using UnityEngine;
using TD.Core;
namespace TD.Towers
{
///
/// Data definition for a single tower type. One asset per tower type; shared across all
/// instances of that tower in a match. Consumed by tower placement, construction, and
/// (eventually) combat systems.
///
///
/// TowerDefinitions are authored as ScriptableObject assets and referenced by
/// (tower roster) and (which
/// definition this placed tower corresponds to). Clients load the full asset locally
/// from the project's ScriptableObject pool; only the asset reference (not the full data)
/// is replicated over the network.
///
/// Fields marked STUBBED are defined here to lock in the data shape but are not yet
/// consumed by any runtime system. They will be wired in during the sessions noted.
///
[CreateAssetMenu(fileName = "TowerDefinition", menuName = "TD/Tower Definition", order = 2)]
public class TowerDefinition : ScriptableObject
{
// -------------------------------------------------------------------
// Identity
// -------------------------------------------------------------------
[Header("Identity")]
[Tooltip("Human-readable name shown in the HUD tower grid and context panel.")]
public string DisplayName;
[Tooltip("Short description shown in the HUD context panel when this tower is selected.")]
[TextArea(2, 4)]
public string Description;
// -------------------------------------------------------------------
// Placement
// -------------------------------------------------------------------
[Header("Placement")]
[Tooltip("Footprint size in tiles. Default 2×2. The anchor tile is the south-west corner " +
"of the footprint (minimum x, minimum y). Every tile in the footprint must be " +
"Buildable and owned by the placing player for placement to succeed.")]
public Vector2Int FootprintSize = new Vector2Int(2, 2);
[Tooltip("Gold cost to place this tower. Deducted from the placing player's pool on " +
"successful server-side placement validation.")]
public int GoldCost;
// -------------------------------------------------------------------
// Construction
// -------------------------------------------------------------------
[Header("Construction")]
[Tooltip("STUBBED — not consumed until Path D (Builder system). " +
"Time in seconds from construction start to tower becoming active. " +
"A Builder must be within build range for construction to proceed. " +
"Set to 0 for instant construction (placeholder behaviour during Path B testing).")]
public float BuildTime = 0f;
// -------------------------------------------------------------------
// Visuals
// -------------------------------------------------------------------
[Header("Visuals")]
[Tooltip("Prefab instantiated in the world when this tower is placed. Must have a " +
"TowerInstance component at its root. During Path B this is a colored cube; " +
"replace with a real mesh when art is available.")]
public GameObject TowerPrefab;
// -------------------------------------------------------------------
// Combat
// -------------------------------------------------------------------
[Header("Combat — Targeting")]
[Tooltip("How the tower's damage is typed. Determines lingering effects and enemy " +
"resistance/weakness interactions.")]
public DamageType DamageType;
[Tooltip("Which enemy in range the tower prioritizes.")]
public TargetPriority TargetPriority;
[Tooltip("How damage is distributed: Single (one enemy), Splash (primary + radius), " +
"Chain (primary then N nearest neighbours).")]
public TargetType TargetType;
[Tooltip("When true, this tower can only target grounded enemies. " +
"Default false = targets both grounded and flying units.")]
public bool GroundedOnly;
[Header("Combat — Attack")]
[Tooltip("Damage dealt per hit to the primary target, before resistances.")]
public float Damage;
[Tooltip("Attack range in world units. Enemies within this radius are targetable. " +
"Displayed as a translucent decal circle when the tower is selected.")]
public float Range;
[Tooltip("Attacks per second.")]
public float FireRate;
[Header("Combat — Area")]
[Tooltip("Radius of splash damage around the primary impact point. " +
"Only used when TargetType = Splash.")]
public float SplashRadius;
[Tooltip("Number of additional enemies damage chains to after the primary target. " +
"Only used when TargetType = Chain.")]
public int ChainCount;
[Tooltip("Maximum world-unit distance each chain jump can travel. " +
"Only used when TargetType = Chain.")]
public float ChainRange;
[Header("Combat — Effects")]
[Tooltip("For Cold towers: fraction of movement speed retained on hit. " +
"1.0 = no slow, 0.5 = half speed. Ignored for other damage types.")]
[Range(0f, 1f)]
public float SlowFactor = 1f;
[Tooltip("For Fire / Poison towers: damage per second applied as a damage-over-time tick. " +
"Ignored for other damage types.")]
public float DotDamagePerSecond;
[Tooltip("Duration in seconds that any lingering effect (slow, burn, poison) persists " +
"after the hit. 0 = no lingering effect.")]
public float EffectDuration;
[Header("Combat — Projectile")]
[Tooltip("Prefab fired at targets. Must have a Projectile component, NetworkObject, " +
"and NetworkTransform at its root. Null = hitscan (instant hit, no travel).")]
public GameObject ProjectilePrefab;
[Tooltip("World-units per second the projectile travels. Ignored when ProjectilePrefab is null.")]
public float ProjectileSpeed = 10f;
// -------------------------------------------------------------------
// Upgrades
// -------------------------------------------------------------------
[Header("Upgrades")]
[Tooltip("Tower definitions this tower can upgrade into. Leave empty for no upgrades. " +
"Multiple entries create branching paths — the player chooses one.")]
public TowerDefinition[] UpgradePaths;
}
}