Merge pull request 'Adding new tower types and concept of tower deck' (#4) from feature/tower-deck into main

Reviewed-on: #4
This commit is contained in:
matt 2026-06-23 22:00:26 -07:00
commit 3f3ad71741
16 changed files with 463 additions and 19 deletions

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@ -0,0 +1,150 @@
// Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace TD.Gameplay
{
/// <summary>
/// Per-player set of unlocked tower types — the player's "deck". Lives on the
/// Player prefab alongside <see cref="PlayerGoldManager"/>,
/// <see cref="PlayerMatchState"/>, and <see cref="PlayerBuffManager"/>.
/// </summary>
/// <remarks>
/// <para><b>Roguelike keystone.</b> 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.</para>
///
/// <para><b>Identity.</b> The deck stores <c>TowerTypeId</c>s — indices into
/// <see cref="TowerPlacementManager"/>'s catalog (<c>towerDefinitions[]</c>), the
/// same identifier the placement RPC, <see cref="Builder"/>, and
/// <see cref="BuildJob"/> already use. No new network identifier is introduced.</para>
///
/// <para><b>Authority.</b> Server-only mutation (<see cref="ServerInitialize"/> /
/// <see cref="ServerGrantTower"/>). The owning client reads its own deck to build
/// the HUD command grid; the server reads it to gate placement
/// (<see cref="TowerPlacementManager"/> rejects a requested tower that isn't in the
/// requesting player's deck — the anti-cheat seam).</para>
///
/// <para><b>Persistence caveat.</b> <c>TowerTypeId</c> 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 <c>TowerDefinition</c>).</para>
/// </remarks>
public class PlayerTowerDeck : NetworkBehaviour
{
// ----- Static registry (mirrors PlayerGoldManager) ----------------
private static readonly Dictionary<ulong, PlayerTowerDeck> s_byClientId
= new Dictionary<ulong, PlayerTowerDeck>();
/// <summary>Returns the deck owned by the given client, or null.</summary>
public static PlayerTowerDeck GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var deck);
return deck;
}
/// <summary>Convenience: the local client's own deck. Null on a dedicated
/// server or before the local player has spawned.</summary>
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<int> unlockedTypeIds;
/// <summary>
/// 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.
/// </summary>
public event System.Action OnDeckChanged;
private void Awake()
{
unlockedTypeIds = new NetworkList<int>();
}
// ----- 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<int> _) => OnDeckChanged?.Invoke();
// ----- Read API ---------------------------------------------------
/// <summary>Number of towers unlocked in this deck.</summary>
public int Count => unlockedTypeIds.Count;
/// <summary>The TowerTypeId at the given deck slot (0..Count-1).</summary>
public int GetTypeIdAt(int index) => unlockedTypeIds[index];
/// <summary>True if the given TowerTypeId is unlocked in this deck.</summary>
public bool Contains(int towerTypeId)
{
for (int i = 0; i < unlockedTypeIds.Count; i++)
if (unlockedTypeIds[i] == towerTypeId) return true;
return false;
}
// ----- Server mutation --------------------------------------------
/// <summary>
/// Server-only: replace the deck with the given starting set. Called at match
/// start (<see cref="WaveManager"/>) so Retry / return-to-lobby cycles reset
/// the deck cleanly. Ignores ids &lt;= 0 (the reserved catalog index) and
/// silently de-dupes.
/// </summary>
public void ServerInitialize(IReadOnlyList<int> 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);
}
}
/// <summary>
/// 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.
/// </summary>
public bool ServerGrantTower(int towerTypeId)
{
if (!IsServer) return false;
if (towerTypeId <= 0) return false;
if (Contains(towerTypeId)) return false;
unlockedTypeIds.Add(towerTypeId);
return true;
}
}
}

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@ -0,0 +1,11 @@
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userData:
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@ -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
}
}
/// <summary>
/// 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
/// <see cref="startingDeck"/> assets into the TypeIds a <see cref="PlayerTowerDeck"/>
/// stores.
/// </summary>
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;
}
/// <summary>
/// Resolves the configured <see cref="startingDeck"/> 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.
/// </summary>
public List<int> GetStartingDeckTypeIds()
{
var ids = new List<int>();
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
/// <summary>The requested tower type ID is not in the server's definition list.</summary>
InvalidTowerType,
/// <summary>The requested tower exists in the catalog but the placing player has
/// not unlocked it in their deck. Draft it first.</summary>
TowerNotInDeck,
/// <summary>An unexpected server-side error occurred (e.g., LevelLoader not loaded,
/// client not mapped to a PlayerSlot). Check server logs.</summary>
ServerError,

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@ -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;

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@ -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();
}