UnityTowerDefense/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
Matt F 4892d7253d First pass at full refactor to 2.0 design
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>
2026-07-30 17:45:11 -07:00

71 lines
3 KiB
C#

// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
using System;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyAbilities
{
/// <summary>
/// Scene singleton holding every <see cref="EnemyAbilityDefinition"/> available this match,
/// authored as a flat array in the inspector for convenience. Internally it builds a
/// fixed-size table indexed by <see cref="EnemyAbilityKind"/> so lookups are a single array
/// access, not a scan. Mirrors <see cref="BuilderSpells.BuilderSpellPool"/> exactly.
/// </summary>
/// <remarks>
/// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
///
/// <para><b>Lookup only — no rolling.</b> This pool used to draw a random ability per spawned
/// enemy against a "no ability" weight. Under the 2.0 design abilities are chosen by the
/// players' post-wave vote and apply to every enemy in the wave, so the draw moved to
/// <c>WaveVote</c> (over cards, not abilities) and this is purely the kind→asset table
/// <c>WaveManager</c> resolves against at spawn time.</para>
/// </remarks>
public class EnemyAbilityPool : MonoBehaviour
{
public static EnemyAbilityPool Instance { get; private set; }
[Tooltip("Every EnemyAbilityDefinition asset available this match. One entry per " +
"EnemyAbilityKind — order doesn't matter, Kind on the asset itself decides " +
"its slot.")]
[SerializeField] private EnemyAbilityDefinition[] abilities;
// Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
// not authored count, so an out-of-range Kind is a compile-time impossibility rather
// than a bounds check we'd otherwise need on every Get().
private EnemyAbilityDefinition[] byKind;
private void Awake()
{
if (Instance != null && Instance != this)
{
Debug.LogError("[EnemyAbilityPool] Multiple instances detected. Only one per scene.");
return;
}
Instance = this;
int kindCount = Enum.GetValues(typeof(EnemyAbilityKind)).Length;
byKind = new EnemyAbilityDefinition[kindCount];
if (abilities == null) return;
for (int i = 0; i < abilities.Length; i++)
{
var def = abilities[i];
if (def == null) continue;
byKind[(int)def.Kind] = def;
}
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
/// <summary>Returns the ability asset for <paramref name="kind"/>, or null if none is
/// authored in this pool.</summary>
public EnemyAbilityDefinition Get(EnemyAbilityKind kind)
{
int i = (int)kind;
return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
}
}
}