Adding major combat changes and features
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28 changed files with 1653 additions and 46 deletions
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@ -1,5 +1,48 @@
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namespace TD.Core
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{
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/// <summary>
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/// How a tower's attack damage is typed. Determines which lingering effect is applied
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/// on hit and how enemy resistances/weaknesses are calculated (Phase 1.5+).
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/// </summary>
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public enum DamageType : byte
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{
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Physical = 0,
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Piercing = 1,
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Cold = 2,
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Fire = 3,
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Poison = 4,
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Holy = 5,
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}
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/// <summary>
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/// How a tower selects which enemy in range to attack.
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/// </summary>
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public enum TargetPriority : byte
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{
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/// <summary>Nearest enemy to the tower's center.</summary>
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Closest = 0,
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/// <summary>Enemy with the lowest current HP.</summary>
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Weakest = 1,
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/// <summary>Enemy with the highest current HP.</summary>
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Strongest = 2,
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}
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/// <summary>
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/// How a tower's damage is distributed across enemies.
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/// Orthogonal to <see cref="TowerDefinition.ProjectilePrefab"/>: any target type
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/// can be delivered by a projectile or hitscan.
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/// </summary>
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public enum TargetType : byte
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{
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/// <summary>Hits one enemy for full damage.</summary>
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Single = 0,
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/// <summary>Hits the primary target, then all enemies within SplashRadius.</summary>
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Splash = 1,
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/// <summary>Chains damage to up to ChainCount additional nearby enemies.</summary>
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Chain = 2,
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}
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/// <summary>
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/// Identifies a player slot in a match. Backed by byte to keep grid arrays compact.
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/// </summary>
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