// Assets/_Project/Scripts/Gameplay/EnemyHealth.cs
using Unity.Netcode;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay
{
///
/// Per-enemy HP component. Single point through which all damage flows so
/// resistance lookups (Phase 1.5+) and kill attribution remain in one place.
///
///
/// Initialization: Call on the server
/// immediately after Instantiate and before NetworkObject.Spawn(),
/// following the same pattern as TowerInstance.InitializeServer.
///
/// Kill attribution: tracks the
/// of the tower that most recently dealt direct damage.
/// DoT ticks from EnemyStatus also carry an owner so the credit
/// follows the source tower, not the DoT applicator.
///
/// Death flow (server-only): clamps HP to 0,
/// fires , then calls NetworkObject.Despawn.
/// Subscribers must not touch the NetworkObject after returns.
///
[RequireComponent(typeof(NetworkObject))]
public class EnemyHealth : NetworkBehaviour
{
// ----- Pre-spawn init (server-local) ----------------------------------
private float pendingMaxHp = 100f;
private int pendingGoldReward;
private int pendingLivesCost = 1;
private bool pendingIsFlying;
private bool hasPendingInit;
// ----- Server-local runtime state -------------------------------------
/// Gold awarded to the killing player when this enemy dies.
public int GoldReward { get; private set; }
/// Lives deducted from the shared pool when this enemy reaches the goal.
public int LivesCost { get; private set; } = 1;
///
/// The of the tower that last dealt direct damage.
/// Used by WaveManager to award kill gold to the correct player.
/// Updated on every call, including DoT ticks whose
/// source owner is tracked on .
///
public PlayerSlot LastHitOwner { get; private set; } = PlayerSlot.None;
// ----- Networked state ------------------------------------------------
private readonly NetworkVariable hp = new NetworkVariable(
0f,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
private readonly NetworkVariable isFlying = new NetworkVariable(
false,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
// ----- Public state ---------------------------------------------------
public float CurrentHp => hp.Value;
public float MaxHp { get; private set; } = 100f;
public bool IsDead => hp.Value <= 0f;
///
/// True if this enemy flies over tower footprints.
/// Replicated so client visuals can adjust altitude.
/// Grounded towers with GroundedOnly=true will not target flying enemies.
///
public bool IsFlying => isFlying.Value;
// ----- Events ---------------------------------------------------------
///
/// Fired on the server immediately before the enemy NetworkObject is despawned.
/// WaveManager subscribes to credit kill gold and decrement wave count.
/// Do not access the NetworkObject after this event returns.
///
public event System.Action OnDied;
// ----- Server-only pre-spawn init -------------------------------------
///
/// Called by WaveManager on the server after Instantiate
/// and before NetworkObject.Spawn(). Mirrors the
/// TowerInstance.InitializeServer pattern.
///
public void InitializeServer(float maxHp, int goldReward, int livesCost, bool flying)
{
pendingMaxHp = maxHp;
pendingGoldReward = goldReward;
pendingLivesCost = livesCost;
pendingIsFlying = flying;
hasPendingInit = true;
// Cache locally on the server immediately — clients resolve via NV.
MaxHp = maxHp;
GoldReward = goldReward;
LivesCost = livesCost;
}
// ----- NGO lifecycle --------------------------------------------------
public override void OnNetworkSpawn()
{
if (IsServer && hasPendingInit)
{
hp.Value = pendingMaxHp;
isFlying.Value = pendingIsFlying;
hasPendingInit = false;
}
// Non-server clients resolve MaxHp from the replicated hp initial value.
if (!IsServer)
MaxHp = hp.Value;
}
// ----- Server API -----------------------------------------------------
///
/// Applies damage to this enemy. Server-only; silently no-ops on clients.
/// is accepted for future resistance lookups (Phase 1.5+).
/// identifies the tower owner for kill attribution.
///
public void TakeDamage(float damage, DamageType type, PlayerSlot attackerSlot)
{
if (!IsServer) return;
if (IsDead) return;
// STUB — resistance table slot:
// float modified = ResistanceTable.Apply(damage, type, this);
float modified = damage;
LastHitOwner = attackerSlot;
hp.Value = Mathf.Max(0f, hp.Value - modified);
if (hp.Value <= 0f)
HandleDeath();
}
// ----- Private --------------------------------------------------------
private void HandleDeath()
{
OnDied?.Invoke(this);
NetworkObject.Despawn();
}
}
}