// Assets/_Project/Scripts/Gameplay/EnemyUpgrades/EnemyUpgradeGroup.cs
using System;
using System.Collections.Generic;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyUpgrades
{
///
/// One weighted candidate inside an .
///
///
/// Weight is relative and normalized at draw time — see .
/// Kept on the entry rather than on the option asset for the same reason wave weights are:
/// a card can be a staple of one phase's pool and a rarity in another's.
///
[Serializable]
public class EnemyUpgradePoolEntry
{
[Tooltip("The enemy-buff card that may be offered from this group.")]
public EnemyUpgradeOption Option;
[Tooltip("Relative draw weight within the pool this group contributes to. Entries at " +
"equal weight are equally likely; 0.5 is half as likely as 1.0.")]
[PoolWeight("buff")]
public float Weight = 1f;
}
///
/// A named, reusable bag of enemy-buff cards. Groups are the unit designers move between
/// phases: dragging a group into Phase 2's list makes every card in it votable from phase 2
/// onward, without touching the cards themselves.
///
///
/// Buffs are gated by phase, not by cycle — every card a phase allows is votable from
/// its very first wave. Gating by cycle was considered and rejected: the whole point of the
/// cyclical structure is that players choose how hard to make their own next lap, and holding
/// the interesting cards back until cycle 3 would flatten that decision into a formality.
///
[CreateAssetMenu(fileName = "EnemyUpgradeGroup",
menuName = "TD/Enemy Upgrades/Upgrade Group", order = 21)]
public class EnemyUpgradeGroup : ScriptableObject
{
[Tooltip("Designer-facing name, shown in validation messages. Falls back to the asset name.")]
public string DisplayName;
[Tooltip("Cards in this group, each with a relative draw weight.")]
public EnemyUpgradePoolEntry[] Options;
/// Name used in validation and log messages. Falls back to the asset name.
public string Label => string.IsNullOrWhiteSpace(DisplayName) ? name : DisplayName;
///
/// Appends every non-null, non-zero-weight entry across into
/// . Zero-weight entries are filtered here so "weight 0 means it
/// can never appear" lives in exactly one place.
///
public static void CollectCandidates(EnemyUpgradeGroup[] groups, List into)
{
into.Clear();
if (groups == null) return;
foreach (var group in groups)
{
if (group?.Options == null) continue;
foreach (var entry in group.Options)
{
if (entry?.Option == null) continue;
if (entry.Weight <= 0f) continue;
into.Add(entry);
}
}
}
}
}