Restructures the game around the cyclical run loop from Game Design Doc V2: 5 waves = a cycle, 3 cycles = a phase, each phase ends in a boss. - New TD.Gameplay.Waves: WaveGroup / PhaseDefinition / RunDefinition author the run as draggable weighted pools; RunState owns phase/cycle position, the drawn wave slots, and the per-slot enemy buff sets. WaveManager's flat wave array is gone -- it now only runs the encounter RunState points at. - New TD.Gameplay.EnemyUpgrades: the post-wave enemy-buff vote, with public live-replicated ballots so the HUD can show who voted for what. - Inter-wave flow is now strictly sequential: draft -> vote -> build, each stage ending early once every player has acted. - Enemy abilities inverted from per-instance random rolls to deterministic, stacking per-wave-slot sets. Six cards ship: Split (reworked), Flight, Blink, No Bounty, Gold Theft, Double Up. - Tower upgrades are a two-step tree: a draft pick unlocks a node, gold converts an already-placed tower in place. - Boss encounters flag their enemies and drive a boss HP bar. - Player cap reduced to 3 via MatchRules.MaxPlayers. - GoldConfig is now keyed by global encounter number rather than wave index. Compiles clean; NOT yet verified in-engine. Editor wiring still required -- see Docs/2.0_Setup_Checklist.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
183 lines
7.5 KiB
C#
183 lines
7.5 KiB
C#
// Assets/_Project/Scripts/Gameplay/Draft/PlayerDraft.cs
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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namespace TD.Gameplay.Draft
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{
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/// <summary>
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/// Per-player draft state — the set of <see cref="DraftOption"/>s currently offered to
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/// one player. Lives on the Player prefab alongside <see cref="PlayerTowerDeck"/>,
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/// <see cref="PlayerGoldManager"/>, etc.
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/// </summary>
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/// <remarks>
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/// <para><b>Offered set.</b> <see cref="currentOptionIds"/> holds the DraftOptionIds
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/// the player is choosing between (typically 3). Empty means no active draft. The
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/// owning client renders cards from these ids; the server reads them to validate a pick.</para>
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///
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/// <para><b>Authority.</b> The server offers (<see cref="ServerOffer"/>), resolves
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/// (<see cref="ServerResolve"/> / <see cref="ServerAutoResolve"/>), and applies the
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/// chosen option. The owning client only sends intent via
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/// <see cref="RequestPickRpc"/>.</para>
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///
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/// <para><b>The paid reroll is disabled</b> for the 2.0 MVP — see the commented-out block at
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/// the bottom of this file for why it was kept rather than removed.</para>
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///
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/// <para><b>Generation</b> lives in <see cref="DraftService"/>; this component is just
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/// the replicated state + the pick/buy entry points.</para>
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/// </remarks>
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public class PlayerDraft : NetworkBehaviour
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{
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// ----- Static registry (mirrors PlayerGoldManager / PlayerTowerDeck) -----
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private static readonly Dictionary<ulong, PlayerDraft> s_byClientId
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= new Dictionary<ulong, PlayerDraft>();
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public static PlayerDraft GetForClient(ulong clientId)
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{
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s_byClientId.TryGetValue(clientId, out var draft);
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return draft;
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}
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public static PlayerDraft Local
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{
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get
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{
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var nm = NetworkManager.Singleton;
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if (nm == null || !nm.IsClient) return null;
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return GetForClient(nm.LocalClientId);
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}
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}
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// ----- Networked state --------------------------------------------
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// The DraftOptionIds currently offered to this player. Empty = no active draft.
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private NetworkList<int> currentOptionIds;
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/// <summary>Fired on every peer when the offered set changes (offered, picked,
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/// cleared). The HUD subscribes to show/hide/rebuild the draft overlay.</summary>
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public event System.Action OnDraftChanged;
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private void Awake()
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{
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currentOptionIds = new NetworkList<int>();
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}
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public override void OnNetworkSpawn()
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{
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s_byClientId[OwnerClientId] = this;
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currentOptionIds.OnListChanged += HandleListChanged;
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}
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public override void OnNetworkDespawn()
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{
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currentOptionIds.OnListChanged -= HandleListChanged;
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if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
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s_byClientId.Remove(OwnerClientId);
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}
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private void HandleListChanged(NetworkListEvent<int> _) => OnDraftChanged?.Invoke();
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// ----- Read API ---------------------------------------------------
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/// <summary>True if the player currently has options to choose from.</summary>
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public bool HasActiveDraft => currentOptionIds.Count > 0;
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public int OptionCount => currentOptionIds.Count;
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public int GetOptionId(int index) => currentOptionIds[index];
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private bool IsOffered(int optionId)
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{
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for (int i = 0; i < currentOptionIds.Count; i++)
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if (currentOptionIds[i] == optionId) return true;
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return false;
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}
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// ----- Server: offer / resolve ------------------------------------
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/// <summary>Server-only: replace the offered set with <paramref name="ids"/>.</summary>
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public void ServerOffer(IReadOnlyList<int> ids)
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{
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if (!IsServer) return;
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currentOptionIds.Clear();
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if (ids == null) return;
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for (int i = 0; i < ids.Count; i++)
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currentOptionIds.Add(ids[i]);
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}
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/// <summary>
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/// Server-only: apply one of the currently-offered options by id, then clear the
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/// draft. No-op (returns false) if the id wasn't offered or the option fails to apply.
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/// </summary>
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private bool ServerResolve(int optionId)
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{
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if (!IsServer) return false;
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if (!IsOffered(optionId)) return false;
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var option = DraftPool.Instance != null ? DraftPool.Instance.Get(optionId) : null;
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bool applied = option != null && option.ServerApply(OwnerClientId);
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if (!applied)
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Debug.LogWarning($"[PlayerDraft] Option {optionId} could not be applied for " +
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$"client {OwnerClientId}.");
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currentOptionIds.Clear();
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return applied;
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}
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/// <summary>
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/// Server-only: if the player still has an unpicked draft, auto-resolve it by
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/// applying the first offered option. Called at prep end so a free reward is never
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/// wasted by an idle player.
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/// </summary>
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public void ServerAutoResolve()
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{
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if (!IsServer) return;
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if (currentOptionIds.Count == 0) return;
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ServerResolve(currentOptionIds[0]);
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}
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// ----- Owner → server RPCs ----------------------------------------
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/// <summary>Owning client: pick one of the offered options by id.</summary>
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[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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public void RequestPickRpc(int optionId)
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{
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ServerResolve(optionId);
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}
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// ----- Extra-draft shop (DISABLED for the 2.0 MVP) --------------------
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//
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// Kept rather than deleted: the shop is expected back, but as a SHARED gold sink — the
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// whole lobby pools money toward one collective extra draft for everyone — rather than
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// the per-player reroll implemented here. When it returns, this method is the wrong shape
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// (per-player deduction, per-player offer) but the surrounding plumbing is right, so it
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// stays as the reference for what to rebuild against.
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//
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// Re-enabling this alone would also break the inter-wave barrier: DraftService.
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// AllPlayersPicked ends the draft stage the moment everyone has resolved, so a player
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// buying a roll after that point would be offered cards the sequence has already moved
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// past.
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//
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// /// <summary>
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// /// Owning client: buy a fresh roll of options for gold. Rejected if the player can't
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// /// afford it or already has an unresolved draft (resolve the current one first so a
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// /// free pick is never silently overwritten).
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// /// </summary>
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// [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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// public void RequestBuyRerollRpc()
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// {
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// if (HasActiveDraft) return; // resolve the pending draft before buying another
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//
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// var service = DraftService.Instance;
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// if (service == null) return;
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//
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// var gold = PlayerGoldManager.GetForClient(OwnerClientId);
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// int cost = service.RerollCost;
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// if (gold == null || gold.CurrentGold < cost) return;
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//
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// gold.DeductGold(cost);
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// service.ServerOfferTo(OwnerClientId);
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// }
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}
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}
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