Adding the bones of the drafting system by removing the wall and siege towers from the base set and adding them temporarily as choices for the draft. Also adding Project_Context and Project_Roadmap documents to use with Claude
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22 changed files with 1060 additions and 431 deletions
167
Assets/_Project/Scripts/Gameplay/Draft/PlayerDraft.cs
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167
Assets/_Project/Scripts/Gameplay/Draft/PlayerDraft.cs
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// Assets/_Project/Scripts/Gameplay/Draft/PlayerDraft.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.Draft
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{
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/// <summary>
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/// Per-player draft state — the set of <see cref="DraftOption"/>s currently offered to
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/// one player. Lives on the Player prefab alongside <see cref="PlayerTowerDeck"/>,
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/// <see cref="PlayerGoldManager"/>, etc.
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/// </summary>
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/// <remarks>
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/// <para><b>Offered set.</b> <see cref="currentOptionIds"/> holds the DraftOptionIds
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/// the player is choosing between (typically 3). Empty means no active draft. The
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/// owning client renders cards from these ids; the server reads them to validate a pick.</para>
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///
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/// <para><b>Authority.</b> The server offers (<see cref="ServerOffer"/>), resolves
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/// (<see cref="ServerResolve"/> / <see cref="ServerAutoResolve"/>), and applies the
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/// chosen option. The owning client only sends intent via
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/// <see cref="RequestPickRpc"/> and <see cref="RequestBuyRerollRpc"/>.</para>
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///
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/// <para><b>Generation</b> lives in <see cref="DraftService"/>; this component is just
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/// the replicated state + the pick/buy entry points.</para>
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/// </remarks>
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public class PlayerDraft : NetworkBehaviour
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{
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// ----- Static registry (mirrors PlayerGoldManager / PlayerTowerDeck) -----
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private static readonly Dictionary<ulong, PlayerDraft> s_byClientId
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= new Dictionary<ulong, PlayerDraft>();
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public static PlayerDraft GetForClient(ulong clientId)
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{
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s_byClientId.TryGetValue(clientId, out var draft);
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return draft;
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}
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public static PlayerDraft 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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// The DraftOptionIds currently offered to this player. Empty = no active draft.
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private NetworkList<int> currentOptionIds;
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/// <summary>Fired on every peer when the offered set changes (offered, picked,
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/// cleared). The HUD subscribes to show/hide/rebuild the draft overlay.</summary>
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public event System.Action OnDraftChanged;
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private void Awake()
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{
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currentOptionIds = new NetworkList<int>();
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}
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public override void OnNetworkSpawn()
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{
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s_byClientId[OwnerClientId] = this;
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currentOptionIds.OnListChanged += HandleListChanged;
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}
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public override void OnNetworkDespawn()
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{
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currentOptionIds.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> _) => OnDraftChanged?.Invoke();
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// ----- Read API ---------------------------------------------------
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/// <summary>True if the player currently has options to choose from.</summary>
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public bool HasActiveDraft => currentOptionIds.Count > 0;
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public int OptionCount => currentOptionIds.Count;
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public int GetOptionId(int index) => currentOptionIds[index];
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private bool IsOffered(int optionId)
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{
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for (int i = 0; i < currentOptionIds.Count; i++)
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if (currentOptionIds[i] == optionId) return true;
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return false;
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}
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// ----- Server: offer / resolve ------------------------------------
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/// <summary>Server-only: replace the offered set with <paramref name="ids"/>.</summary>
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public void ServerOffer(IReadOnlyList<int> ids)
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{
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if (!IsServer) return;
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currentOptionIds.Clear();
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if (ids == null) return;
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for (int i = 0; i < ids.Count; i++)
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currentOptionIds.Add(ids[i]);
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}
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/// <summary>
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/// Server-only: apply one of the currently-offered options by id, then clear the
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/// draft. No-op (returns false) if the id wasn't offered or the option fails to apply.
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/// </summary>
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private bool ServerResolve(int optionId)
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{
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if (!IsServer) return false;
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if (!IsOffered(optionId)) return false;
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var option = DraftPool.Instance != null ? DraftPool.Instance.Get(optionId) : null;
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bool applied = option != null && option.ServerApply(OwnerClientId);
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if (!applied)
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Debug.LogWarning($"[PlayerDraft] Option {optionId} could not be applied for " +
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$"client {OwnerClientId}.");
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currentOptionIds.Clear();
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return applied;
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}
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/// <summary>
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/// Server-only: if the player still has an unpicked draft, auto-resolve it by
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/// applying the first offered option. Called at prep end so a free reward is never
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/// wasted by an idle player.
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/// </summary>
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public void ServerAutoResolve()
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{
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if (!IsServer) return;
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if (currentOptionIds.Count == 0) return;
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ServerResolve(currentOptionIds[0]);
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}
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// ----- Owner → server RPCs ----------------------------------------
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/// <summary>Owning client: pick one of the offered options by id.</summary>
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[Rpc(SendTo.Server, RequireOwnership = true)]
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public void RequestPickRpc(int optionId)
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{
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ServerResolve(optionId);
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}
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/// <summary>
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/// Owning client: buy a fresh roll of options for gold. Rejected if the player can't
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/// afford it or already has an unresolved draft (resolve the current one first so a
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/// free pick is never silently overwritten).
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/// </summary>
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[Rpc(SendTo.Server, RequireOwnership = true)]
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public void RequestBuyRerollRpc()
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{
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if (HasActiveDraft) return; // resolve the pending draft before buying another
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var service = DraftService.Instance;
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if (service == null) return;
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var gold = PlayerGoldManager.GetForClient(OwnerClientId);
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int cost = service.RerollCost;
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if (gold == null || gold.CurrentGold < cost) return;
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gold.DeductGold(cost);
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service.ServerOfferTo(OwnerClientId);
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}
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}
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}
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