diff --git a/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs b/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs
new file mode 100644
index 0000000..3bc7bd1
--- /dev/null
+++ b/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs
@@ -0,0 +1,16 @@
+namespace TD.Core
+{
+ ///
+ /// Identifies which enemy ability a
+ /// represents. Mirrors
+ /// — a stable, enum-indexed identifier used by
+ /// instead of an asset reference.
+ ///
+ public enum EnemyAbilityKind : byte
+ {
+ /// No ability rolled. Never a real pool entry — only the sentinel value
+ /// reports before/absent a roll.
+ None = 0,
+ SplitOnDeath = 1,
+ }
+}
diff --git a/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs.meta b/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs.meta
new file mode 100644
index 0000000..18dd995
--- /dev/null
+++ b/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: ec52a6b404fed65dfa48a63b5535373d
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities.meta b/Assets/_Project/Scripts/Gameplay/EnemyAbilities.meta
new file mode 100644
index 0000000..099a1ab
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1c918164b61faf1d5af9f782c5237a60
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs
new file mode 100644
index 0000000..349b0ee
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs
@@ -0,0 +1,55 @@
+// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs
+using UnityEngine;
+using TD.Core;
+
+namespace TD.Gameplay.EnemyAbilities
+{
+ ///
+ /// Base class for one enemy ability (e.g. "split into smaller enemies on death"). Rolled
+ /// at random for each spawned enemy by and applied
+ /// via .
+ ///
+ ///
+ /// One asset per kind. is fixed per subclass, same as
+ /// . uses
+ /// it to build a fixed-size, enum-indexed lookup table.
+ ///
+ /// Server-only hooks. All three hooks below only ever run on the server —
+ /// only calls them when IsServer is true. and are no-ops for abilities that don't
+ /// need spawn-time setup or a per-frame timer (e.g. Split on Death uses neither); they exist
+ /// so a future cooldown-driven ability (disable towers, teleport) doesn't need a base-class
+ /// change.
+ ///
+ public abstract class EnemyAbilityDefinition : ScriptableObject
+ {
+ /// Which enemy ability this asset's data belongs to.
+ public abstract EnemyAbilityKind Kind { get; }
+
+ [Header("Presentation")]
+ [Tooltip("Name shown in debug logs and future enemy-info UI.")]
+ public string DisplayName;
+
+ [Tooltip("Short description shown in future enemy-info UI.")]
+ [TextArea(2, 4)]
+ public string Description;
+
+ [Header("Selection")]
+ [Tooltip("Relative weight of this ability being rolled, vs. the pool's other abilities " +
+ "and its no-ability chance. Same semantics as DraftOption.Weight.")]
+ [Min(0f)]
+ public float Weight = 1f;
+
+ /// Server-only: called once, right after this ability is assigned (before the
+ /// enemy's NetworkObject is spawned to clients). Default no-op.
+ public virtual void ServerOnSpawn(EnemyAbility instance) { }
+
+ /// Server-only: called every frame this ability is active on a live enemy.
+ /// Default no-op.
+ public virtual void ServerTick(EnemyAbility instance, float dt) { }
+
+ /// Server-only: called the instant the enemy's HP reaches zero, before the
+ /// death animation/despawn sequence plays. Default no-op.
+ public virtual void ServerOnDeath(EnemyAbility instance, EnemyHealth health) { }
+ }
+}
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs.meta b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs.meta
new file mode 100644
index 0000000..b94f8dd
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 855f7f0848d3086868816d25295fcdd6
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
new file mode 100644
index 0000000..cc9270e
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
@@ -0,0 +1,102 @@
+// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
+using System;
+using UnityEngine;
+using TD.Core;
+
+namespace TD.Gameplay.EnemyAbilities
+{
+ ///
+ /// Scene singleton holding every available this match,
+ /// authored as a flat array in the inspector for convenience. Internally it builds a
+ /// fixed-size table indexed by so lookups are a single array
+ /// access, not a scan. Mirrors exactly.
+ ///
+ ///
+ /// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
+ /// Only the server calls (at enemy spawn time, in
+ /// WaveManager.SpawnEnemy).
+ ///
+ public class EnemyAbilityPool : MonoBehaviour
+ {
+ public static EnemyAbilityPool Instance { get; private set; }
+
+ [Tooltip("Every EnemyAbilityDefinition asset available this match. One entry per " +
+ "EnemyAbilityKind — order doesn't matter, Kind on the asset itself decides " +
+ "its slot.")]
+ [SerializeField] private EnemyAbilityDefinition[] abilities;
+
+ [Tooltip("Relative weight of an enemy rolling no ability at all, vs. the combined " +
+ "weight of every entry in 'abilities'. Higher = abilities are rarer.")]
+ [Min(0f)]
+ [SerializeField] private float noAbilityWeight = 20f;
+
+ // Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
+ // not authored count, so an out-of-range Kind is a compile-time impossibility rather
+ // than a bounds check we'd otherwise need on every Get().
+ private EnemyAbilityDefinition[] byKind;
+
+ private void Awake()
+ {
+ if (Instance != null && Instance != this)
+ {
+ Debug.LogError("[EnemyAbilityPool] Multiple instances detected. Only one per scene.");
+ return;
+ }
+ Instance = this;
+
+ int kindCount = Enum.GetValues(typeof(EnemyAbilityKind)).Length;
+ byKind = new EnemyAbilityDefinition[kindCount];
+ if (abilities == null) return;
+
+ for (int i = 0; i < abilities.Length; i++)
+ {
+ var def = abilities[i];
+ if (def == null) continue;
+ byKind[(int)def.Kind] = def;
+ }
+ }
+
+ private void OnDestroy()
+ {
+ if (Instance == this) Instance = null;
+ }
+
+ /// Returns the ability asset for , or null if none is
+ /// authored in this pool.
+ public EnemyAbilityDefinition Get(EnemyAbilityKind kind)
+ {
+ int i = (int)kind;
+ return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
+ }
+
+ ///
+ /// Server-only: weighted random draw across every authored ability plus the
+ /// no-ability bucket. Returns null when "no ability" is drawn, or when the pool has
+ /// nothing authored.
+ ///
+ public EnemyAbilityDefinition RollRandom()
+ {
+ if (abilities == null || abilities.Length == 0) return null;
+
+ float total = noAbilityWeight;
+ for (int i = 0; i < abilities.Length; i++)
+ if (abilities[i] != null) total += abilities[i].Weight;
+
+ if (total <= 0f) return null;
+
+ float roll = UnityEngine.Random.Range(0f, total);
+ if (roll < noAbilityWeight) return null;
+ roll -= noAbilityWeight;
+
+ for (int i = 0; i < abilities.Length; i++)
+ {
+ var def = abilities[i];
+ if (def == null) continue;
+ if (roll < def.Weight) return def;
+ roll -= def.Weight;
+ }
+
+ return null;
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs.meta b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs.meta
new file mode 100644
index 0000000..a951ada
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 4409eb25a8be555de8dc3a73d4ed95db
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
new file mode 100644
index 0000000..364e16b
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
@@ -0,0 +1,40 @@
+// Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
+using UnityEngine;
+using TD.Core;
+
+namespace TD.Gameplay.EnemyAbilities
+{
+ ///
+ /// On death, spawns copies of at the corpse's
+ /// position, continuing on toward the goal instead of restarting from the wave's spawner.
+ ///
+ [CreateAssetMenu(fileName = "SplitOnDeathAbility", menuName = "TD/Enemy Abilities/Split On Death")]
+ public class SplitOnDeathAbilityDefinition : EnemyAbilityDefinition
+ {
+ public override EnemyAbilityKind Kind => EnemyAbilityKind.SplitOnDeath;
+
+ [Header("Split")]
+ [Tooltip("Smaller enemy type spawned when this enemy dies.")]
+ public EnemyDefinition SplitInto;
+
+ [Tooltip("How many copies of SplitInto spawn on death.")]
+ [Min(1)]
+ public int SplitCount = 2;
+
+ [Tooltip("Random scatter radius (world units) applied to each split spawn so they don't " +
+ "spawn exactly on top of each other.")]
+ [Min(0f)]
+ public float ScatterRadius = 0.5f;
+
+ public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health)
+ {
+ if (SplitInto == null) return;
+
+ var movement = instance.GetComponent();
+ var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
+ var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
+
+ WaveManager.Instance?.ServerSpawnSplitEnemies(SplitInto, SplitCount, atTile, ownerSlot, ScatterRadius);
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs.meta b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs.meta
new file mode 100644
index 0000000..8c2a4f3
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 21543cb1b54f0b16e9c80584f68988b3
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs
new file mode 100644
index 0000000..34c7d79
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs
@@ -0,0 +1,84 @@
+// Assets/_Project/Scripts/Gameplay/EnemyAbility.cs
+using Unity.Netcode;
+using UnityEngine;
+using TD.Core;
+using TD.Gameplay.EnemyAbilities;
+
+namespace TD.Gameplay
+{
+ ///
+ /// Per-enemy ability slot. Holds the rolled for this
+ /// instance (if any) and drives its server-only hooks.
+ ///
+ ///
+ /// Initialization: Call on the server immediately after
+ /// Instantiate and before NetworkObject.Spawn(), following the same pattern as
+ /// EnemyHealth.InitializeServer / EnemyMovement.InitializeServer.
+ ///
+ /// Optional component: Not required by EnemyHealth or EnemyMovement —
+ /// WaveManager.SpawnEnemy only rolls and assigns an ability when this component is
+ /// present on the prefab, so existing enemy prefabs are unaffected until it's added to them.
+ ///
+ /// On-death hook is not event-driven: WaveManager.HandleEnemyKilled calls
+ /// directly (via )
+ /// rather than this component subscribing to EnemyHealth.OnDied itself — that keeps a
+ /// split-spawn's activeEnemyCount increment ordered before the triggering kill's
+ /// decrement, regardless of NetworkBehaviour subscription order.
+ ///
+ [RequireComponent(typeof(NetworkObject))]
+ public class EnemyAbility : NetworkBehaviour
+ {
+ private readonly NetworkVariable kind = new NetworkVariable(
+ (byte)EnemyAbilityKind.None,
+ NetworkVariableReadPermission.Everyone,
+ NetworkVariableWritePermission.Server);
+
+ // ----- Pre-spawn init (server-local) ----------------------------------
+
+ private EnemyAbilityDefinition pendingDefinition;
+ private bool hasPendingInit;
+
+ // ----- Public state -----------------------------------------------------
+
+ /// The ability rolled for this enemy, or null if none was rolled.
+ public EnemyAbilityDefinition Definition { get; private set; }
+
+ /// Replicated kind of the rolled ability. if
+ /// none was rolled.
+ public EnemyAbilityKind Kind => (EnemyAbilityKind)kind.Value;
+
+ // ----- Server-only pre-spawn init -------------------------------------
+
+ ///
+ /// Called by WaveManager on the server after Instantiate and before
+ /// NetworkObject.Spawn(). may be null, meaning no
+ /// ability was rolled for this enemy.
+ ///
+ public void InitializeServer(EnemyAbilityDefinition definition)
+ {
+ pendingDefinition = definition;
+ hasPendingInit = true;
+ }
+
+ // ----- NGO lifecycle --------------------------------------------------
+
+ public override void OnNetworkSpawn()
+ {
+ if (!IsServer || !hasPendingInit) return;
+
+ Definition = pendingDefinition;
+ kind.Value = (byte)(Definition != null ? Definition.Kind : EnemyAbilityKind.None);
+ hasPendingInit = false;
+
+ Definition?.ServerOnSpawn(this);
+ }
+
+ // ----- Server tick ------------------------------------------------
+
+ private void Update()
+ {
+ if (!IsServer || Definition == null) return;
+ Definition.ServerTick(this, Time.deltaTime);
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs.meta b/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs.meta
new file mode 100644
index 0000000..3562455
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 9d1a26a32e8969cd29bce6010126a5f6
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs b/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
index 96a6e30..7eec0d1 100644
--- a/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
+++ b/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
@@ -73,6 +73,11 @@ namespace TD.Gameplay
// the goal). Without this, every zone crossing was counted as a leak; only
// the originating player should be credited a leak per the design.
private PlayerSlot originZone = PlayerSlot.None;
+
+ /// The zone (player) this enemy was originally spawned for — see
+ /// . Used by on-death abilities (e.g. Split on Death) so
+ /// spawned children preserve the same leak attribution as their parent.
+ public PlayerSlot OriginZone => originZone;
// Latches once the enemy has crossed its origin zone's leak volume, so we
// never double-count a leak if the enemy re-enters its origin (rare but
// possible if pathing is dynamic).
diff --git a/Assets/_Project/Scripts/Gameplay/WaveManager.cs b/Assets/_Project/Scripts/Gameplay/WaveManager.cs
index d1d889b..67beb6c 100644
--- a/Assets/_Project/Scripts/Gameplay/WaveManager.cs
+++ b/Assets/_Project/Scripts/Gameplay/WaveManager.cs
@@ -5,6 +5,7 @@ using UnityEngine;
using TD.Core;
using TD.Gameplay.BuilderEffects;
using TD.Gameplay.Draft;
+using TD.Gameplay.EnemyAbilities;
using TD.Levels;
using TD.UI;
@@ -503,6 +504,13 @@ namespace TD.Gameplay
health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying, held);
movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot, def.IsFlying);
+
+ // Optional — only prefabs with an EnemyAbility component roll an ability. See
+ // EnemyAbility's remarks for why on-death abilities aren't event-subscription driven.
+ var ability = go.GetComponent();
+ if (ability != null)
+ ability.InitializeServer(EnemyAbilityPool.Instance?.RollRandom());
+
if (held) heldEnemies.Add(health);
health.OnDied += HandleEnemyKilled;
@@ -514,6 +522,22 @@ namespace TD.Gameplay
go.GetComponent().Spawn();
}
+ ///
+ /// Server-only: spawns copies of at
+ /// , continuing that tile's A* path onward rather than
+ /// restarting from a wave spawner. Used by on-death abilities (e.g.
+ /// SplitOnDeathAbilityDefinition) to spawn smaller enemies from a corpse's
+ /// position. Reuses so split children get the same
+ /// activeEnemyCount/event-wiring bookkeeping as any other spawn.
+ ///
+ public void ServerSpawnSplitEnemies(EnemyDefinition def, int count, Vector2Int atTile,
+ PlayerSlot ownerSlot, float scatterRadius)
+ {
+ if (!IsServer) return;
+ for (int i = 0; i < count; i++)
+ SpawnEnemy(def, atTile, ownerSlot, scatterRadius, scatterRadius);
+ }
+
// ----- Enemy event handlers (server-only) -------------------------
private void HandleEnemyKilled(EnemyHealth health)
@@ -551,6 +575,13 @@ namespace TD.Gameplay
if (totalReward > 0)
ShowGoldRewardClientRpc(health.transform.position, totalReward);
+ // Resolve any on-death ability BEFORE unsubscribing/decrementing. A split-spawn's
+ // activeEnemyCount++ (inside ServerSpawnSplitEnemies -> SpawnEnemy) must land before
+ // this kill's activeEnemyCount-- below, or a split on a wave's last enemy could let
+ // CheckWaveComplete see activeEnemyCount hit 0 and advance the wave prematurely.
+ var ability = health.GetComponent();
+ ability?.Definition?.ServerOnDeath(ability, health);
+
UnsubscribeEnemy(health);
DecrementAndCheckComplete();
}