UnityTowerDefense/Assets/_Project/Scripts/Combat/TowerCombat.cs

410 lines
15 KiB
C#

// Assets/_Project/Scripts/Combat/TowerCombat.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
using TD.Gameplay;
using TD.Towers;
namespace TD.Combat
{
/// <summary>
/// Per-tower combat controller. Handles target acquisition, attack timing,
/// damage application, and projectile spawning.
/// </summary>
/// <remarks>
/// <b>Authority:</b> All combat logic (targeting, damage, projectile spawn) runs
/// on the server only. Clients receive two signals for visual feedback:
/// <list type="bullet">
/// <item><see cref="replicatedTarget"/> — NetworkVariable clients can read to know
/// what the tower is aiming at (drives future rotation/lean visuals).</item>
/// <item><see cref="FireClientRpc"/> — one-shot broadcast at each attack, carrying
/// the target world position for muzzle flash, tracer FX, etc.</item>
/// </list>
///
/// <b>Component coupling:</b> Reads all stats from <see cref="TowerInstance.Definition"/>
/// on the same GameObject. Does not modify TowerInstance.
///
/// <b>Inspector setup required:</b>
/// <list type="bullet">
/// <item>Assign <see cref="enemyLayerMask"/> to the "Enemy" physics layer.</item>
/// </list>
/// </remarks>
[RequireComponent(typeof(TowerInstance))]
public class TowerCombat : NetworkBehaviour
{
[Tooltip("Physics layer(s) that enemies occupy. " +
"OverlapSphere uses this to find targets efficiently without " +
"touching non-enemy colliders.")]
[SerializeField] private LayerMask enemyLayerMask;
// Replicated so all peers know the current aim target.
// Visual consumers (barrel rotation, etc.) subscribe to OnValueChanged.
// Default (NetworkObjectId = 0) = no target.
private readonly NetworkVariable<NetworkObjectReference> replicatedTarget =
new NetworkVariable<NetworkObjectReference>(
default,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server);
// Server-local reference — cleared when the target dies or leaves range.
// Clients should use replicatedTarget.Value instead.
private EnemyHealth currentTarget;
// Attack cooldown decrements each server frame. When ≤ 0 and a target
// is in range, the tower fires and the timer resets to 1 / FireRate.
private float attackCooldown;
// Cached on OnNetworkSpawn — avoids GetComponent every Update.
private TowerInstance towerInstance;
// Shared OverlapSphere result buffer. 32 covers any realistic enemy
// density; size up if profiling reveals overflow.
private static readonly Collider[] s_overlapBuffer = new Collider[32];
// ----- Public API --------------------------------------------------
/// <summary>
/// Server-local reference to the current attack target.
/// Null on clients — use <see cref="replicatedTarget"/> there.
/// </summary>
public EnemyHealth CurrentTarget => currentTarget;
/// <summary>
/// Fired locally on ALL peers when the tower acquires a new target.
/// Driven by <see cref="replicatedTarget"/>.<c>OnValueChanged</c>, and also
/// fired in <see cref="OnNetworkSpawn"/> for late-joining clients so visual
/// consumers always initialise from the correct state.
/// </summary>
public event System.Action<NetworkObjectReference> OnTargetAcquired;
/// <summary>Fired locally on ALL peers when the tower loses its target.</summary>
public event System.Action OnTargetLost;
/// <summary>
/// Fired locally on ALL peers each time the tower attacks.
/// Argument is the world-space position of the primary target at the moment
/// of fire — use it to aim muzzle flash, spawn a tracer, etc.
/// </summary>
public event System.Action<Vector3> OnFire;
// ----- NGO lifecycle -----------------------------------------------
public override void OnNetworkSpawn()
{
towerInstance = GetComponent<TowerInstance>();
replicatedTarget.OnValueChanged += HandleReplicatedTargetChanged;
// Late-joining clients receive the NV's current value in the initial
// sync message but won't get an OnValueChanged callback for it.
// Fire OnTargetAcquired here so visual consumers initialise correctly
// regardless of when this client connected.
if (replicatedTarget.Value.TryGet(out _))
OnTargetAcquired?.Invoke(replicatedTarget.Value);
}
public override void OnNetworkDespawn()
{
replicatedTarget.OnValueChanged -= HandleReplicatedTargetChanged;
// Unsubscribe from the current target's death event to prevent
// a dangling delegate on the enemy after this tower despawns.
if (currentTarget != null)
currentTarget.OnDied -= HandleTargetDied;
}
// ----- Server update -----------------------------------------------
private void Update()
{
if (!IsServer) return;
TowerDefinition def = towerInstance?.Definition;
if (def == null || def.Range <= 0f || def.FireRate <= 0f) return;
// Only fire during active gameplay.
var ms = MatchState.Instance;
if (ms == null || ms.Phase != MatchPhase.Playing)
{
if (currentTarget != null) ClearTarget();
return;
}
ValidateTarget(def);
if (currentTarget == null)
AcquireTarget(def);
if (currentTarget != null)
TickAttack(def);
}
// ----- Target management -------------------------------------------
private void ValidateTarget(TowerDefinition def)
{
if (currentTarget == null) return;
bool dead = currentTarget.IsDead;
bool destroyed = (currentTarget as UnityEngine.Object) == null;
bool outOfRange = Vector3.Distance(
transform.position,
currentTarget.transform.position) > def.Range;
if (dead || destroyed || outOfRange)
ClearTarget();
}
private void AcquireTarget(TowerDefinition def)
{
int count = Physics.OverlapSphereNonAlloc(
transform.position, def.Range, s_overlapBuffer, enemyLayerMask);
EnemyHealth best = null;
float bestScore = 0f;
for (int i = 0; i < count; i++)
{
var eh = s_overlapBuffer[i].GetComponent<EnemyHealth>();
if (eh == null || eh.IsDead) continue;
if (def.GroundedOnly && eh.IsFlying) continue;
float score = ScoreTarget(eh, def.TargetPriority);
bool isBetter = best == null
|| (def.TargetPriority == TargetPriority.Strongest
? score > bestScore // higher HP wins
: score < bestScore); // lower score wins for Closest/Weakest
if (isBetter) { best = eh; bestScore = score; }
}
if (best != null)
SetTarget(best);
}
// Returns a scalar used to rank candidates.
// Closest → sqrMagnitude (lower = better).
// Weakest → CurrentHp (lower = better).
// Strongest → CurrentHp (higher = better — caller inverts the comparison).
private float ScoreTarget(EnemyHealth eh, TargetPriority priority)
{
return priority switch
{
TargetPriority.Closest => (transform.position - eh.transform.position).sqrMagnitude,
TargetPriority.Weakest => eh.CurrentHp,
TargetPriority.Strongest => eh.CurrentHp,
_ => 0f,
};
}
private void SetTarget(EnemyHealth eh)
{
currentTarget = eh;
currentTarget.OnDied += HandleTargetDied;
replicatedTarget.Value = new NetworkObjectReference(eh.NetworkObject);
}
private void ClearTarget()
{
if (currentTarget != null)
currentTarget.OnDied -= HandleTargetDied;
currentTarget = null;
replicatedTarget.Value = default;
}
private void HandleTargetDied(EnemyHealth dead)
{
if ((object)dead == (object)currentTarget)
ClearTarget();
}
// ----- Attack tick -------------------------------------------------
private void TickAttack(TowerDefinition def)
{
attackCooldown -= Time.deltaTime;
if (attackCooldown > 0f) return;
attackCooldown = 1f / def.FireRate;
Fire(def);
}
private void Fire(TowerDefinition def)
{
Vector3 targetPos = currentTarget.transform.position;
if (def.ProjectilePrefab == null)
{
// Hitscan — apply damage this frame.
ApplyDamageToTarget(def, currentTarget, targetPos);
}
else
{
SpawnProjectile(def, currentTarget, targetPos);
}
FireClientRpc(targetPos);
}
// ----- Damage application ------------------------------------------
private void ApplyDamageToTarget(TowerDefinition def, EnemyHealth primary, Vector3 primaryPos)
{
PlayerSlot owner = towerInstance.Owner;
switch (def.TargetType)
{
case TargetType.Single:
HitEnemy(def, primary, owner);
break;
case TargetType.Splash:
HitEnemy(def, primary, owner);
ApplySplash(def, primary, primaryPos, owner);
break;
case TargetType.Chain:
ApplyChain(def, primary, owner);
break;
}
}
private void ApplySplash(TowerDefinition def, EnemyHealth primary,
Vector3 origin, PlayerSlot owner)
{
if (def.SplashRadius <= 0f) return;
int count = Physics.OverlapSphereNonAlloc(
origin, def.SplashRadius, s_overlapBuffer, enemyLayerMask);
for (int i = 0; i < count; i++)
{
var eh = s_overlapBuffer[i].GetComponent<EnemyHealth>();
if (eh == null || eh.IsDead || (object)eh == (object)primary) continue;
HitEnemy(def, eh, owner);
}
}
private void ApplyChain(TowerDefinition def, EnemyHealth primary, PlayerSlot owner)
{
var hitPositions = new List<Vector3> { primary.transform.position };
var alreadyHit = new HashSet<EnemyHealth> { primary };
HitEnemy(def, primary, owner);
EnemyHealth current = primary;
for (int jump = 0; jump < def.ChainCount; jump++)
{
EnemyHealth next = null;
float bestSqr = float.MaxValue;
int count = Physics.OverlapSphereNonAlloc(
current.transform.position, def.ChainRange, s_overlapBuffer, enemyLayerMask);
for (int i = 0; i < count; i++)
{
var eh = s_overlapBuffer[i].GetComponent<EnemyHealth>();
if (eh == null || eh.IsDead || alreadyHit.Contains(eh)) continue;
float sqr = (current.transform.position - eh.transform.position).sqrMagnitude;
if (sqr < bestSqr) { next = eh; bestSqr = sqr; }
}
if (next == null) break;
alreadyHit.Add(next);
hitPositions.Add(next.transform.position);
HitEnemy(def, next, owner);
current = next;
}
ChainFiredClientRpc(hitPositions.ToArray());
}
private void HitEnemy(TowerDefinition def, EnemyHealth target, PlayerSlot owner)
{
target.TakeDamage(def.Damage, def.DamageType, owner);
ApplyStatusEffect(def, target, owner);
}
private void ApplyStatusEffect(TowerDefinition def, EnemyHealth target, PlayerSlot owner)
{
if (def.EffectDuration <= 0f) return;
float magnitude = def.DamageType switch
{
DamageType.Cold => def.SlowFactor,
DamageType.Fire => def.DotDamagePerSecond,
DamageType.Poison => def.DotDamagePerSecond,
_ => 0f,
};
if (magnitude <= 0f) return;
target.GetComponent<EnemyStatus>()
?.ApplyEffect(def.DamageType, magnitude, def.EffectDuration, owner);
}
// ----- Projectile spawning -----------------------------------------
private void SpawnProjectile(TowerDefinition def, EnemyHealth target, Vector3 targetPos)
{
var go = Instantiate(def.ProjectilePrefab, transform.position, Quaternion.identity);
var proj = go.GetComponent<Projectile>();
if (proj == null)
{
Debug.LogError($"[TowerCombat] ProjectilePrefab '{def.ProjectilePrefab.name}' " +
$"has no Projectile component. The prefab must have Projectile, " +
$"NetworkObject, and NetworkTransform at its root.");
Destroy(go);
return;
}
proj.InitializeServer(
target,
def.Damage,
def.DamageType,
def.TargetType,
def.SplashRadius,
def.SlowFactor,
def.DotDamagePerSecond,
def.EffectDuration,
def.ProjectileSpeed,
enemyLayerMask,
towerInstance.Owner);
go.GetComponent<NetworkObject>().Spawn();
}
// ----- ClientRpcs --------------------------------------------------
[ClientRpc]
private void FireClientRpc(Vector3 targetPos)
{
// Visual consumers subscribe to OnFire for muzzle flash, tracers, etc.
OnFire?.Invoke(targetPos);
}
[ClientRpc]
private void ChainFiredClientRpc(Vector3[] hitPositions)
{
// STUB: lightning-arc visual between hitPositions goes here.
// A future visual component will subscribe to an OnChainFired event
// and draw a line renderer through these world positions.
}
// ----- NV callback (fires on all peers) ----------------------------
private void HandleReplicatedTargetChanged(
NetworkObjectReference prev, NetworkObjectReference next)
{
bool hadTarget = prev.TryGet(out _);
bool hasTarget = next.TryGet(out _);
if (hasTarget)
OnTargetAcquired?.Invoke(next);
else if (hadTarget)
OnTargetLost?.Invoke();
}
}
}