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