Adding new tower types and concept of tower deck #4

Merged
matt merged 1 commit from feature/tower-deck into main 2026-06-23 22:00:27 -07:00
16 changed files with 463 additions and 19 deletions

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@ -20,4 +20,7 @@ MonoBehaviour:
LoreText: Crucified and brought back by God because her job wasn't finished. She's
here to bring death to to Xenos scum.
BuilderPrefab: {fileID: 116861493430507844, guid: 3398cc5831880954487717577f61b6d7, type: 3}
Towers: []
Towers:
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@ -20,4 +20,7 @@ MonoBehaviour:
LoreText: King of the protoss, he's here to kick bubblegum and chew ass, and he's
all out of ass.
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@ -12,8 +12,9 @@ MonoBehaviour:
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m_Name: BasicTower
m_EditorClassIdentifier: Assembly-CSharp::TD.Towers.TowerDefinition
DisplayName: A basic tower for testing.
Description:
DisplayName: Basic Arrow
Description: Targets ground and air. Fires single-target arrows. The bread and butter
of any maze.
FootprintSize: {x: 2, y: 2}
GoldCost: 25
BuildTime: 0.5

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DisplayName: Siege Cannon
Description: Ground-only. Lobs a ballistic shell that deals splash damage around the
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GoldCost: 60
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m_Name: Wall
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DisplayName: Wall
Description: Deals no damage and costs next to nothing. Use it to shape your maze.
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@ -19772,6 +19772,12 @@ MonoBehaviour:
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startingDeck:
- {fileID: 11400000, guid: d5b2e8fa3c7e9b5f4a1d0c2e7f6b3a91, type: 2}
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@ -22520,6 +22526,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Dev.DevWaveControls
hotkey: 94
grantTowerHotkey: 101
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@ -28,15 +28,21 @@ namespace TD.Dev
"Set to Key.None to use the OnGUI button only.")]
[SerializeField] private Key hotkey = Key.F9;
[Tooltip("Keyboard shortcut to grant the local player the next catalog tower not " +
"yet in their deck. Stand-in for the draft system so deck growth can be " +
"verified now. Set to Key.None to use the OnGUI button only.")]
[SerializeField] private Key grantTowerHotkey = Key.F8;
private void Update()
{
if (hotkey == Key.None) return;
var kb = Keyboard.current;
if (kb == null) return; // no keyboard connected (e.g. headless server)
if (!kb[hotkey].wasPressedThisFrame) return;
TryForceNextWave();
if (hotkey != Key.None && kb[hotkey].wasPressedThisFrame)
TryForceNextWave();
if (grantTowerHotkey != Key.None && kb[grantTowerHotkey].wasPressedThisFrame)
TryGrantNextTower();
}
private void OnGUI()
@ -48,9 +54,44 @@ namespace TD.Dev
// Anchored below the top HUD bar so it doesn't overlap gold/wave/lives.
const float topOffset = 90f;
GUI.Box(new Rect(10, topOffset, 180, 60), "Dev: Wave Controls");
GUI.Box(new Rect(10, topOffset, 180, 95), "Dev: Wave Controls");
if (GUI.Button(new Rect(20, topOffset + 25, 160, 28), "Force Next Wave"))
TryForceNextWave();
if (GUI.Button(new Rect(20, topOffset + 58, 160, 28), "Grant Next Tower"))
TryGrantNextTower();
}
// Dev stand-in for the draft system: grants the local player the first catalog
// tower they haven't unlocked yet, so deck growth + the HUD's live rebuild can be
// verified before the real draft exists. Server-only (host); ServerGrantTower
// no-ops elsewhere.
private void TryGrantNextTower()
{
if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsServer)
{
Debug.LogWarning("[DevWaveControls] Grant-tower requested off the server. Ignored.");
return;
}
var placement = TowerPlacementManager.Instance;
var deck = PlayerTowerDeck.Local;
if (placement == null || deck == null)
{
Debug.LogWarning("[DevWaveControls] Cannot grant tower — TowerPlacementManager " +
"or local PlayerTowerDeck is not ready.");
return;
}
foreach (var (def, typeId) in placement.GetAvailableDefinitions())
{
if (deck.Contains(typeId)) continue;
if (deck.ServerGrantTower(typeId))
Debug.Log($"[DevWaveControls] Granted '{def.DisplayName}' (typeId {typeId}) " +
$"to the local deck.");
return;
}
Debug.Log("[DevWaveControls] Local deck already contains every catalog tower.");
}
private void TryForceNextWave()

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@ -0,0 +1,150 @@
// Assets/_Project/Scripts/Gameplay/PlayerTowerDeck.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace TD.Gameplay
{
/// <summary>
/// Per-player set of unlocked tower types — the player's "deck". Lives on the
/// Player prefab alongside <see cref="PlayerGoldManager"/>,
/// <see cref="PlayerMatchState"/>, and <see cref="PlayerBuffManager"/>.
/// </summary>
/// <remarks>
/// <para><b>Roguelike keystone.</b> Players no longer see every tower in the match
/// catalog. Each starts with a small base set (the starter towers) and grows the
/// deck through draft choices. This component is the data structure that growth
/// targets.</para>
///
/// <para><b>Identity.</b> The deck stores <c>TowerTypeId</c>s — indices into
/// <see cref="TowerPlacementManager"/>'s catalog (<c>towerDefinitions[]</c>), the
/// same identifier the placement RPC, <see cref="Builder"/>, and
/// <see cref="BuildJob"/> already use. No new network identifier is introduced.</para>
///
/// <para><b>Authority.</b> Server-only mutation (<see cref="ServerInitialize"/> /
/// <see cref="ServerGrantTower"/>). The owning client reads its own deck to build
/// the HUD command grid; the server reads it to gate placement
/// (<see cref="TowerPlacementManager"/> rejects a requested tower that isn't in the
/// requesting player's deck — the anti-cheat seam).</para>
///
/// <para><b>Persistence caveat.</b> <c>TowerTypeId</c> is a catalog index — stable
/// within a single match but NOT across sessions. Cross-match deck persistence (a
/// later keystone) will need a stable per-tower id (asset GUID or a serialized
/// StableId on <c>TowerDefinition</c>).</para>
/// </remarks>
public class PlayerTowerDeck : NetworkBehaviour
{
// ----- Static registry (mirrors PlayerGoldManager) ----------------
private static readonly Dictionary<ulong, PlayerTowerDeck> s_byClientId
= new Dictionary<ulong, PlayerTowerDeck>();
/// <summary>Returns the deck owned by the given client, or null.</summary>
public static PlayerTowerDeck GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var deck);
return deck;
}
/// <summary>Convenience: the local client's own deck. Null on a dedicated
/// server or before the local player has spawned.</summary>
public static PlayerTowerDeck Local
{
get
{
var nm = NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return null;
return GetForClient(nm.LocalClientId);
}
}
// ----- Networked state --------------------------------------------
// Unlocked tower type ids (indices into TowerPlacementManager's catalog).
// readPerm defaults to Everyone (consistent with the other per-player
// managers); only the owner consumes it for the HUD. writePerm Server.
private NetworkList<int> unlockedTypeIds;
/// <summary>
/// Fired on every peer when the deck contents change (server init, tower
/// granted). The HUD subscribes to rebuild the command grid live when a draft
/// grant lands while the builder is already selected.
/// </summary>
public event System.Action OnDeckChanged;
private void Awake()
{
unlockedTypeIds = new NetworkList<int>();
}
// ----- NGO lifecycle ----------------------------------------------
public override void OnNetworkSpawn()
{
s_byClientId[OwnerClientId] = this;
unlockedTypeIds.OnListChanged += HandleListChanged;
}
public override void OnNetworkDespawn()
{
unlockedTypeIds.OnListChanged -= HandleListChanged;
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
s_byClientId.Remove(OwnerClientId);
}
private void HandleListChanged(NetworkListEvent<int> _) => OnDeckChanged?.Invoke();
// ----- Read API ---------------------------------------------------
/// <summary>Number of towers unlocked in this deck.</summary>
public int Count => unlockedTypeIds.Count;
/// <summary>The TowerTypeId at the given deck slot (0..Count-1).</summary>
public int GetTypeIdAt(int index) => unlockedTypeIds[index];
/// <summary>True if the given TowerTypeId is unlocked in this deck.</summary>
public bool Contains(int towerTypeId)
{
for (int i = 0; i < unlockedTypeIds.Count; i++)
if (unlockedTypeIds[i] == towerTypeId) return true;
return false;
}
// ----- Server mutation --------------------------------------------
/// <summary>
/// Server-only: replace the deck with the given starting set. Called at match
/// start (<see cref="WaveManager"/>) so Retry / return-to-lobby cycles reset
/// the deck cleanly. Ignores ids &lt;= 0 (the reserved catalog index) and
/// silently de-dupes.
/// </summary>
public void ServerInitialize(IReadOnlyList<int> startingTypeIds)
{
if (!IsServer) return;
unlockedTypeIds.Clear();
if (startingTypeIds == null) return;
for (int i = 0; i < startingTypeIds.Count; i++)
{
int id = startingTypeIds[i];
if (id > 0 && !Contains(id)) unlockedTypeIds.Add(id);
}
}
/// <summary>
/// Server-only: add a tower type to this deck (a draft grant). No-op if the id
/// is invalid or already present. Returns true if it was actually added.
/// </summary>
public bool ServerGrantTower(int towerTypeId)
{
if (!IsServer) return false;
if (towerTypeId <= 0) return false;
if (Contains(towerTypeId)) return false;
unlockedTypeIds.Add(towerTypeId);
return true;
}
}
}

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@ -71,12 +71,17 @@ namespace TD.Gameplay
"worst-case 90/second (9 players × 10 placements/second).")]
[SerializeField] private int requestsPerFrame = 3;
[Tooltip("Tower definitions available in this match, indexed by TowerTypeId. " +
"Populate this with every TowerDefinition asset the current race roster " +
"contains. Index 0 is reserved; valid IDs start at 1. " +
"(Temporary: will be driven by RaceDefinition once Path E is complete.)")]
[Tooltip("Tower CATALOG for this match, indexed by TowerTypeId. This is the full " +
"pool of towers that can exist (be drafted) this match — NOT what any one " +
"player can build. Per-player buildable sets live in PlayerTowerDeck. " +
"Index 0 is reserved; valid IDs start at 1.")]
[SerializeField] private TowerDefinition[] towerDefinitions = new TowerDefinition[0];
[Tooltip("The starter towers every player begins the match with. Each must also " +
"appear in the catalog above (that's where its TowerTypeId comes from). " +
"Resolved to TypeIds and granted to each PlayerTowerDeck at match start.")]
[SerializeField] private TowerDefinition[] startingDeck = new TowerDefinition[0];
// ----- Internal request queue -------------------------------------
private struct PlacementRequest
@ -188,6 +193,16 @@ namespace TD.Gameplay
return;
}
// Deck membership — the requesting player must have unlocked this tower.
// Authoritative gate: a modded client cannot place a tower it hasn't drafted,
// even though every tower exists in the shared catalog.
var deck = PlayerTowerDeck.GetForClient(req.SenderClientId);
if (deck == null || !deck.Contains(req.TowerTypeId))
{
Reject(req, PlacementRejectionReason.TowerNotInDeck);
return;
}
var loader = LevelLoader.Instance;
if (loader == null || !loader.IsLoaded)
{
@ -652,6 +667,46 @@ namespace TD.Gameplay
}
}
/// <summary>
/// Reverse lookup: returns the TowerTypeId (catalog index) for a given
/// definition asset, or false if it isn't in the catalog. Used to resolve the
/// <see cref="startingDeck"/> assets into the TypeIds a <see cref="PlayerTowerDeck"/>
/// stores.
/// </summary>
public bool TryGetTypeId(TowerDefinition def, out int typeId)
{
typeId = 0;
if (def == null) return false;
for (int i = 1; i < towerDefinitions.Length; i++)
{
if (towerDefinitions[i] == def) { typeId = i; return true; }
}
return false;
}
/// <summary>
/// Resolves the configured <see cref="startingDeck"/> assets to their catalog
/// TypeIds. Logs an error for any starter tower missing from the catalog (it
/// would have no TypeId and couldn't be placed). Called once at match start.
/// </summary>
public List<int> GetStartingDeckTypeIds()
{
var ids = new List<int>();
if (startingDeck == null) return ids;
foreach (var def in startingDeck)
{
if (def == null) continue;
if (TryGetTypeId(def, out int id))
ids.Add(id);
else
Debug.LogError($"[TowerPlacementManager] Starting-deck tower '{def.name}' " +
$"is not in the towerDefinitions catalog. Add it to the catalog " +
$"so it has a TowerTypeId, or it can't be granted/placed.");
}
return ids;
}
private static PlayerSlot ClientIdToPlayerSlot(ulong clientId)
=> PlayerMatchState.SlotForClient(clientId);
@ -707,6 +762,10 @@ namespace TD.Gameplay
/// <summary>The requested tower type ID is not in the server's definition list.</summary>
InvalidTowerType,
/// <summary>The requested tower exists in the catalog but the placing player has
/// not unlocked it in their deck. Draft it first.</summary>
TowerNotInDeck,
/// <summary>An unexpected server-side error occurred (e.g., LevelLoader not loaded,
/// client not mapped to a PlayerSlot). Check server logs.</summary>
ServerError,

View file

@ -72,6 +72,10 @@ namespace TD.Gameplay
"Player must cancel pending jobs or wait for one to complete.")]
public string MessageJobLimitReached = "Builder queue is full.";
[Tooltip("Shown when the player tries to place a tower they haven't unlocked in " +
"their deck yet. Draft it first.")]
public string MessageTowerNotInDeck = "You haven't unlocked that tower yet.";
[Tooltip("Shown for unexpected server-side errors (invalid tower type, etc.). " +
"Should rarely appear in normal play.")]
public string MessageServerError = "Placement failed. Please try again.";
@ -92,6 +96,7 @@ namespace TD.Gameplay
case PlacementRejectionReason.OutOfRange: return MessageOutOfRange;
case PlacementRejectionReason.BlocksPath: return MessageBlocksPath;
case PlacementRejectionReason.JobLimitReached: return MessageJobLimitReached;
case PlacementRejectionReason.TowerNotInDeck: return MessageTowerNotInDeck;
case PlacementRejectionReason.InvalidTowerType:
case PlacementRejectionReason.ServerError:
default: return MessageServerError;

View file

@ -160,6 +160,26 @@ namespace TD.Gameplay
}
}
// Seed each player's tower deck with the starter set. Runs here (after the
// one-frame yield) so the TowerPlacementManager catalog is guaranteed spawned
// and its starting-deck assets resolve to valid TypeIds. Clearing-and-setting
// means Retry / return-to-lobby cycles reset the deck cleanly.
var placement = TowerPlacementManager.Instance;
if (placement != null)
{
var startingTypeIds = placement.GetStartingDeckTypeIds();
foreach (var pms in PlayerMatchState.AllPlayers)
{
var deck = PlayerTowerDeck.GetForClient(pms.OwnerClientId);
if (deck != null) deck.ServerInitialize(startingTypeIds);
}
}
else
{
Debug.LogWarning("[WaveManager] TowerPlacementManager not found at match start. " +
"Player decks were not seeded.");
}
if (ms.Phase == MatchPhase.Playing)
StartNextWave();
}

View file

@ -137,6 +137,8 @@ namespace TD.UI
private bool uiInitialized;
private bool selectionSubscribed; // true once we've successfully hooked SelectionState.OnSelectionChanged
private bool matchStateSubscribed; // true once OnPhaseChanged is hooked
private bool deckSubscribed; // true once we've hooked the local PlayerTowerDeck.OnDeckChanged
private PlayerTowerDeck subscribedDeck; // the deck we hooked, so we can unsubscribe the same instance
private MinimapView minimapView;
private IPanel myPanel; // tracked separately so OnDestroy only clears the static if it still points at us
@ -245,6 +247,26 @@ namespace TD.UI
matchStateSubscribed = true;
}
// Hook the local player's deck so the command grid rebuilds live when a draft
// grant lands while the builder is already selected. The local deck may not
// exist for the first few frames (spawn race) — retried each Update until it does.
private void TrySubscribeDeck()
{
var deck = PlayerTowerDeck.Local;
if (deck == null) return;
deck.OnDeckChanged += HandleDeckChanged;
subscribedDeck = deck;
deckSubscribed = true;
// The deck may have populated before we subscribed — rebuild now so the
// grid reflects the current contents.
PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
}
private void HandleDeckChanged()
{
PopulateGridForSelection(SelectionState.Instance?.SelectedObject);
}
private void InitializeUI()
{
var doc = GetComponent<UIDocument>();
@ -374,6 +396,13 @@ namespace TD.UI
MatchState.Instance.OnPhaseChanged -= HandlePhaseChanged;
matchStateSubscribed = false;
}
if (deckSubscribed && subscribedDeck != null)
{
subscribedDeck.OnDeckChanged -= HandleDeckChanged;
}
deckSubscribed = false;
subscribedDeck = null;
}
private void TrySubscribeSelection()
@ -394,6 +423,9 @@ namespace TD.UI
if (!matchStateSubscribed)
TrySubscribeMatchState();
if (!deckSubscribed)
TrySubscribeDeck();
RefreshGoldDisplay();
RefreshMatchStateDisplays();
UpdateBuildProgressIfShown();
@ -763,14 +795,23 @@ namespace TD.UI
}
else
{
int i = 0;
foreach (var (def, typeId) in placementManager.GetAvailableDefinitions())
// Build buttons come from the LOCAL player's deck — the per-player
// unlocked set — not the global catalog. Each deck entry is a
// TowerTypeId resolved back to its definition via the catalog. The
// last grid slot is reserved for the Buffs button, so towers fill
// slots 0..GRID_MAX-2.
var deck = PlayerTowerDeck.Local;
if (deck != null)
{
if (i >= GRID_MAX) break;
cells[i] = CreateTowerButton(def, typeId, HotkeyLayout[i]);
i++;
int count = Mathf.Min(deck.Count, GRID_MAX - 1);
for (int i = 0; i < count; i++)
{
int typeId = deck.GetTypeIdAt(i);
var def = TowerPlacementManager.GetDefinition(typeId);
if (def != null)
cells[i] = CreateTowerButton(def, typeId, HotkeyLayout[i]);
}
}
}
cells[GRID_MAX - 1] = CreateBuffMenuButton(HotkeyLayout[GRID_MAX - 1]);
}