UnityTowerDefense/Assets/_Project/Scripts/Gameplay/Draft/DraftService.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

155 lines
6.1 KiB
C#

// Assets/_Project/Scripts/Gameplay/Draft/DraftService.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace TD.Gameplay.Draft
{
/// <summary>
/// Server-authoritative draft orchestrator: generates weighted-random option sets and
/// offers them to players' <see cref="PlayerDraft"/> components. Scene singleton.
/// </summary>
/// <remarks>
/// Plain MonoBehaviour — the replicated state lives on <see cref="PlayerDraft"/>; this
/// is pure server logic plus two designer tunables (<see cref="optionsPerDraft"/>,
/// <see cref="rerollCost"/>). It exists on every peer (scene object) but only the server
/// drives it; clients read <see cref="RerollCost"/> for the HUD's "buy roll" button.
///
/// <para><b>Driven by <see cref="WaveManager"/>:</b> <see cref="ServerOfferToAll"/> at
/// the start of each prep phase; <see cref="ServerAutoResolveAll"/> at prep end (and on
/// dev force-advance) so unpicked free drafts aren't wasted.</para>
/// </remarks>
public class DraftService : MonoBehaviour
{
public static DraftService Instance { get; private set; }
[Tooltip("How many options each draft offers (cards shown). Standard roguelike draw is 3.")]
[SerializeField] private int optionsPerDraft = 3;
[Tooltip("Gold cost for a player to buy one extra draft roll from the shop.")]
[SerializeField] private int rerollCost = 50;
/// <summary>Gold cost of one bought reroll. Read by the HUD and the buy RPC.</summary>
public int RerollCost => rerollCost;
// Scratch lists reused across generation to avoid per-draft GC. Server is
// single-threaded, so sharing them across the per-player loop is safe.
private readonly List<int> candidateScratch = new List<int>();
private readonly List<int> resultScratch = new List<int>();
private static bool IsServer
=> NetworkManager.Singleton != null && NetworkManager.Singleton.IsServer;
private void Awake()
{
if (Instance != null && Instance != this)
{
Debug.LogError("[DraftService] Multiple instances detected. Only one per scene.");
return;
}
Instance = this;
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
// ----- Server orchestration ---------------------------------------
/// <summary>Server-only: offer a fresh draft to every connected player.</summary>
public void ServerOfferToAll()
{
if (!IsServer) return;
if (DraftPool.Instance == null)
{
Debug.LogWarning("[DraftService] No DraftPool in scene — no drafts will be offered.");
return;
}
foreach (var pms in PlayerMatchState.AllPlayers)
ServerOfferTo(pms.OwnerClientId);
}
/// <summary>Server-only: offer a fresh draft to one player (also used by the paid reroll).</summary>
public void ServerOfferTo(ulong clientId)
{
if (!IsServer) return;
var draft = PlayerDraft.GetForClient(clientId);
if (draft == null) return;
GenerateOptionIds(clientId, optionsPerDraft, resultScratch);
draft.ServerOffer(resultScratch);
}
/// <summary>Server-only: auto-resolve any unpicked drafts (called when the timer expires).</summary>
public void ServerAutoResolveAll()
{
if (!IsServer) return;
foreach (var pms in PlayerMatchState.AllPlayers)
PlayerDraft.GetForClient(pms.OwnerClientId)?.ServerAutoResolve();
}
/// <summary>
/// True once every connected player has resolved their draft. The inter-wave step polls
/// this to end the draft timer early instead of making everyone wait out the clock.
/// </summary>
/// <remarks>
/// Returns false when nobody is connected, so an empty lobby can't trip the barrier and
/// race the sequence forward.
/// </remarks>
public static bool AllPlayersPicked
{
get
{
bool any = false;
foreach (var pms in PlayerMatchState.AllPlayers)
{
any = true;
var draft = PlayerDraft.GetForClient(pms.OwnerClientId);
if (draft != null && draft.HasActiveDraft) return false;
}
return any;
}
}
// ----- Generation -------------------------------------------------
// Weighted random draw WITHOUT replacement: picks `count` distinct option ids from
// the set currently valid for this player. If fewer valid options exist than
// requested, offers what's available (possibly zero).
private void GenerateOptionIds(ulong clientId, int count, List<int> into)
{
into.Clear();
var pool = DraftPool.Instance;
if (pool == null) return;
pool.CollectValidIds(clientId, candidateScratch);
int draws = Mathf.Min(count, candidateScratch.Count);
for (int n = 0; n < draws; n++)
{
float total = 0f;
for (int i = 0; i < candidateScratch.Count; i++)
total += OptionWeight(pool, candidateScratch[i]);
float r = Random.value * total;
int chosen = candidateScratch.Count - 1; // fallback to last on float drift
for (int i = 0; i < candidateScratch.Count; i++)
{
r -= OptionWeight(pool, candidateScratch[i]);
if (r <= 0f) { chosen = i; break; }
}
into.Add(candidateScratch[chosen]);
candidateScratch.RemoveAt(chosen); // without replacement → distinct options
}
}
private static float OptionWeight(DraftPool pool, int id)
{
var opt = pool.Get(id);
return opt != null ? Mathf.Max(0.0001f, opt.Weight) : 0.0001f;
}
}
}