first pass at enemy upgrades
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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
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using System;
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.EnemyAbilities
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{
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/// <summary>
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/// Scene singleton holding every <see cref="EnemyAbilityDefinition"/> available this match,
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/// authored as a flat array in the inspector for convenience. Internally it builds a
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/// fixed-size table indexed by <see cref="EnemyAbilityKind"/> so lookups are a single array
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/// access, not a scan. Mirrors <see cref="BuilderSpells.BuilderSpellPool"/> exactly.
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/// </summary>
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/// <remarks>
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/// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
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/// Only the server calls <see cref="RollRandom"/> (at enemy spawn time, in
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/// <c>WaveManager.SpawnEnemy</c>).
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/// </remarks>
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public class EnemyAbilityPool : MonoBehaviour
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{
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public static EnemyAbilityPool Instance { get; private set; }
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[Tooltip("Every EnemyAbilityDefinition asset available this match. One entry per " +
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"EnemyAbilityKind — order doesn't matter, Kind on the asset itself decides " +
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"its slot.")]
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[SerializeField] private EnemyAbilityDefinition[] abilities;
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[Tooltip("Relative weight of an enemy rolling no ability at all, vs. the combined " +
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"weight of every entry in 'abilities'. Higher = abilities are rarer.")]
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[Min(0f)]
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[SerializeField] private float noAbilityWeight = 20f;
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// Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
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// not authored count, so an out-of-range Kind is a compile-time impossibility rather
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// than a bounds check we'd otherwise need on every Get().
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private EnemyAbilityDefinition[] byKind;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Debug.LogError("[EnemyAbilityPool] Multiple instances detected. Only one per scene.");
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return;
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}
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Instance = this;
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int kindCount = Enum.GetValues(typeof(EnemyAbilityKind)).Length;
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byKind = new EnemyAbilityDefinition[kindCount];
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if (abilities == null) return;
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for (int i = 0; i < abilities.Length; i++)
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{
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var def = abilities[i];
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if (def == null) continue;
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byKind[(int)def.Kind] = def;
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}
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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/// <summary>Returns the ability asset for <paramref name="kind"/>, or null if none is
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/// authored in this pool.</summary>
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public EnemyAbilityDefinition Get(EnemyAbilityKind kind)
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{
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int i = (int)kind;
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return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
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}
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/// <summary>
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/// Server-only: weighted random draw across every authored ability plus the
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/// no-ability bucket. Returns null when "no ability" is drawn, or when the pool has
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/// nothing authored.
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/// </summary>
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public EnemyAbilityDefinition RollRandom()
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{
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if (abilities == null || abilities.Length == 0) return null;
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float total = noAbilityWeight;
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for (int i = 0; i < abilities.Length; i++)
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if (abilities[i] != null) total += abilities[i].Weight;
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if (total <= 0f) return null;
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float roll = UnityEngine.Random.Range(0f, total);
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if (roll < noAbilityWeight) return null;
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roll -= noAbilityWeight;
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for (int i = 0; i < abilities.Length; i++)
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{
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var def = abilities[i];
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if (def == null) continue;
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if (roll < def.Weight) return def;
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roll -= def.Weight;
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}
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return null;
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}
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}
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}
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