UnityTowerDefense/Assets/_Project/Scripts/Gameplay/PlayerMatchState.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

231 lines
9.7 KiB
C#

// Assets/_Project/Scripts/Gameplay/PlayerMatchState.cs
using System.Collections.Generic;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay
{
/// <summary>
/// Per-player match state. One instance is spawned per connected client (via
/// <see cref="NetworkManager.PlayerPrefab"/>) and owned by that client.
///
/// Mirrors the <see cref="PlayerGoldManager"/> pattern: static registry keyed by
/// <c>OwnerClientId</c>, server-authoritative <c>NetworkVariable</c>s, and a
/// <c>Local</c> convenience accessor.
///
/// The server assigns a <see cref="PlayerSlot"/> on spawn using the next free slot
/// (Player1..Player9 in connect order). All five former STUB mappings
/// (Builder, TowerPlacementManager, TowerPlacementController, CameraController,
/// PlayerBuilderSpawner) delegate here instead.
/// </summary>
public class PlayerMatchState : NetworkBehaviour
{
// --- Static registry ---------------------------------------------
private static readonly Dictionary<ulong, PlayerMatchState> s_byClientId
= new Dictionary<ulong, PlayerMatchState>();
// Tracks which slots are currently occupied so the server can assign the next free one.
private static readonly HashSet<PlayerSlot> s_assignedSlots = new HashSet<PlayerSlot>();
/// <summary>
/// Returns the <see cref="PlayerMatchState"/> for the given client, or null if not spawned.
/// Safe to call on server or client.
/// </summary>
public static PlayerMatchState GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var state);
return state;
}
/// <summary>
/// Returns the <see cref="PlayerSlot"/> for the given client, or <see cref="PlayerSlot.None"/>
/// if the client has no spawned <see cref="PlayerMatchState"/>.
/// Convenience wrapper over <see cref="GetForClient"/>.
/// </summary>
public static PlayerSlot SlotForClient(ulong clientId)
=> GetForClient(clientId)?.Slot ?? PlayerSlot.None;
/// <summary>
/// Returns the <see cref="PlayerMatchState"/> whose assigned slot matches
/// <paramref name="slot"/>, or null if no connected client holds that slot.
/// O(n) over connected players (max 9) — acceptable for server-side use.
/// Used by <c>WaveManager</c> to resolve kill-gold recipients.
/// </summary>
public static PlayerMatchState GetForSlot(PlayerSlot slot)
{
foreach (var pms in s_byClientId.Values)
if (pms.Slot == slot) return pms;
return null;
}
/// <summary>
/// The local client's own state. Null on a dedicated server or before the
/// local player has spawned.
/// </summary>
public static PlayerMatchState Local
{
get
{
var nm = NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return null;
return GetForClient(nm.LocalClientId);
}
}
// --- Networked state ---------------------------------------------
private readonly NetworkVariable<PlayerSlot> slot = new NetworkVariable<PlayerSlot>(
value: PlayerSlot.None,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server
);
private readonly NetworkVariable<FixedString32Bytes> displayName = new NetworkVariable<FixedString32Bytes>(
value: default,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server
);
// Race chosen by this player. Written by the lobby system in response to
// SetRaceRpc; carries over scene transitions because PlayerMatchState is
// the player prefab (owned by the connection, persists across scenes).
private readonly NetworkVariable<RaceId> raceSelection = new NetworkVariable<RaceId>(
value: RaceId.None,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server
);
// Lobby ready-state. Cleared back to false on scene transitions out of
// the lobby (the new lobby session starts everyone un-ready).
private readonly NetworkVariable<bool> isReady = new NetworkVariable<bool>(
value: false,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server
);
/// <summary>This player's assigned slot in the match. Authoritative once spawned.</summary>
public PlayerSlot Slot => slot.Value;
/// <summary>Display name. Stub until a lobby/name system provides it.</summary>
public string DisplayName => displayName.Value.ToString();
/// <summary>Race chosen by this player. <see cref="RaceId.None"/> until selected in the lobby.</summary>
public RaceId RaceSelection => raceSelection.Value;
/// <summary>True if this player has marked themselves ready in the lobby.</summary>
public bool IsReady => isReady.Value;
/// <summary>Server-only. Sets this player's race selection.</summary>
public void SetRaceSelection(RaceId race)
{
if (!IsServer) { Debug.LogWarning("[PlayerMatchState] SetRaceSelection called on a client — ignored."); return; }
raceSelection.Value = race;
}
/// <summary>Server-only. Sets this player's ready state.</summary>
public void SetReady(bool ready)
{
if (!IsServer) { Debug.LogWarning("[PlayerMatchState] SetReady called on a client — ignored."); return; }
isReady.Value = ready;
}
// ----- Client → Server lobby RPCs --------------------------------
/// <summary>
/// Client → server: submit a race selection. Owner-only — players can
/// only change their own race. Validates that the caller is the owner
/// of this PlayerMatchState; ignored otherwise.
/// </summary>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void SubmitRaceRpc(RaceId race)
{
// Reset ready state when race changes — players shouldn't be "ready"
// with a stale pick.
if (raceSelection.Value != race)
{
raceSelection.Value = race;
isReady.Value = false;
}
}
/// <summary>
/// Client → server: submit ready state. Owner-only. A player can only
/// ready up if they've picked a race; the lobby UI gates this already
/// but the server enforces it as a safety net.
/// </summary>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void SubmitReadyRpc(bool ready)
{
if (ready && raceSelection.Value == RaceId.None)
{
Debug.Log($"[PlayerMatchState] Slot {Slot} tried to ready up without a race. Ignored.");
return;
}
isReady.Value = ready;
}
/// <summary>
/// Server-side helper: enumerate every currently-spawned PlayerMatchState.
/// Used by <c>LobbyService</c> to evaluate "are all players ready" and
/// by <c>LobbyController</c> on every peer to render the player list.
/// </summary>
public static IEnumerable<PlayerMatchState> AllPlayers => s_byClientId.Values;
/// <summary>
/// Server-only. Fires on the server immediately after the slot is assigned in
/// <see cref="OnNetworkSpawn"/>. Sibling components (e.g. PlayerBuilderSpawner)
/// subscribe to defer work that requires a valid slot.
/// </summary>
public event System.Action<PlayerSlot> SlotReady;
// --- Lifecycle ---------------------------------------------------
public override void OnNetworkSpawn()
{
s_byClientId[OwnerClientId] = this;
if (IsServer)
{
PlayerSlot assigned = AllocateNextSlot();
slot.Value = assigned;
displayName.Value = new FixedString32Bytes($"Player {(int)assigned}");
s_assignedSlots.Add(assigned);
Debug.Log($"[PlayerMatchState] Assigned slot {assigned} to client {OwnerClientId}.");
SlotReady?.Invoke(assigned);
}
}
public override void OnNetworkDespawn()
{
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
s_byClientId.Remove(OwnerClientId);
if (IsServer)
s_assignedSlots.Remove(slot.Value);
}
// --- Slot allocation (server-only) -------------------------------
// Caps at MatchRules.MaxPlayers rather than at the PlayerSlot enum's range — the enum
// still runs to 9 so baked LevelData owner grids stay valid, but only the first
// MaxPlayers slots are ever handed out. See MatchRules for why.
private static PlayerSlot AllocateNextSlot()
{
for (int i = 1; i <= MatchRules.MaxPlayers; i++)
{
var candidate = (PlayerSlot)i;
if (!s_assignedSlots.Contains(candidate))
return candidate;
}
Debug.LogError($"[PlayerMatchState] No free PlayerSlot (lobby is full at " +
$"{MatchRules.MaxPlayers} players). Returning None — this client " +
$"will be unable to play.");
return PlayerSlot.None;
}
}
}