// Assets/_Project/Scripts/Gameplay/Draft/TowerUpgradeDraftOption.cs
using UnityEngine;
using TD.Towers;
namespace TD.Gameplay.Draft
{
///
/// Draft choice — "unlock an upgrade". Adds to the player's
/// set, letting them spend gold converting a placed
/// into it. The base tower stays buildable.
///
///
/// Unlock, not swap. This option used to replace the base tower in the player's
/// deck, which made the draft pick itself the whole upgrade — free, instant, and retroactive to
/// every tower built afterward. The 2.0 model splits it: the draft grants access, gold
/// grants the tower. So the deck is untouched here and already-placed towers are
/// upgraded one at a time, each paid for.
///
/// Prerequisites fall out of the tree. An upgrade is offerable only once its
/// parent is reachable — either the parent is a base tower in the player's deck, or it's an
/// upgrade node they've already unlocked. That single rule is what gates deep nodes behind
/// shallow ones without any explicit prerequisite list: authoring the tree in
/// is enough.
///
[CreateAssetMenu(fileName = "TowerUpgradeOption", menuName = "TD/Draft/Tower Upgrade Option")]
public class TowerUpgradeDraftOption : DraftOption
{
[Header("Payload")]
[Tooltip("The tower this upgrade branches from — the tree node that must already be " +
"reachable (in the player's deck, or itself an unlocked upgrade) for this " +
"option to be offered.")]
public TowerDefinition BaseTower;
[Tooltip("The tower this option unlocks as an upgrade target. Must be in the " +
"TowerPlacementManager catalog (that's where its TowerTypeId comes from) and " +
"should be listed in BaseTower's UpgradePaths so the conversion is legal.")]
public TowerDefinition UpgradedTower;
public override bool IsValidFor(ulong clientId)
{
var deck = PlayerTowerDeck.GetForClient(clientId);
var upgrades = PlayerTowerUpgrades.GetForClient(clientId);
var pm = TowerPlacementManager.Instance;
if (deck == null || upgrades == null || pm == null) return false;
if (BaseTower == null || UpgradedTower == null) return false;
if (!pm.TryGetTypeId(BaseTower, out int baseTypeId)) return false;
if (!pm.TryGetTypeId(UpgradedTower, out int upgradedTypeId)) return false;
// Already unlocked — offering it again would waste the pick.
if (upgrades.Contains(upgradedTypeId)) return false;
// The parent must be reachable: a base tower they can build, or an upgrade they've
// already taken. This is the whole prerequisite mechanism.
return deck.Contains(baseTypeId) || upgrades.Contains(baseTypeId);
}
public override bool ServerApply(ulong clientId)
{
var upgrades = PlayerTowerUpgrades.GetForClient(clientId);
var pm = TowerPlacementManager.Instance;
if (upgrades == null || pm == null || UpgradedTower == null) return false;
if (!pm.TryGetTypeId(UpgradedTower, out int upgradedTypeId))
{
Debug.LogError($"[TowerUpgradeDraftOption] '{UpgradedTower.name}' is not in the " +
$"tower catalog; cannot apply. Add it to " +
$"TowerPlacementManager.towerDefinitions.");
return false;
}
return upgrades.ServerUnlock(upgradedTypeId);
}
/// Inherits the upgraded tower's icon unless this option assigns an override.
public override Sprite ResolveIcon()
=> Icon != null ? Icon : (UpgradedTower != null ? UpgradedTower.Icon : null);
}
}