namespace TD.Core
{
///
/// Identifies which enemy ability a
/// represents. Mirrors
/// — a stable, enum-indexed identifier used by
/// instead of an asset reference.
///
public enum EnemyAbilityKind : byte
{
/// Sentinel for "no ability". Never a real pool entry.
None = 0,
/// Dies into several smaller, faster copies of itself.
SplitOnDeath = 1,
/// Grounded enemies take to the air, ignoring the maze entirely.
Flight = 2,
/// Teleports a short distance further along its path on a timer.
Blink = 3,
/// Grants no kill bounty.
NoBounty = 4,
/// Steals gold from the player whose zone it escaped, on top of the life cost.
GoldTheft = 5,
}
}