// Assets/_Project/Scripts/Gameplay/EnemyAbilities/FlightAbilityDefinition.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyAbilities
{
///
/// Grounded enemies take to the air: they path over the baked terrain grid instead of through
/// the maze, and towers flagged ground-only can no longer touch them.
///
///
/// The single most punishing card in the set, because it doesn't weaken the maze — it
/// deletes it. Everything a player built to lengthen the route stops mattering for that wave,
/// and only their anti-air coverage counts. Weight it accordingly in the pools.
///
/// Purely a spawn-time change: EnemyMovement reads the flying flag once at
/// initialization to pick which grid to path on and to opt out of re-path scheduling, and
/// TowerCombat reads the replicated flag on EnemyHealth when filtering targets.
/// Both are already wired for flight — this card only has to flip the bit before the enemy is
/// built.
///
[CreateAssetMenu(fileName = "FlightAbility", menuName = "TD/Enemy Abilities/Flight")]
public class FlightAbilityDefinition : EnemyAbilityDefinition
{
public override EnemyAbilityKind Kind => EnemyAbilityKind.Flight;
[Header("Flight")]
[Tooltip("Height above the ground these enemies hover at. Keep modest — tower targeting " +
"uses 3D range, so altitude eats into the effective reach of anything that CAN " +
"shoot them.")]
[Min(0f)]
public float FlightHeight = 3f;
[Tooltip("Speed multiplier applied when the enemy takes flight. Flying enemies travel a " +
"much shorter route, so values below 1 are a reasonable counterweight.")]
[Range(0.1f, 2f)]
public float SpeedMultiplier = 1f;
public override void ServerModifySpawn(ref EnemySpawnContext context)
{
// Already-flying enemies keep their authored height rather than being overwritten by
// this card's — the wave was designed around it, and stacking Flight onto a flier
// shouldn't quietly relocate it.
if (!context.IsFlying)
{
context.IsFlying = true;
context.FlightHeight = FlightHeight;
}
context.MoveSpeed *= SpeedMultiplier;
}
}
}