# Unity Tower Defense — Project Context ## Purpose A snapshot of **where the project is and how it works** — the authoritative reference for current architecture, implemented systems, conventions, and known debt. It pairs with [`Project_Roadmap.md`](Project_Roadmap.md), which is the forward-looking plan. When the two disagree, this document describes *what exists today*; the roadmap describes *what's planned next*. Last substantial update: 2026-07-14. --- ## Game overview A **co-op tower-defense / roguelike hybrid** for up to **3 players** (reduced from 9 in the 2.0 design as a scope cut — see `TD.Core.MatchRules.MaxPlayers`; the `PlayerSlot` enum still runs to 9 so baked `LevelData` owner grids stay valid). - **Maze defense (Wintermaul-style):** players build towers to force enemies along a longer path through their own zone. Lives are a **shared pool**; gold is **per-player**. - **Cyclical run structure (2.0):** 5 waves = a **cycle**, 3 cycles = a **phase**, each phase ends in a **boss**, 3 phases wins the run. A phase draws 5 waves with **distinct enemy types** and replays them every cycle. Beating the last phase's boss is Victory. - **Roguelike layer (core):** every player starts with the same three towers and grows a personal deck through a **3-option draft**. After each wave the sequence is: personal draft → shared **enemy-buff vote** (open ballots, visible per-player) → build countdown. The vote permanently buffs the wave just cleared, so it comes back harder next cycle; buffs are wiped when a new phase draws fresh waves. See [`Project_Roadmap.md`](Project_Roadmap.md) for the full design. - **Target platform:** Steam (Windows / Linux / Steam Deck). - **Visual direction (aspirational):** "painted tabletop miniature" look with Spider-Verse-style stepped (on-2s) enemy animation. Current visuals are **placeholder** (primitive meshes / cones, sourced creature models). ## Engine & tech Unity **6.4 (6000.4.4f1)**, URP, IL2CPP, .NET Standard 2.1, Linear color space, new Input System, Force Text serialization. Netcode: **Netcode for GameObjects (NGO) 2.x**. ## Repository & collaboration - Self-hosted **Forgejo**: `https://git.marlboro-bc.duckdns.org/yeahweregames/UnityTowerDefense` (git remote **`origin`**). A legacy GitHub mirror exists as remote **`github`**. - **Multiple contributors** work in parallel on feature branches merged to `main` via PRs. Expect `main` to move between sessions; rebase/branch off the latest. - **IP guardrail:** the prototype uses Games-Workshop-adjacent placeholder content (race names, sourced models). The repo stays **private**, no public builds/demos, until that content is replaced. Maintain a plain-text asset manifest of IP-derived assets to swap before any public release. --- ## Architecture & conventions - **Server-authoritative gameplay; local-only UI/visual state.** Only gameplay-meaningful state is networked. Selection, placement ghosts, animation, and the paint cursor are client-local. - **Data-driven via ScriptableObjects:** `TowerDefinition`, `EnemyDefinition`, `WaveDefinition`, `RaceDefinition`, `GoldConfig`, `DraftOption` (+ subclasses), `EnemyAbilityDefinition` (+ subclasses), `EnemyUpgradeOption` (+ subclasses), and the run structure — `WaveGroup` → `PhaseDefinition` → `RunDefinition`, plus `EnemyUpgradeGroup`. Designers tune stats in assets, not code. - **Pools are authored as draggable groups.** Wave and enemy-buff pools are lists of *group* assets, so rebalancing a phase means dragging a group between phases rather than re-authoring entries. Draw weights are **relative** 0–1 values on each entry (`[PoolWeight]`), normalized at draw time; a zero weight means "never drawn" and the inspector warns inline. - **Per-player state pattern:** `NetworkBehaviour`s on the **Player prefab** with a static `GetForClient(clientId)` / `Local` registry. Current set: `PlayerGoldManager`, `PlayerMatchState`, `PlayerTowerDeck`, `PlayerTowerUpgrades`, `PlayerDraft`, `PlayerSpellLoadout`, `BuilderUpgradeManager`. - **Networked identifiers are catalog indices.** `TowerTypeId` indexes `TowerPlacementManager.towerDefinitions[]`; `DraftOptionId` indexes `DraftPool`; `EnemyUpgradeOptionId` indexes `EnemyUpgradePool`; wave ids index a flat list `RunDefinition` builds by walking its phases/groups/entries in declaration order (identical on every peer). Stable **within a match**, not across sessions. - **Run progression lives in `RunState`, not `WaveManager`.** `RunState` owns phase/cycle position, the drawn wave slots, and the per-slot enemy-buff sets; `WaveManager` only runs the encounter it is pointed at and calls `ServerAdvance()` when the field clears. - **Namespaces:** `TD.Core` (enums, palettes, grid math, match rules), `TD.Gameplay` (builder, placement, match/pathfinding state, economy, enemies, deck), `TD.Gameplay.Waves` (run structure + progression), `TD.Gameplay.Draft` (per-player draft), `TD.Gameplay.EnemyAbilities` (what buffed enemies *do*), `TD.Gameplay.EnemyUpgrades` (the vote + its cards), `TD.Combat` (TowerCombat/Projectile), `TD.Levels` (in-engine authoring + bake), `TD.UI`, `TD.Net`. - **Scenes:** `MainMenu` → `Lobby` → a Match level (`9Player`, `Main`). `9Player` is **legacy** at 3-player scope — a new 3-player map is pending. ### Engineering principles (carried across sessions) - **Debug to root cause.** No defensive workarounds or per-frame state-correcting hacks — find and fix the actual cause. - **Restate design intent before coding.** Confirmed valuable repeatedly; prevents rework. - **Server owns gameplay; clients render.** Authoritative state on the server, visualization derived locally on each peer. --- ## Implemented systems ### Match foundation - `MatchState` (NetworkBehaviour scene singleton): phase (`Lobby`/`CountDown`/`Playing`/`Victory`/`Defeat`), current wave, shared lives. `PlayerMatchState` (per-player): slot allocation, race selection, ready state. Authoritative client-id → `PlayerSlot` mapping. ### Combat & towers - `TowerCombat` (server targeting loop; `OnTargetAcquired`/`OnTargetLost`/`OnFire`/`OnAreaFired` events), `Projectile`, hitscan + projectile paths, target types **Single/Splash/Chain/AllInRange**, damage types incl. **Electric**, range indicator. **Air-targeting** done (`GroundedOnly` skips flyers). Range checks are **3D**. - `TowerPlacementManager` (server-validated placement queue) — `SpawnTower` now **seats towers flush on the ground from their mesh bounds** (`SeatOnGround`), so any pivot works (replaced the old hard-coded y=0.5). `Builder` build queue with staged construction/pause/cancel/refund, RTS selection, owner tinting. - **Construction-phase build visuals:** `BuildSiteVisual` swaps between an ordered set of phase prefabs as a tower builds — `ConstructionPhaseSet` SO + optional per-tower `TowerDefinition.ConstructionPhases`, with a project-default set and a legacy cube Y-scale fallback. `BuildSiteVisual` resolves its def via `TowerTypeId` (catalog), like `TowerInstance`. - **Tesla Coil tower:** Electric, `AllInRange` (zaps every enemy in range each 0.5s tick). `TeslaArcVisual` draws arced, crackling, HDR `LineRenderer` bolts that flicker, plus **real point lights** (emitter flash + per-impact lights at struck enemies, capped) so the electricity actually illuminates the scene — emission/bloom alone don't cast light. - **Tower Sell** (branch `tower-sell`, verified in-engine 2026-07-14): selecting an owned, completed tower shows a **Sell** action in the command grid's **bottom-right** slot (owner-gated; a non-owner sees it disabled). `TowerInstance.RequestSellServerRpc` (owner-validated, like paint) refunds `TowerDefinition.SellRefundPercent` (default 0.75) of the tower's replicated `goldInvested` (placement + any future upgrade spend), except a `FullRefundIfUnupgraded` tower (the **Wall**) refunds 100% while `upgradeCount == 0`. The refund is **not** counted as round income — `PlayerGoldManager.AwardGold(amount, countAsEarned:false)`. Selling despawns the tower (`OnNetworkDespawn` un-stamps the footprint as a **batch** and clears selection) and broadcasts a coin **VFX + rustle SFX** through `SellEffectSpawner` (scene singleton mirroring `FloatingTextSpawner`) via `TowerPlacementManager.PlaySellEffectRpc` (routed off a persistent object because the tower despawns the same frame). `TowerInstance.ServerAddUpgradeInvestment` is the seam the future upgrade system writes to. The coin VFX is an **artist-authored** prefab (`FX_SellTower`: a Shuriken **mesh-particle** burst of the Blender `Coin` model with an **emissive** gold material — emissive so it survives the grimdark grade); `CoinBurstVfx` is the zero-art code-gen fallback, and new reusable `TransientEffect` self-destructs one-shot effect prefabs (for VFX-Graph effects that lack a Stop Action). ### Enemies & pathfinding - `EnemyHealth` (replicated HP, damage types, `IsFlying`, held state), `EnemyStatus` (lingering effects: slow/DoT), `EnemyMovement` (A* path following, zone-leak attribution, death/sink sequence). - `PathfindingService` (A* on the runtime walkability grid, octile heuristic, corner-cut prevention, line-of-sight path smoothing). **Re-paths via a budgeted scheduler:** grounded enemies `RegisterMover`/`UnregisterMover`; on a maze change the service enqueues them and recomputes under a per-frame `recomputeBudgetMs` (default 1.5 ms) drain, spreading the work across frames so a placement/sell with a full wave present no longer spikes a frame (was ~0.5 s). Safe because selling only opens the maze and placement is BFS-guaranteed to leave a route, so a few frames of slightly-stale path is invisible. - **Flying enemies:** path on the **baked terrain grid** (`LevelLoader.IsBaseWalkable`) so they soar over towers; compute once, never re-path; spawn elevated by `EnemyDefinition.FlightHeight`. - Content: ~10 enemy definitions/prefabs (Crystal Golem / Cyclops / Ent variants, Undead Drake = the flying test enemy), 10 wave definitions. ### Lobby, connection & races - `MainMenu` + `Lobby` scenes; Direct-IP via `NetworkBootstrap` (the single seam for the deferred Steam swap) + `UnityTransport`; `LobbyService`, `SessionFlow`; **Quick Start** dev shortcut. - Race data + selection UI: `RaceDefinition`, `RaceRegistry`, 16-slot `RaceId`, `RaceSelectionOverlay`. Two placeholder races (both use the default builder). **Note:** "Race" is the code term; the roguelike design calls this concept "Builder" — naming reconciliation is an open decision. ### Economy - `PlayerGoldManager` (per-player, server-validated spend/award), `GoldConfig` (starting gold, per-wave kill rewards, completion + no-leak bonuses), `WaveManager` orchestration (prep countdown, per-zone spawning, kill-gold attribution, lives pool, Victory/Defeat). ### Roguelike — tower deck & draft (the current focus) - **`PlayerTowerDeck`** (per-player): the growable set of unlocked `TowerTypeId`s. Starts at the base set (seeded by `WaveManager` from `TowerPlacementManager.startingDeck`); placement is gated server-side (`TowerNotInDeck` rejection); the HUD build grid reads the local deck and rebuilds live on change. **Merged to `main`.** - **Draft system (Slice 1 — spine + "new tower"):** `DraftOption` (abstract SO) / `NewTowerDraftOption`, `DraftPool` (scene singleton catalog), `PlayerDraft` (per-player offered set + pick/buy-roll RPCs), `DraftService` (server weighted-random generation + offer/auto-resolve). The **prep phase is the draft window** (wave 1's prep = the match-start draft); unpicked drafts auto-resolve at prep end. Gold **"Buy Roll"** purchases an extra roll any time. Non-modal HUD overlay. **On branch `feature/draft-system`, verified working in-engine; pending commit/merge as of session end.** - **Draft Slice 1 is merged** (it's in `main`/the active branch line, not just `feature/draft-system`). Tower content available to draft: **Basic Arrow** (ground+air single), **Siege Cannon** (ground-only splash), **Wall** (2×2 maze-marker), **Tesla Coil** (Electric AllInRange). Arrow/Siege have cone meshes; Tesla is a ProBuilder mesh. So the "new tower" draft finally has real content — starting deck vs. draftable pool is a live tuning knob. ### Paint system (PAUSED) - In-match paint (R/G/B + Reset) recolors owned towers and drives effects (Red=Splash, Green=Poison, Blue=Cold), server-authoritative. **Frozen** pending the roguelike reconciliation decision (it overlaps with systemic damage-type upgrades). ### Level authoring - In-engine `TD.Levels` authoring volumes (player zones, spawners, leak exits, goals) + `LevelData` + a bake pipeline producing walkability/placement/owner grids. ### Rendering & post-processing - URP with **6 quality-tier RP assets** in `Assets/_Project/Settings/Render Settings/` (Mobile, PC, URP-Low/Medium/High/Ultra). **HDR** must be on per-asset (Quality section) for bloom/glow. - **Project-wide post-processing** via the `DefaultVolumeProfile` (Edit→Project Settings→Graphics→Default Profile) — a **grimdark grade** (ACES tonemapping, desaturate/contrast, Split Toning, Bloom, Vignette, Film Grain). It has **no per-property checkboxes** (it's the always-on baseline). **Gotcha:** scene Volumes (e.g. the URP-template `SampleSceneProfile` in `9Player`) override the default — remove/redirect them so the default applies everywhere. ### HUD & dev tools - `HUDController` (UI Toolkit): gold/wave/lives/leaks, scoreboard, minimap, selection portrait + context panel, build/paint command grid, build progress, match-end overlay, chat, buff menu, and the new **draft overlay**. - `DevWaveControls`: **F9 / "Force Next Wave"**, **F8 / "Grant Next Tower"** (dev stand-in for deck growth). --- ## Known placeholders & technical debt - **Visuals are placeholder** throughout (primitive/cone towers, sourced enemy models). See roadmap art TODOs. - **Enemies lack idle animation support** — needs adding across all enemy prefabs. - **Tower footprint visuals don't fill their 2×2 space** — meshes read smaller than the tile area they occupy; should visually reflect the full footprint. - **Grimdark grade is in, but the scene fights it** — the post-processing reads correctly, yet the bright/flat-lit ice map (`9Player`) undercuts the mood. Grimdark needs a **lighting pass** (low ambient, hard moody key) and ultimately darker level art; post alone can't carry it. - **URP additional-lights budget** now matters — Tesla flash + per-impact lights stack across towers; watch the URP asset's Additional Lights "Per Object Limit" / Per-Pixel setting. - **Tower catalog is now a single source of truth:** `TowerPlacementManager.towerDefinitions[]` (by-index, = `TowerTypeId`). `TowerInstance` replicates that index and resolves via `TowerPlacementManager.GetDefinition`. *(The old by-name `TowerRegistry` was removed 2026-06-24 — add new towers only to `towerDefinitions` + `DraftPool`.)* - **Catalog index 0 is a reserved sentinel** (valid `TowerTypeId`s start at 1) — easy to forget when wiring the catalog in the inspector. - **Catalog-index identifiers aren't session-stable** — blocks cross-match persistence until a stable ID is added. - **Paint system frozen**; **Race vs Builder** naming unresolved; the gold **"Buy Roll available any time"** rule is provisional and may change. - **Stubbed/unbuilt:** tower **Upgrade** action (HUD button still disabled; the `TowerInstance.ServerAddUpgradeInvestment` seam is ready for it), enemy resistances/weaknesses, in-match race-pick countdown. *(Tower **Sell** is now done — see Combat & towers.)*