// Assets/_Project/Scripts/Gameplay/BuilderUpgradeManager.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Gameplay.BuilderEffects;
namespace TD.Gameplay
{
///
/// Per-player set of granted builder effects. Lives on the Player prefab alongside
/// and .
///
///
/// List of granted kinds. A builder effect carries no per-grant state (no
/// level, no enable/disable toggle) — it's either granted or it isn't — so the granted set
/// is a of values. Stored as
/// byte because NetworkList<T> requires T : IEquatable<T>
/// and plain enums don't implement that (see for the
/// same constraint on a struct); byte already does, for free.
///
/// Granted via draft.
/// calls when a player picks it. Effects are otherwise
/// permanent for the match — the only way one leaves the granted set is
/// swapping it for its upgraded replacement.
///
/// Query, don't snapshot. Consumers (e.g. awarding
/// kill gold) query this manager live at the point of use rather than towers caching their
/// own copy — every tower a player owns benefits immediately, including ones built before
/// the effect was granted.
///
/// Generic accessor, not one method per effect.
/// is the only way to read an effect's tunable data.
/// This keeps the API surface fixed as the effect roster grows — a new effect kind adds a
/// call site where it's consumed (e.g. a new line in WaveManager), not a new method
/// here.
///
public class BuilderUpgradeManager : NetworkBehaviour
{
// ----- Static registry (mirrors PlayerGoldManager / PlayerTowerDeck) -----
private static readonly Dictionary s_byClientId
= new Dictionary();
/// Returns the manager owned by the given client, or null.
public static BuilderUpgradeManager GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var mgr);
return mgr;
}
/// Convenience: the local client's own manager.
public static BuilderUpgradeManager Local
{
get
{
var nm = NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return null;
return GetForClient(nm.LocalClientId);
}
}
// ----- Networked state --------------------------------------------
// Granted effect kinds, stored as byte (see class remarks for why not the enum
// directly). readPerm Everyone (consistent with the other per-player managers);
// writePerm Server — both are NetworkList's defaults.
private readonly NetworkList grantedKinds = new NetworkList();
/// Fired on every peer when a new effect is granted.
public event System.Action OnUpgradesChanged;
// ----- NGO lifecycle ------------------------------------------------
public override void OnNetworkSpawn()
{
s_byClientId[OwnerClientId] = this;
grantedKinds.OnListChanged += HandleGrantedKindsChanged;
}
public override void OnNetworkDespawn()
{
grantedKinds.OnListChanged -= HandleGrantedKindsChanged;
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
s_byClientId.Remove(OwnerClientId);
}
private void HandleGrantedKindsChanged(NetworkListEvent change) => OnUpgradesChanged?.Invoke();
// ----- Read API -----------------------------------------------------
/// True if this player has been granted the given effect.
public bool PlayerHasEffect(BuilderEffectKind kind) => grantedKinds.Contains((byte)kind);
///
/// Returns this player's for
/// as , or null if the player doesn't have it (or the pool has no
/// asset for it). Callers extract whatever field they need — see the "generic accessor"
/// note above for why this isn't a per-effect method.
///
public T GetEffectDefinition(BuilderEffectKind kind) where T : BuilderEffectDefinition
=> PlayerHasEffect(kind) ? BuilderEffectPool.Instance?.Get(kind) as T : null;
// ----- Server mutation -----------------------------------------------
///
/// Server-only: grants the given effect (a draft pick). No-op if already granted.
/// Returns true if it was actually granted.
///
public bool ServerGrantEffect(BuilderEffectKind kind)
{
if (!IsServer) return false;
byte value = (byte)kind;
if (grantedKinds.Contains(value)) return false;
grantedKinds.Add(value);
return true;
}
///
/// Server-only: replaces a previously granted effect with a different one (an upgrade
/// pick). No-op if the old effect isn't currently granted or the new one already is.
/// Returns true if the swap happened.
///
public bool ServerUpgradeEffect(BuilderEffectKind oldKind, BuilderEffectKind newKind)
{
if (!IsServer) return false;
byte newValue = (byte)newKind;
if (grantedKinds.Contains(newValue)) return false;
byte oldValue = (byte)oldKind;
if (!grantedKinds.Remove(oldValue)) return false;
grantedKinds.Add(newValue);
return true;
}
}
}