UnityTowerDefense/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.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

92 lines
4.4 KiB
C#

// Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyAbilities
{
/// <summary>
/// On death, spawns <see cref="SplitCount"/> smaller copies of the dying enemy's own type at
/// the corpse's position, continuing on toward the goal instead of restarting from the wave's
/// spawner.
/// </summary>
/// <remarks>
/// <b>No separate minion asset.</b> The copies reuse whichever <see cref="EnemyDefinition"/>
/// and prefab the dying enemy was spawned from; every stat is expressed here as a percentage
/// of what the parent actually spawned with, so one card covers any enemy it lands on.
///
/// <para><b>Percentages are of the PARENT, not the asset.</b> If other cards on the same wave
/// have already modified the enemy, the minions scale off the modified values — a split of a
/// buffed enemy produces buffed minions, which is what players will expect from watching it.</para>
///
/// <para><b>Minions inherit no abilities at all</b> — not even this one. That is what makes the
/// recursion terminate: a minion of a splitting enemy is a plain enemy, so a wave carrying
/// Split produces exactly one extra generation regardless of how many other cards it has
/// collected. Enforced at the spawn site, not here.</para>
/// </remarks>
[CreateAssetMenu(fileName = "SplitOnDeathAbility", menuName = "TD/Enemy Abilities/Split On Death")]
public class SplitOnDeathAbilityDefinition : EnemyAbilityDefinition
{
public override EnemyAbilityKind Kind => EnemyAbilityKind.SplitOnDeath;
[Header("Split")]
[Tooltip("How many copies spawn when the parent dies.")]
[Min(1)]
public int SplitCount = 2;
[Header("Minion stats (percent of the parent's spawned values)")]
[Tooltip("Minion max HP as a fraction of the parent's max HP.")]
[Range(0.01f, 2f)]
public float HpPercent = 0.5f;
[Tooltip("Minion move speed as a fraction of the parent's speed. Above 1 makes the split " +
"faster than what died — the classic 'smaller and quicker' read.")]
[Range(0.01f, 3f)]
public float SpeedPercent = 1.25f;
[Tooltip("Minion transform scale as a fraction of the parent's scale. Requires the enemy " +
"prefab's NetworkTransform to sync scale, or minions render full-size on remote peers.")]
[Range(0.1f, 2f)]
public float ScalePercent = 0.6f;
[Tooltip("Minion lives cost as a fraction of the parent's, rounded down but never below 1 " +
"— a leak always has to hurt, or splits become a way to farm free ground.")]
[Range(0f, 2f)]
public float LivesCostPercent = 1f;
[Tooltip("Minion flight height as a fraction of the parent's. Only meaningful when the " +
"parent is flying; ground splits ignore it.")]
[Range(0.1f, 2f)]
public float FlightHeightPercent = 1f;
[Header("Placement")]
[Tooltip("Random scatter radius (world units) applied to each spawn so minions don't " +
"stack exactly on top of each other.")]
[Min(0f)]
public float ScatterRadius = 0.5f;
public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health)
{
var def = health.Definition;
if (def == null) return;
var movement = instance.GetComponent<EnemyMovement>();
var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
// Derive the minion's stats from what the parent actually spawned as.
var parent = instance.SpawnContext;
var minion = new EnemySpawnContext
{
MaxHp = Mathf.Max(1f, parent.MaxHp * HpPercent),
MoveSpeed = Mathf.Max(0.01f, parent.MoveSpeed * SpeedPercent),
IsFlying = parent.IsFlying,
FlightHeight = parent.FlightHeight * FlightHeightPercent,
LivesCost = Mathf.Max(1, Mathf.FloorToInt(parent.LivesCost * LivesCostPercent)),
VisualScale = parent.VisualScale * ScalePercent,
};
WaveManager.Instance?.ServerSpawnSplitEnemies(
def, SplitCount, atTile, ownerSlot, ScatterRadius, minion);
}
}
}