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>
80 lines
4 KiB
C#
80 lines
4 KiB
C#
// Assets/_Project/Scripts/Gameplay/Draft/TowerUpgradeDraftOption.cs
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using UnityEngine;
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using TD.Towers;
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namespace TD.Gameplay.Draft
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{
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/// <summary>
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/// Draft choice — "unlock an upgrade". Adds <see cref="UpgradedTower"/> to the player's
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/// <see cref="PlayerTowerUpgrades"/> set, letting them spend gold converting a placed
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/// <see cref="BaseTower"/> into it. The base tower stays buildable.
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/// </summary>
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/// <remarks>
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/// <para><b>Unlock, not swap.</b> This option used to replace the base tower in the player's
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/// deck, which made the draft pick itself the whole upgrade — free, instant, and retroactive to
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/// every tower built afterward. The 2.0 model splits it: the draft grants <i>access</i>, gold
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/// grants the <i>tower</i>. So the deck is untouched here and already-placed towers are
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/// upgraded one at a time, each paid for.</para>
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///
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/// <para><b>Prerequisites fall out of the tree.</b> An upgrade is offerable only once its
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/// parent is reachable — either the parent is a base tower in the player's deck, or it's an
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/// upgrade node they've already unlocked. That single rule is what gates deep nodes behind
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/// shallow ones without any explicit prerequisite list: authoring the tree in
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/// <see cref="TowerDefinition.UpgradePaths"/> is enough.</para>
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/// </remarks>
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[CreateAssetMenu(fileName = "TowerUpgradeOption", menuName = "TD/Draft/Tower Upgrade Option")]
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public class TowerUpgradeDraftOption : DraftOption
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{
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[Header("Payload")]
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[Tooltip("The tower this upgrade branches from — the tree node that must already be " +
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"reachable (in the player's deck, or itself an unlocked upgrade) for this " +
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"option to be offered.")]
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public TowerDefinition BaseTower;
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[Tooltip("The tower this option unlocks as an upgrade target. Must be in the " +
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"TowerPlacementManager catalog (that's where its TowerTypeId comes from) and " +
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"should be listed in BaseTower's UpgradePaths so the conversion is legal.")]
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public TowerDefinition UpgradedTower;
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public override bool IsValidFor(ulong clientId)
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{
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var deck = PlayerTowerDeck.GetForClient(clientId);
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var upgrades = PlayerTowerUpgrades.GetForClient(clientId);
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var pm = TowerPlacementManager.Instance;
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if (deck == null || upgrades == null || pm == null) return false;
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if (BaseTower == null || UpgradedTower == null) return false;
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if (!pm.TryGetTypeId(BaseTower, out int baseTypeId)) return false;
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if (!pm.TryGetTypeId(UpgradedTower, out int upgradedTypeId)) return false;
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// Already unlocked — offering it again would waste the pick.
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if (upgrades.Contains(upgradedTypeId)) return false;
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// The parent must be reachable: a base tower they can build, or an upgrade they've
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// already taken. This is the whole prerequisite mechanism.
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return deck.Contains(baseTypeId) || upgrades.Contains(baseTypeId);
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}
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public override bool ServerApply(ulong clientId)
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{
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var upgrades = PlayerTowerUpgrades.GetForClient(clientId);
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var pm = TowerPlacementManager.Instance;
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if (upgrades == null || pm == null || UpgradedTower == null) return false;
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if (!pm.TryGetTypeId(UpgradedTower, out int upgradedTypeId))
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{
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Debug.LogError($"[TowerUpgradeDraftOption] '{UpgradedTower.name}' is not in the " +
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$"tower catalog; cannot apply. Add it to " +
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$"TowerPlacementManager.towerDefinitions.");
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return false;
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}
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return upgrades.ServerUnlock(upgradedTypeId);
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}
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/// <summary>Inherits the upgraded tower's icon unless this option assigns an override.</summary>
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public override Sprite ResolveIcon()
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=> Icon != null ? Icon : (UpgradedTower != null ? UpgradedTower.Icon : null);
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}
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}
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