// Assets/_Project/Scripts/Combat/TowerCombat.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Gameplay;
using TD.Towers;
namespace TD.Combat
{
///
/// Per-tower combat controller. Handles target acquisition, attack timing,
/// damage application, and projectile spawning.
///
///
/// Authority: All combat logic (targeting, damage, projectile spawn) runs
/// on the server only. Clients receive two signals for visual feedback:
///
/// - — NetworkVariable clients can read to know
/// what the tower is aiming at (drives future rotation/lean visuals).
/// - — one-shot broadcast at each attack, carrying
/// the target world position for muzzle flash, tracer FX, etc.
///
///
/// Component coupling: Reads all stats from
/// on the same GameObject. Does not modify TowerInstance.
///
/// Inspector setup required:
///
/// - Assign to the "Enemy" physics layer.
///
///
[RequireComponent(typeof(TowerInstance))]
public class TowerCombat : NetworkBehaviour
{
[Tooltip("Physics layer(s) that enemies occupy. " +
"OverlapSphere uses this to find targets efficiently without " +
"touching non-enemy colliders.")]
[SerializeField] private LayerMask enemyLayerMask;
// Replicated so all peers know the current aim target.
// Visual consumers (barrel rotation, etc.) subscribe to OnValueChanged.
// Default (NetworkObjectId = 0) = no target.
private readonly NetworkVariable replicatedTarget =
new NetworkVariable(
default,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
// Server-local reference — cleared when the target dies or leaves range.
// Clients should use replicatedTarget.Value instead.
private EnemyHealth currentTarget;
// Attack cooldown decrements each server frame. When ≤ 0 and a target
// is in range, the tower fires and the timer resets to 1 / FireRate.
private float attackCooldown;
// Cached on OnNetworkSpawn — avoids GetComponent every Update.
private TowerInstance towerInstance;
// Shared OverlapSphere result buffer. 32 covers any realistic enemy
// density; size up if profiling reveals overflow.
private static readonly Collider[] s_overlapBuffer = new Collider[32];
// ----- Public API --------------------------------------------------
///
/// Fired locally on ALL peers when the tower acquires a new target.
/// Driven by .OnValueChanged, and also
/// fired in for late-joining clients so visual
/// consumers always initialise from the correct state.
///
public event System.Action OnTargetAcquired;
/// Fired locally on ALL peers when the tower loses its target.
public event System.Action OnTargetLost;
///
/// Fired locally on ALL peers each time the tower attacks.
/// Argument is the world-space position of the primary target at the moment
/// of fire — use it to aim muzzle flash, spawn a tracer, etc.
///
public event System.Action OnFire;
// ----- NGO lifecycle -----------------------------------------------
public override void OnNetworkSpawn()
{
towerInstance = GetComponent();
replicatedTarget.OnValueChanged += HandleReplicatedTargetChanged;
// Late-joining clients receive the NV's current value in the initial
// sync message but won't get an OnValueChanged callback for it.
// Fire OnTargetAcquired here so visual consumers initialise correctly
// regardless of when this client connected.
if (replicatedTarget.Value.TryGet(out _))
OnTargetAcquired?.Invoke(replicatedTarget.Value);
}
public override void OnNetworkDespawn()
{
replicatedTarget.OnValueChanged -= HandleReplicatedTargetChanged;
// Unsubscribe from the current target's death event to prevent
// a dangling delegate on the enemy after this tower despawns.
if (currentTarget != null)
currentTarget.OnDied -= HandleTargetDied;
}
// ----- Server update -----------------------------------------------
private void Update()
{
if (!IsServer) return;
TowerDefinition def = towerInstance?.Definition;
if (def == null || def.Range <= 0f || def.FireRate <= 0f) return;
// Only fire during active gameplay.
var ms = MatchState.Instance;
if (ms == null || ms.Phase != MatchPhase.Playing)
{
if (currentTarget != null) ClearTarget();
return;
}
ValidateTarget(def);
if (currentTarget == null)
AcquireTarget(def);
if (currentTarget != null)
TickAttack(def);
}
// ----- Target management -------------------------------------------
private void ValidateTarget(TowerDefinition def)
{
if (currentTarget == null) return;
bool dead = currentTarget.IsDead;
bool destroyed = (currentTarget as UnityEngine.Object) == null;
bool outOfRange = Vector3.Distance(
transform.position,
currentTarget.transform.position) > def.Range;
if (dead || destroyed || outOfRange)
ClearTarget();
}
private void AcquireTarget(TowerDefinition def)
{
int count = Physics.OverlapSphereNonAlloc(
transform.position, def.Range, s_overlapBuffer, enemyLayerMask);
EnemyHealth best = null;
float bestScore = 0f;
for (int i = 0; i < count; i++)
{
var eh = s_overlapBuffer[i].GetComponent();
if (eh == null || eh.IsDead) continue;
if (def.GroundedOnly && eh.IsFlying) continue;
float score = ScoreTarget(eh, def.TargetPriority);
bool isBetter = best == null
|| (def.TargetPriority == TargetPriority.Strongest
? score > bestScore // higher HP wins
: score < bestScore); // lower score wins for Closest/Weakest
if (isBetter) { best = eh; bestScore = score; }
}
if (best != null)
SetTarget(best);
}
// Returns a scalar used to rank candidates.
// Closest → sqrMagnitude (lower = better).
// Weakest → CurrentHp (lower = better).
// Strongest → CurrentHp (higher = better — caller inverts the comparison).
private float ScoreTarget(EnemyHealth eh, TargetPriority priority)
{
return priority switch
{
TargetPriority.Closest => (transform.position - eh.transform.position).sqrMagnitude,
TargetPriority.Weakest => eh.CurrentHp,
TargetPriority.Strongest => eh.CurrentHp,
_ => 0f,
};
}
private void SetTarget(EnemyHealth eh)
{
currentTarget = eh;
currentTarget.OnDied += HandleTargetDied;
replicatedTarget.Value = new NetworkObjectReference(eh.NetworkObject);
}
private void ClearTarget()
{
if (currentTarget != null)
currentTarget.OnDied -= HandleTargetDied;
currentTarget = null;
replicatedTarget.Value = default;
}
private void HandleTargetDied(EnemyHealth dead)
{
if ((object)dead == (object)currentTarget)
ClearTarget();
}
// ----- Attack tick -------------------------------------------------
private void TickAttack(TowerDefinition def)
{
attackCooldown -= Time.deltaTime;
if (attackCooldown > 0f) return;
attackCooldown = 1f / def.FireRate;
Fire(def);
}
private void Fire(TowerDefinition def)
{
Vector3 targetPos = currentTarget.transform.position;
// Resolve the effective combat profile for this shot: the tower's authored
// stats, overridden by its Paint color (Red = splash, Green = poison DoT,
// Blue = slow). Unpainted towers fire exactly as authored.
PaintColor paint = towerInstance.Paint;
CombatProfile profile = BuildProfile(def, paint);
if (def.ProjectilePrefab == null)
{
// Hitscan — apply damage this frame.
ApplyDamageToTarget(profile, currentTarget, targetPos);
}
else
{
SpawnProjectile(def, profile, paint, currentTarget);
}
FireClientRpc(targetPos);
}
// ----- Paint → combat effect tuning --------------------------------
//
// Paint overrides the tower's effect profile (paint takes precedence over any
// authored effect). Centralized here so the numbers are easy to find and tweak;
// promote to a ScriptableObject if designers need to tune them without a recompile.
private const float PaintSplashRadius = 2.0f; // world units (tiles)
private const float PaintPoisonDpsFraction = 0.5f; // DoT/sec = base Damage × this
private const float PaintPoisonDuration = 3.0f; // seconds
private const float PaintSlowSpeedRetained = 0.5f; // Cold magnitude: 0.5 = half speed
private const float PaintSlowDuration = 2.0f; // seconds
// The firing-relevant stats for a single shot, after applying paint overrides.
// Mirrors the TowerDefinition fields the firing path reads so the rest of the
// code is agnostic to whether a value came from the asset or from paint.
private readonly struct CombatProfile
{
public readonly float Damage;
public readonly DamageType DamageType;
public readonly TargetType TargetType;
public readonly float SplashRadius;
public readonly float SlowFactor;
public readonly float DotDamagePerSecond;
public readonly float EffectDuration;
public readonly float ProjectileSpeed;
public readonly int ChainCount;
public readonly float ChainRange;
public CombatProfile(float damage, DamageType damageType, TargetType targetType,
float splashRadius, float slowFactor, float dotDamagePerSecond,
float effectDuration, float projectileSpeed, int chainCount, float chainRange)
{
Damage = damage;
DamageType = damageType;
TargetType = targetType;
SplashRadius = splashRadius;
SlowFactor = slowFactor;
DotDamagePerSecond = dotDamagePerSecond;
EffectDuration = effectDuration;
ProjectileSpeed = projectileSpeed;
ChainCount = chainCount;
ChainRange = chainRange;
}
}
private static CombatProfile BuildProfile(TowerDefinition def, PaintColor paint)
{
// Start from the tower's authored stats.
float damage = def.Damage;
DamageType damageType = def.DamageType;
TargetType targetType = def.TargetType;
float splash = def.SplashRadius;
float slow = def.SlowFactor;
float dot = def.DotDamagePerSecond;
float duration = def.EffectDuration;
switch (paint)
{
case PaintColor.Red: // area splash
targetType = TargetType.Splash;
splash = PaintSplashRadius;
break;
case PaintColor.Green: // poison damage-over-time
damageType = DamageType.Poison;
dot = def.Damage * PaintPoisonDpsFraction;
duration = PaintPoisonDuration;
break;
case PaintColor.Blue: // chilling slow
damageType = DamageType.Cold;
slow = PaintSlowSpeedRetained;
duration = PaintSlowDuration;
break;
case PaintColor.None:
default:
break; // fire as authored
}
return new CombatProfile(damage, damageType, targetType, splash, slow, dot,
duration, def.ProjectileSpeed, def.ChainCount, def.ChainRange);
}
// ----- Damage application ------------------------------------------
private void ApplyDamageToTarget(in CombatProfile p, EnemyHealth primary, Vector3 primaryPos)
{
PlayerSlot owner = towerInstance.Owner;
switch (p.TargetType)
{
case TargetType.Single:
HitEnemy(p, primary, owner);
break;
case TargetType.Splash:
HitEnemy(p, primary, owner);
ApplySplash(p, primary, primaryPos, owner);
break;
case TargetType.Chain:
ApplyChain(p, primary, owner);
break;
}
}
private void ApplySplash(in CombatProfile p, EnemyHealth primary,
Vector3 origin, PlayerSlot owner)
{
if (p.SplashRadius <= 0f) return;
int count = Physics.OverlapSphereNonAlloc(
origin, p.SplashRadius, s_overlapBuffer, enemyLayerMask);
for (int i = 0; i < count; i++)
{
var eh = s_overlapBuffer[i].GetComponent();
if (eh == null || eh.IsDead || (object)eh == (object)primary) continue;
HitEnemy(p, eh, owner);
}
}
private void ApplyChain(in CombatProfile p, EnemyHealth primary, PlayerSlot owner)
{
var hitPositions = new List { primary.transform.position };
var alreadyHit = new HashSet { primary };
HitEnemy(p, primary, owner);
EnemyHealth current = primary;
for (int jump = 0; jump < p.ChainCount; jump++)
{
EnemyHealth next = null;
float bestSqr = float.MaxValue;
int count = Physics.OverlapSphereNonAlloc(
current.transform.position, p.ChainRange, s_overlapBuffer, enemyLayerMask);
for (int i = 0; i < count; i++)
{
var eh = s_overlapBuffer[i].GetComponent();
if (eh == null || eh.IsDead || alreadyHit.Contains(eh)) continue;
float sqr = (current.transform.position - eh.transform.position).sqrMagnitude;
if (sqr < bestSqr) { next = eh; bestSqr = sqr; }
}
if (next == null) break;
alreadyHit.Add(next);
hitPositions.Add(next.transform.position);
HitEnemy(p, next, owner);
current = next;
}
ChainFiredClientRpc(hitPositions.ToArray());
}
private void HitEnemy(in CombatProfile p, EnemyHealth target, PlayerSlot owner)
{
target.TakeDamage(p.Damage, p.DamageType, owner);
ApplyStatusEffect(p, target, owner);
}
private void ApplyStatusEffect(in CombatProfile p, EnemyHealth target, PlayerSlot owner)
{
if (p.EffectDuration <= 0f) return;
float magnitude = p.DamageType switch
{
DamageType.Cold => p.SlowFactor,
DamageType.Fire => p.DotDamagePerSecond,
DamageType.Poison => p.DotDamagePerSecond,
_ => 0f,
};
if (magnitude <= 0f) return;
target.GetComponent()
?.ApplyEffect(p.DamageType, magnitude, p.EffectDuration, owner);
}
// ----- Projectile spawning -----------------------------------------
private void SpawnProjectile(TowerDefinition def, in CombatProfile p,
PaintColor tint, EnemyHealth target)
{
var go = Instantiate(def.ProjectilePrefab, transform.position, Quaternion.identity);
var proj = go.GetComponent();
if (proj == null)
{
Debug.LogError($"[TowerCombat] ProjectilePrefab '{def.ProjectilePrefab.name}' " +
$"has no Projectile component. The prefab must have Projectile, " +
$"NetworkObject, and NetworkTransform at its root.");
Destroy(go);
return;
}
proj.InitializeServer(
target,
p.Damage,
p.DamageType,
p.TargetType,
p.SplashRadius,
p.SlowFactor,
p.DotDamagePerSecond,
p.EffectDuration,
p.ProjectileSpeed,
enemyLayerMask,
towerInstance.Owner,
tint);
go.GetComponent().Spawn();
}
// ----- ClientRpcs --------------------------------------------------
[ClientRpc]
private void FireClientRpc(Vector3 targetPos)
{
// Visual consumers subscribe to OnFire for muzzle flash, tracers, etc.
OnFire?.Invoke(targetPos);
}
[ClientRpc]
private void ChainFiredClientRpc(Vector3[] hitPositions)
{
// STUB: lightning-arc visual between hitPositions goes here.
// A future visual component will subscribe to an OnChainFired event
// and draw a line renderer through these world positions.
}
// ----- NV callback (fires on all peers) ----------------------------
private void HandleReplicatedTargetChanged(
NetworkObjectReference prev, NetworkObjectReference next)
{
bool hadTarget = prev.TryGet(out _);
bool hasTarget = next.TryGet(out _);
if (hasTarget)
OnTargetAcquired?.Invoke(next);
else if (hadTarget)
OnTargetLost?.Invoke();
}
}
}