpShare:0} each before type modifiers."); + } + // ----- Spawn helpers ---------------------------------------------- private void SpawnEnemyInAllZones(EnemyDefinition def, bool held = false) @@ -742,7 +809,8 @@ namespace TD.Gameplay // Resolve the stats this enemy will actually spawn with. Abilities get first say — // flight, health and size all have to be settled before the position is computed and // before EnemyHealth/EnemyMovement read them, since each is captured once. - var context = contextOverride ?? EnemySpawnContext.FromDefinition(def); + var context = contextOverride + ?? EnemySpawnContext.FromDefinition(def, currentEncounterHpShare * def.HpMultiplier); if (contextOverride == null && abilities != null) { for (int i = 0; i < abilities.Count; i++) @@ -857,11 +925,11 @@ namespace TD.Gameplay private void HandleEnemyKilled(EnemyHealth health) { - // Kill reward comes from GoldConfig for the current wave — same value for - // every enemy in the wave regardless of EnemyDefinition type. Missing config - // or out-of-range wave → 0 reward (gold flow disabled, designer-error mode). + // Kill reward comes from GoldConfig for the current encounter — same value for + // every enemy in it regardless of EnemyDefinition type. Missing config or an + // unauthored encounter → 0 reward (gold flow disabled, designer-error mode). int killReward = 0; - var goldEntry = goldConfig?.GetWaveEntry(CurrentEncounterNumber); + var goldEntry = goldConfig?.GetEncounterEntry(CurrentEncounterNumber); if (goldEntry != null) killReward = goldEntry.GoldPerEnemy; // Wave buffs get to alter the bounty before anything else sees it — this is what @@ -983,8 +1051,24 @@ namespace TD.Gameplay ShowGoldLossClientRpc(worldPos, amount); } + // Announces the end-of-phase tower wipe on every peer. Sent rather than derived locally + // because the despawns arrive as individual NetworkObject removals with nothing tying them + // together — without this a client just watches its maze evaporate for no stated reason. + [ClientRpc] + private void NotifyTowersWipedClientRpc(int destroyedCount) + { + OnTowersWiped?.Invoke(destroyedCount); + } + // ----- Local-only notification events ----------------------------- + /// + /// Fired on every peer when a phase ends and every built tower is destroyed. Argument is + /// how many towers went down. HUD subscribes to explain what just happened; audio and + /// camera-shake hooks can use it too. + /// + public static event System.Action OnTowersWiped; + /// /// Fired on every peer immediately after a life-loss popup spawns. /// HUD subscribes to flash a centered banner; gameplay code can also @@ -1045,10 +1129,10 @@ namespace TD.Gameplay // Server-only. Iterates active players, awards CompletionBonus to each, plus // NoLeaksBonus to those whose per-wave leak counter is zero. Floating-text popups // are spawned at each player's builder position so the reward is visible in-world. - // Skipped silently if no goldConfig or no entry for this wave. + // Skipped silently if no goldConfig or no entry for this encounter. private void AwardWaveCompletionBonuses() { - var entry = goldConfig?.GetWaveEntry(CurrentEncounterNumber); + var entry = goldConfig?.GetEncounterEntry(CurrentEncounterNumber); if (entry == null) return; int completionBonus = entry.CompletionBonus; diff --git a/Assets/_Project/Scripts/Gameplay/Waves/RunState.cs b/Assets/_Project/Scripts/Gameplay/Waves/RunState.cs index 5f0cd92..b31b585 100644 --- a/Assets/_Project/Scripts/Gameplay/Waves/RunState.cs +++ b/Assets/_Project/Scripts/Gameplay/Waves/RunState.cs @@ -188,7 +188,7 @@ namespace TD.Gameplay.Waves /// /// 1-based count of encounters since the run began, including bosses. This is the key - /// GoldConfig is indexed by, so its per-wave entries scale monotonically across the + /// GoldConfig.Encounters is indexed by, so payouts scale monotonically across the /// whole run rather than resetting every cycle. /// public int GlobalEncounterNumber diff --git a/Assets/_Project/Scripts/Gameplay/Waves/WaveGroup.cs b/Assets/_Project/Scripts/Gameplay/Waves/WaveGroup.cs index d870d94..9d1c129 100644 --- a/Assets/_Project/Scripts/Gameplay/Waves/WaveGroup.cs +++ b/Assets/_Project/Scripts/Gameplay/Waves/WaveGroup.cs @@ -19,7 +19,7 @@ namespace TD.Gameplay.Waves /// A class rather than a struct specifically so can carry a /// field initializer — Unity runs it when the inspector creates a fresh array element, /// which is what gives new entries their equal-by-default weighting. Mirrors - /// . + /// . /// [Serializable] public class WavePoolEntry diff --git a/Assets/_Project/Scripts/UI/HUDController.cs b/Assets/_Project/Scripts/UI/HUDController.cs index 29e2b0f..7b51380 100644 --- a/Assets/_Project/Scripts/UI/HUDController.cs +++ b/Assets/_Project/Scripts/UI/HUDController.cs @@ -77,6 +77,19 @@ namespace TD.UI private Label nextWaveLabel; // prep countdown ("next: 0:12") private Label leakedLabel; // local player's origin-leak count ("leaked: 3") private Label incomeLabel; // top-bar per-wave gold-earned counter ("+150 g/wave") + + // Top-bar row of buff badges for the wave currently spawning. Rebuilt only when the + // underlying set changes — see waveBuffSignature. + private VisualElement waveBuffRow; + + // Cheap change-detector for the buff row. RefreshTopBar runs every frame, and rebuilding + // a handful of VisualElements at 60 Hz would churn the UI system for no reason. Encodes + // the slot plus the option ids on it, so it changes when the wave advances OR when a vote + // lands on the slot the players are about to face again. + private int waveBuffSignature = int.MinValue; + + private readonly System.Collections.Generic.List waveBuffScratch + = new System.Collections.Generic.List(); private VisualElement playerListContainer; // right-panel scoreboard rows private Label portraitName; private Label levelLabel; @@ -977,6 +990,7 @@ namespace TD.UI nextWaveLabel = Require