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a99570a29e
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| a99570a29e | |||
| 1d03689dad | |||
| 04d4167db6 | |||
| 4e11842d3e | |||
| d685894878 |
6 changed files with 83 additions and 26 deletions
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@ -16,5 +16,6 @@ MonoBehaviour:
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MaxHp: 800
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MoveSpeed: 4
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IsFlying: 1
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FlightHeight: 3
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LivesCost: 1
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EnemyPrefab: {fileID: 1455822126534880203, guid: 738e5730a03623540aa1513639d0baf8, type: 3}
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@ -27,12 +27,16 @@ namespace TD.Gameplay
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[Tooltip("Movement speed in world units per second along the A* path.")]
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public float MoveSpeed = 3f;
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[Tooltip("When true this enemy flies over tower footprints. " +
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"Towers with GroundedOnly=true will not target it. " +
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"Flying enemies follow the same A* path but are not physically " +
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"blocked by tower colliders (handled in EnemyMovement).")]
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[Tooltip("When true this enemy flies: it paths on the baked terrain grid, ignoring " +
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"towers, so it soars directly over the maze instead of following it. " +
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"Towers with GroundedOnly=true will not target it.")]
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public bool IsFlying;
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[Tooltip("Height (world units) above the ground a flying enemy hovers, so it " +
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"visually clears towers. Only used when IsFlying is true. Keep modest — " +
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"tower targeting uses 3D range, so large values eat into effective range.")]
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public float FlightHeight = 3f;
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[Header("Costs")]
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[Tooltip("Number of lives deducted from the shared pool when this enemy " +
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"reaches the Goal. Boss enemies might cost 2 or more lives.")]
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@ -53,11 +53,16 @@ namespace TD.Gameplay
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private float pendingMoveSpeed;
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private Vector2Int pendingSpawnerTile;
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private PlayerSlot pendingOwnerSlot;
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private bool pendingIsFlying;
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private bool hasPendingInit;
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// ----- Server-local runtime state -------------------------------------
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private float moveSpeed;
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// When true this enemy flies: it paths on the baked terrain grid (ignoring
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// towers) and never re-paths, since the baked grid doesn't change. Grounded
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// enemies path on the runtime grid and re-path on every walkability change.
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private bool isFlying;
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private List<Vector2Int> remainingPath = new List<Vector2Int>();
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private PlayerSlot currentZone = PlayerSlot.None;
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// Zone the enemy was spawned in — i.e., which player "owns" this enemy as part
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@ -107,11 +112,13 @@ namespace TD.Gameplay
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/// tiles sit inside <c>SpawnerVolume</c>, not <c>PlayerZoneVolume</c>, so
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/// their owner-grid entry is <see cref="PlayerSlot.None"/>.
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/// </summary>
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public void InitializeServer(float speed, Vector2Int spawnerTile, PlayerSlot ownerSlot)
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public void InitializeServer(float speed, Vector2Int spawnerTile, PlayerSlot ownerSlot,
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bool flying)
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{
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pendingMoveSpeed = speed;
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pendingSpawnerTile = spawnerTile;
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pendingOwnerSlot = ownerSlot;
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pendingIsFlying = flying;
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hasPendingInit = true;
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}
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@ -139,6 +146,7 @@ namespace TD.Gameplay
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}
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moveSpeed = pendingMoveSpeed;
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isFlying = pendingIsFlying;
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// Resolve starting zone from the spawner tile. This is what the enemy
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// observes as "the zone I am currently in." For SpawnerVolume tiles that
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@ -158,8 +166,10 @@ namespace TD.Gameplay
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// Compute the initial path from the spawn tile to the nearest goal.
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ComputeAndStorePath(pendingSpawnerTile);
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// Recompute when a tower is placed or sold.
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if (PathfindingService.Instance != null)
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// Recompute when a tower is placed or sold — grounded enemies only.
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// Flyers path on the static baked grid, so tower changes can never affect
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// their route; subscribing would just trigger needless recomputes.
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if (!isFlying && PathfindingService.Instance != null)
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PathfindingService.Instance.OnPathsInvalidated += RecomputePath;
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}
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@ -283,7 +293,7 @@ namespace TD.Gameplay
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return;
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}
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remainingPath = service.ComputePath(fromTile);
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remainingPath = service.ComputePath(fromTile, ignoreTowers: isFlying);
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// Dedupe the "no path" log: only emit on the transition into stuck
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// state, not every frame a walkability change re-fires the recompute.
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@ -316,6 +316,23 @@ namespace TD.Gameplay
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return runtimeWalkability[idx];
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}
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/// <summary>
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/// True if <paramref name="tile"/> is walkable in the BAKED terrain grid, ignoring
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/// any runtime tower placement. Returns false for out-of-bounds tiles.
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/// </summary>
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/// <remarks>
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/// Flying enemies path against this grid so they soar over towers (which only
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/// affect <see cref="IsWalkable"/>'s runtime grid) while still respecting
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/// impassable terrain and map bounds. Because the baked grid never changes at
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/// runtime, flying paths are computed once and never need invalidation.
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/// </remarks>
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public bool IsBaseWalkable(Vector2Int tile)
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{
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if (level == null || level.WalkabilityGrid == null) return false;
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if (!TryFlatIndex(tile, out int idx)) return false;
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return level.WalkabilityGrid[idx];
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}
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/// <summary>
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/// Placement state for <paramref name="tile"/>. Returns
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/// <see cref="PlacementState.Outside"/> for out-of-bounds tiles.
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@ -125,7 +125,12 @@ namespace TD.Gameplay
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/// is unavailable (should not occur — TowerPlacementManager guarantees a path
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/// always exists after any placement).
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/// </summary>
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public List<Vector2Int> ComputePath(Vector2Int startTile)
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/// <param name="ignoreTowers">
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/// When true, pathing uses the baked terrain grid
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/// (<see cref="LevelLoader.IsBaseWalkable"/>) instead of the runtime
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/// tower-stamped grid, so the path soars over towers. Used by flying enemies.
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/// </param>
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public List<Vector2Int> ComputePath(Vector2Int startTile, bool ignoreTowers = false)
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{
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var loader = LevelLoader.Instance;
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if (loader == null || !loader.IsLoaded || goalTiles == null || goalTiles.Count == 0)
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@ -140,23 +145,31 @@ namespace TD.Gameplay
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// that just became blocked). Nudge to the nearest walkable tile so
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// the enemy can resume routing instead of repeatedly failing.
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// Search outward in Chebyshev rings — closest 8-neighbor wins.
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if (!loader.IsWalkable(startTile))
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// (For flyers this nudge is effectively never needed — the baked grid
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// doesn't change — but it's cheap and keeps the two paths uniform.)
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if (!IsTileWalkable(loader, startTile, ignoreTowers))
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{
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if (TryFindNearestWalkable(startTile, loader, maxRadius: 4, out var nudged))
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if (TryFindNearestWalkable(startTile, loader, maxRadius: 4, ignoreTowers, out var nudged))
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startTile = nudged;
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else
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return new List<Vector2Int>();
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}
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return RunAStar(startTile, loader);
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return RunAStar(startTile, loader, ignoreTowers);
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}
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// Single seam for "is this tile traversable for this enemy kind": grounded
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// enemies see the runtime grid (towers block them); flyers see only the baked
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// terrain grid (towers are invisible to them).
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private static bool IsTileWalkable(LevelLoader loader, Vector2Int tile, bool ignoreTowers)
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=> ignoreTowers ? loader.IsBaseWalkable(tile) : loader.IsWalkable(tile);
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// Expanding ring search (Chebyshev / 8-connected) for the nearest
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// walkable tile around <paramref name="origin"/>. Caps at maxRadius to
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// keep this O(maxRadius²) in the worst case. Used by ComputePath when
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// an enemy's start tile becomes non-walkable mid-flight.
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private static bool TryFindNearestWalkable(Vector2Int origin, LevelLoader loader,
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int maxRadius, out Vector2Int found)
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int maxRadius, bool ignoreTowers, out Vector2Int found)
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{
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for (int r = 1; r <= maxRadius; r++)
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{
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@ -167,7 +180,7 @@ namespace TD.Gameplay
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// Only walk the OUTER ring at distance r (skip interior — already checked at smaller r).
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if (Mathf.Abs(dx) != r && Mathf.Abs(dy) != r) continue;
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var tile = new Vector2Int(origin.x + dx, origin.y + dy);
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if (loader.IsWalkable(tile))
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if (IsTileWalkable(loader, tile, ignoreTowers))
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{
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found = tile;
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return true;
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@ -181,7 +194,7 @@ namespace TD.Gameplay
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// ----- A* implementation ------------------------------------------
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private List<Vector2Int> RunAStar(Vector2Int start, LevelLoader loader)
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private List<Vector2Int> RunAStar(Vector2Int start, LevelLoader loader, bool ignoreTowers)
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{
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cameFrom.Clear();
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gScore.Clear();
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@ -197,14 +210,14 @@ namespace TD.Gameplay
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if (goalTiles.Contains(current))
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{
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var tilePath = ReconstructPath(start, current);
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return SmoothPath(start, tilePath, loader);
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return SmoothPath(start, tilePath, loader, ignoreTowers);
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}
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float currentG = gScore.TryGetValue(current, out float g) ? g : float.MaxValue;
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foreach (var neighbor in GridCoordinates.GetNeighbors8(current))
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{
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if (!loader.IsWalkable(neighbor)) continue;
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if (!IsTileWalkable(loader, neighbor, ignoreTowers)) continue;
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// Corner-cut prevention: for a diagonal step, both cardinal
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// shoulder tiles must also be walkable. Otherwise enemies could
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@ -214,7 +227,8 @@ namespace TD.Gameplay
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{
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GridCoordinates.GetCornerShoulders(current, neighbor,
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out var shoulderA, out var shoulderB);
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if (!loader.IsWalkable(shoulderA) || !loader.IsWalkable(shoulderB))
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if (!IsTileWalkable(loader, shoulderA, ignoreTowers)
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|| !IsTileWalkable(loader, shoulderB, ignoreTowers))
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continue;
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}
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@ -305,7 +319,7 @@ namespace TD.Gameplay
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/// squeezes through a diagonal corner.
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/// </remarks>
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private List<Vector2Int> SmoothPath(Vector2Int start, List<Vector2Int> path,
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LevelLoader loader)
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LevelLoader loader, bool ignoreTowers)
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{
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if (path.Count <= 1) return path;
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@ -319,7 +333,7 @@ namespace TD.Gameplay
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int farthest = i;
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for (int j = path.Count - 1; j > i; j--)
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{
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if (HasLineOfSight(anchor, path[j], loader))
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if (HasLineOfSight(anchor, path[j], loader, ignoreTowers))
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{
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farthest = j;
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break;
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@ -340,7 +354,8 @@ namespace TD.Gameplay
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/// crosses walkable tiles, with no diagonal corner-cuts. Used by
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/// <see cref="SmoothPath"/> to decide whether two waypoints can be collapsed.
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/// </summary>
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private static bool HasLineOfSight(Vector2Int a, Vector2Int b, LevelLoader loader)
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private static bool HasLineOfSight(Vector2Int a, Vector2Int b, LevelLoader loader,
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bool ignoreTowers)
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{
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int x0 = a.x, y0 = a.y;
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int x1 = b.x, y1 = b.y;
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@ -374,11 +389,11 @@ namespace TD.Gameplay
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// shoulder tiles (same rule A* uses).
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if (steppedX && steppedY)
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{
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if (!loader.IsWalkable(new Vector2Int(x - sx, y))) return false;
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if (!loader.IsWalkable(new Vector2Int(x, y - sy))) return false;
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if (!IsTileWalkable(loader, new Vector2Int(x - sx, y), ignoreTowers)) return false;
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if (!IsTileWalkable(loader, new Vector2Int(x, y - sy), ignoreTowers)) return false;
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}
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if (!loader.IsWalkable(new Vector2Int(x, y))) return false;
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if (!IsTileWalkable(loader, new Vector2Int(x, y), ignoreTowers)) return false;
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}
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return true;
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@ -455,6 +455,12 @@ namespace TD.Gameplay
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if (zHalfExtent > 0f)
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spawnPos.z += Random.Range(-zHalfExtent, zHalfExtent);
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// Flying enemies spawn elevated so they visually soar over towers. The
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// movement code preserves Y per-frame, so this height persists for the
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// enemy's whole flight. NetworkTransform replicates the raised position.
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if (def.IsFlying)
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spawnPos.y += def.FlightHeight;
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float yaw = facing switch
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{
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Direction.North => 0f,
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@ -463,7 +469,11 @@ namespace TD.Gameplay
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Direction.West => 270f,
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_ => 0f,
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};
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var go = Instantiate(def.EnemyPrefab, spawnPos, Quaternion.Euler(0f, yaw, 0f));
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var go = Instantiate(
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def.EnemyPrefab,
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spawnPos,
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Quaternion.Euler(0f, yaw, 0f));
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var health = go.GetComponent<EnemyHealth>();
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var movement = go.GetComponent<EnemyMovement>();
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@ -477,7 +487,7 @@ namespace TD.Gameplay
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}
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health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying, held);
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movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot);
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movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot, def.IsFlying);
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if (held) heldEnemies.Add(health);
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health.OnDied += HandleEnemyKilled;
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