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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namespace TD.Core
{
/// <summary>
/// Identifies which enemy ability a
/// <see cref="TD.Gameplay.EnemyAbilities.EnemyAbilityDefinition"/> represents. Mirrors
/// <see cref="BuilderSpellKind"/> — a stable, enum-indexed identifier used by
/// <see cref="TD.Gameplay.EnemyAbilities.EnemyAbilityPool"/> instead of an asset reference.
/// </summary>
public enum EnemyAbilityKind : byte
{
/// <summary>No ability rolled. Never a real pool entry — only the sentinel value
/// <see cref="TD.Gameplay.EnemyAbility"/> reports before/absent a roll.</summary>
None = 0,
SplitOnDeath = 1,
}
}

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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyAbilities
{
/// <summary>
/// Base class for one enemy ability (e.g. "split into smaller enemies on death"). Rolled
/// at random for each spawned enemy by <see cref="EnemyAbilityPool.RollRandom"/> and applied
/// via <see cref="EnemyAbility.InitializeServer"/>.
/// </summary>
/// <remarks>
/// <para><b>One asset per kind.</b> <see cref="Kind"/> is fixed per subclass, same as
/// <see cref="BuilderSpells.BuilderSpellDefinition"/>. <see cref="EnemyAbilityPool"/> uses
/// it to build a fixed-size, enum-indexed lookup table.</para>
///
/// <para><b>Server-only hooks.</b> All three hooks below only ever run on the server —
/// <see cref="EnemyAbility"/> only calls them when <c>IsServer</c> is true. <see
/// cref="ServerOnSpawn"/> and <see cref="ServerTick"/> 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.</para>
/// </remarks>
public abstract class EnemyAbilityDefinition : ScriptableObject
{
/// <summary>Which enemy ability this asset's data belongs to.</summary>
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;
/// <summary>Server-only: called once, right after this ability is assigned (before the
/// enemy's NetworkObject is spawned to clients). Default no-op.</summary>
public virtual void ServerOnSpawn(EnemyAbility instance) { }
/// <summary>Server-only: called every frame this ability is active on a live enemy.
/// Default no-op.</summary>
public virtual void ServerTick(EnemyAbility instance, float dt) { }
/// <summary>Server-only: called the instant the enemy's HP reaches zero, before the
/// death animation/despawn sequence plays. Default no-op.</summary>
public virtual void ServerOnDeath(EnemyAbility instance, EnemyHealth health) { }
}
}

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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
using System;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyAbilities
{
/// <summary>
/// Scene singleton holding every <see cref="EnemyAbilityDefinition"/> available this match,
/// authored as a flat array in the inspector for convenience. Internally it builds a
/// fixed-size table indexed by <see cref="EnemyAbilityKind"/> so lookups are a single array
/// access, not a scan. Mirrors <see cref="BuilderSpells.BuilderSpellPool"/> exactly.
/// </summary>
/// <remarks>
/// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
/// Only the server calls <see cref="RollRandom"/> (at enemy spawn time, in
/// <c>WaveManager.SpawnEnemy</c>).
/// </remarks>
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;
}
/// <summary>Returns the ability asset for <paramref name="kind"/>, or null if none is
/// authored in this pool.</summary>
public EnemyAbilityDefinition Get(EnemyAbilityKind kind)
{
int i = (int)kind;
return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
}
/// <summary>
/// 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.
/// </summary>
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;
}
}
}

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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyAbilities
{
/// <summary>
/// On death, spawns <see cref="SplitCount"/> copies of <see cref="SplitInto"/> at the corpse's
/// position, continuing on toward the goal instead of restarting from the wave's spawner.
/// </summary>
[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<EnemyMovement>();
var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
WaveManager.Instance?.ServerSpawnSplitEnemies(SplitInto, SplitCount, atTile, ownerSlot, ScatterRadius);
}
}
}

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// Assets/_Project/Scripts/Gameplay/EnemyAbility.cs
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Gameplay.EnemyAbilities;
namespace TD.Gameplay
{
/// <summary>
/// Per-enemy ability slot. Holds the <see cref="EnemyAbilityDefinition"/> rolled for this
/// instance (if any) and drives its server-only hooks.
/// </summary>
/// <remarks>
/// <b>Initialization:</b> Call <see cref="InitializeServer"/> on the server immediately after
/// <c>Instantiate</c> and before <c>NetworkObject.Spawn()</c>, following the same pattern as
/// <c>EnemyHealth.InitializeServer</c> / <c>EnemyMovement.InitializeServer</c>.
///
/// <b>Optional component:</b> Not required by <c>EnemyHealth</c> or <c>EnemyMovement</c> —
/// <c>WaveManager.SpawnEnemy</c> 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.
///
/// <b>On-death hook is not event-driven:</b> <c>WaveManager.HandleEnemyKilled</c> calls
/// <see cref="EnemyAbilityDefinition.ServerOnDeath"/> directly (via <see cref="Definition"/>)
/// rather than this component subscribing to <c>EnemyHealth.OnDied</c> itself — that keeps a
/// split-spawn's <c>activeEnemyCount</c> increment ordered before the triggering kill's
/// decrement, regardless of NetworkBehaviour subscription order.
/// </remarks>
[RequireComponent(typeof(NetworkObject))]
public class EnemyAbility : NetworkBehaviour
{
private readonly NetworkVariable<byte> kind = new NetworkVariable<byte>(
(byte)EnemyAbilityKind.None,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
// ----- Pre-spawn init (server-local) ----------------------------------
private EnemyAbilityDefinition pendingDefinition;
private bool hasPendingInit;
// ----- Public state -----------------------------------------------------
/// <summary>The ability rolled for this enemy, or null if none was rolled.</summary>
public EnemyAbilityDefinition Definition { get; private set; }
/// <summary>Replicated kind of the rolled ability. <see cref="EnemyAbilityKind.None"/> if
/// none was rolled.</summary>
public EnemyAbilityKind Kind => (EnemyAbilityKind)kind.Value;
// ----- Server-only pre-spawn init -------------------------------------
/// <summary>
/// Called by <c>WaveManager</c> on the server after <c>Instantiate</c> and before
/// <c>NetworkObject.Spawn()</c>. <paramref name="definition"/> may be null, meaning no
/// ability was rolled for this enemy.
/// </summary>
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);
}
}
}

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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 goal). Without this, every zone crossing was counted as a leak; only
// the originating player should be credited a leak per the design. // the originating player should be credited a leak per the design.
private PlayerSlot originZone = PlayerSlot.None; 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 // 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 // never double-count a leak if the enemy re-enters its origin (rare but
// possible if pathing is dynamic). // possible if pathing is dynamic).

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@ -5,6 +5,7 @@ using UnityEngine;
using TD.Core; using TD.Core;
using TD.Gameplay.BuilderEffects; using TD.Gameplay.BuilderEffects;
using TD.Gameplay.Draft; using TD.Gameplay.Draft;
using TD.Gameplay.EnemyAbilities;
using TD.Levels; using TD.Levels;
using TD.UI; using TD.UI;
@ -503,6 +504,13 @@ namespace TD.Gameplay
health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying, held); health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying, held);
movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot, def.IsFlying); 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<EnemyAbility>();
if (ability != null)
ability.InitializeServer(EnemyAbilityPool.Instance?.RollRandom());
if (held) heldEnemies.Add(health); if (held) heldEnemies.Add(health);
health.OnDied += HandleEnemyKilled; health.OnDied += HandleEnemyKilled;
@ -514,6 +522,22 @@ namespace TD.Gameplay
go.GetComponent<NetworkObject>().Spawn(); go.GetComponent<NetworkObject>().Spawn();
} }
/// <summary>
/// Server-only: spawns <paramref name="count"/> copies of <paramref name="def"/> at
/// <paramref name="atTile"/>, continuing that tile's A* path onward rather than
/// restarting from a wave spawner. Used by on-death abilities (e.g.
/// <c>SplitOnDeathAbilityDefinition</c>) to spawn smaller enemies from a corpse's
/// position. Reuses <see cref="SpawnEnemy"/> so split children get the same
/// <c>activeEnemyCount</c>/event-wiring bookkeeping as any other spawn.
/// </summary>
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) ------------------------- // ----- Enemy event handlers (server-only) -------------------------
private void HandleEnemyKilled(EnemyHealth health) private void HandleEnemyKilled(EnemyHealth health)
@ -551,6 +575,13 @@ namespace TD.Gameplay
if (totalReward > 0) if (totalReward > 0)
ShowGoldRewardClientRpc(health.transform.position, totalReward); 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<EnemyAbility>();
ability?.Definition?.ServerOnDeath(ability, health);
UnsubscribeEnemy(health); UnsubscribeEnemy(health);
DecrementAndCheckComplete(); DecrementAndCheckComplete();
} }