// Assets/_Project/Scripts/Gameplay/Draft/PlayerDraft.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace TD.Gameplay.Draft
{
///
/// Per-player draft state — the set of s currently offered to
/// one player. Lives on the Player prefab alongside ,
/// , etc.
///
///
/// Offered set. holds the DraftOptionIds
/// the player is choosing between (typically 3). Empty means no active draft. The
/// owning client renders cards from these ids; the server reads them to validate a pick.
///
/// Authority. The server offers (), resolves
/// ( / ), and applies the
/// chosen option. The owning client only sends intent via
/// .
///
/// The paid reroll is disabled for the 2.0 MVP — see the commented-out block at
/// the bottom of this file for why it was kept rather than removed.
///
/// Generation lives in ; this component is just
/// the replicated state + the pick/buy entry points.
///
public class PlayerDraft : NetworkBehaviour
{
// ----- Static registry (mirrors PlayerGoldManager / PlayerTowerDeck) -----
private static readonly Dictionary s_byClientId
= new Dictionary();
public static PlayerDraft GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var draft);
return draft;
}
public static PlayerDraft Local
{
get
{
var nm = NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return null;
return GetForClient(nm.LocalClientId);
}
}
// ----- Networked state --------------------------------------------
// The DraftOptionIds currently offered to this player. Empty = no active draft.
private NetworkList currentOptionIds;
/// Fired on every peer when the offered set changes (offered, picked,
/// cleared). The HUD subscribes to show/hide/rebuild the draft overlay.
public event System.Action OnDraftChanged;
private void Awake()
{
currentOptionIds = new NetworkList();
}
public override void OnNetworkSpawn()
{
s_byClientId[OwnerClientId] = this;
currentOptionIds.OnListChanged += HandleListChanged;
}
public override void OnNetworkDespawn()
{
currentOptionIds.OnListChanged -= HandleListChanged;
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
s_byClientId.Remove(OwnerClientId);
}
private void HandleListChanged(NetworkListEvent _) => OnDraftChanged?.Invoke();
// ----- Read API ---------------------------------------------------
/// True if the player currently has options to choose from.
public bool HasActiveDraft => currentOptionIds.Count > 0;
public int OptionCount => currentOptionIds.Count;
public int GetOptionId(int index) => currentOptionIds[index];
private bool IsOffered(int optionId)
{
for (int i = 0; i < currentOptionIds.Count; i++)
if (currentOptionIds[i] == optionId) return true;
return false;
}
// ----- Server: offer / resolve ------------------------------------
/// Server-only: replace the offered set with .
public void ServerOffer(IReadOnlyList ids)
{
if (!IsServer) return;
currentOptionIds.Clear();
if (ids == null) return;
for (int i = 0; i < ids.Count; i++)
currentOptionIds.Add(ids[i]);
}
///
/// Server-only: apply one of the currently-offered options by id, then clear the
/// draft. No-op (returns false) if the id wasn't offered or the option fails to apply.
///
private bool ServerResolve(int optionId)
{
if (!IsServer) return false;
if (!IsOffered(optionId)) return false;
var option = DraftPool.Instance != null ? DraftPool.Instance.Get(optionId) : null;
bool applied = option != null && option.ServerApply(OwnerClientId);
if (!applied)
Debug.LogWarning($"[PlayerDraft] Option {optionId} could not be applied for " +
$"client {OwnerClientId}.");
currentOptionIds.Clear();
return applied;
}
///
/// Server-only: if the player still has an unpicked draft, auto-resolve it by
/// applying the first offered option. Called at prep end so a free reward is never
/// wasted by an idle player.
///
public void ServerAutoResolve()
{
if (!IsServer) return;
if (currentOptionIds.Count == 0) return;
ServerResolve(currentOptionIds[0]);
}
// ----- Owner → server RPCs ----------------------------------------
/// Owning client: pick one of the offered options by id.
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void RequestPickRpc(int optionId)
{
ServerResolve(optionId);
}
// ----- Extra-draft shop (DISABLED for the 2.0 MVP) --------------------
//
// Kept rather than deleted: the shop is expected back, but as a SHARED gold sink — the
// whole lobby pools money toward one collective extra draft for everyone — rather than
// the per-player reroll implemented here. When it returns, this method is the wrong shape
// (per-player deduction, per-player offer) but the surrounding plumbing is right, so it
// stays as the reference for what to rebuild against.
//
// Re-enabling this alone would also break the inter-wave barrier: DraftService.
// AllPlayersPicked ends the draft stage the moment everyone has resolved, so a player
// buying a roll after that point would be offered cards the sequence has already moved
// past.
//
// ///
// /// Owning client: buy a fresh roll of options for gold. Rejected if the player can't
// /// afford it or already has an unresolved draft (resolve the current one first so a
// /// free pick is never silently overwritten).
// ///
// [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
// public void RequestBuyRerollRpc()
// {
// if (HasActiveDraft) return; // resolve the pending draft before buying another
//
// var service = DraftService.Instance;
// if (service == null) return;
//
// var gold = PlayerGoldManager.GetForClient(OwnerClientId);
// int cost = service.RerollCost;
// if (gold == null || gold.CurrentGold < cost) return;
//
// gold.DeductGold(cost);
// service.ServerOfferTo(OwnerClientId);
// }
}
}