// Assets/_Project/Scripts/Gameplay/EnemyAbilities/NoBountyAbilityDefinition.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyAbilities
{
///
/// Killing these enemies pays little or nothing. The wave gets no harder to survive — it gets
/// harder to profit from.
///
///
/// Attacks the economy, not the maze. Every other card makes a wave more dangerous;
/// this one makes clearing it worthless, which compounds instead across cycles — a wave that
/// pays nothing on cycle 1 also pays nothing on cycles 2 and 3, so the players who voted it in
/// are choosing to be poorer for the rest of the phase. That slow squeeze is the point, and
/// it's why the card reads as mild and isn't.
///
/// Wave-completion and no-leak bonuses are untouched — those are paid per player by
/// WaveManager, not per kill, so a wave carrying this still rewards clearing it.
///
[CreateAssetMenu(fileName = "NoBountyAbility", menuName = "TD/Enemy Abilities/No Bounty")]
public class NoBountyAbilityDefinition : EnemyAbilityDefinition
{
public override EnemyAbilityKind Kind => EnemyAbilityKind.NoBounty;
[Header("Bounty")]
[Tooltip("Fraction of the normal kill bounty these enemies still pay. 0 = nothing at all.")]
[Range(0f, 1f)]
public float BountyMultiplier = 0f;
public override int ServerModifyKillReward(EnemyAbility instance, int reward)
=> Mathf.FloorToInt(reward * BountyMultiplier);
}
}