first pass at enemy upgrades

This commit is contained in:
Ian Woods 2026-07-28 20:59:43 -07:00
parent a26d0acbfb
commit 8714885efa
13 changed files with 351 additions and 0 deletions

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@ -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;
/// <summary>The zone (player) this enemy was originally spawned for — see
/// <see cref="InitializeServer"/>. Used by on-death abilities (e.g. Split on Death) so
/// spawned children preserve the same leak attribution as their parent.</summary>
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).