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>
94 lines
4.1 KiB
C#
94 lines
4.1 KiB
C#
// Assets/_Project/Scripts/Gameplay/EnemyUpgrades/EnemyUpgradePool.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace TD.Gameplay.EnemyUpgrades
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{
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/// <summary>
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/// Scene singleton holding every <see cref="EnemyUpgradeOption"/> that can appear anywhere in
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/// this match. The array index is the option's <c>EnemyUpgradeOptionId</c> — the stable
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/// identifier used to replicate vote offers, ballots, and the upgrades recorded on wave slots.
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/// </summary>
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/// <remarks>
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/// <b>Why a flat pool <i>and</i> per-phase groups.</b> The pool supplies network identity: one
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/// array, one index per card, identical on every peer. <c>PhaseDefinition.EnemyUpgradeGroups</c>
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/// supplies gating: which of those cards a given phase may offer. Folding gating into the pool
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/// would make ids phase-relative and therefore unstable across a phase change, which is
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/// exactly when replicated slot upgrades are being cleared and rewritten.
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///
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/// <para>Plain MonoBehaviour — identical assets on every peer, so there is nothing to sync.
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/// The server reads it to generate and resolve votes; clients read it to render vote cards
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/// from replicated ids.</para>
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/// </remarks>
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public class EnemyUpgradePool : MonoBehaviour
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{
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public static EnemyUpgradePool Instance { get; private set; }
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[Tooltip("Every EnemyUpgradeOption asset that can appear this match. Array index is the " +
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"id used over the network — reordering mid-development is fine, but not between " +
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"a host and its clients.")]
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[SerializeField] private EnemyUpgradeOption[] options;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Debug.LogError("[EnemyUpgradePool] Multiple instances detected. Only one per scene.");
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return;
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}
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Instance = this;
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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/// <summary>Number of options in the pool.</summary>
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public int Count => options?.Length ?? 0;
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/// <summary>Returns the option at <paramref name="id"/>, or null if out of range.</summary>
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public EnemyUpgradeOption Get(int id)
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=> (options != null && id >= 0 && id < options.Length) ? options[id] : null;
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/// <summary>Resolves an option asset back to its pool id, or -1 if it isn't in the pool.</summary>
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public int GetId(EnemyUpgradeOption option)
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{
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if (options == null || option == null) return -1;
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for (int i = 0; i < options.Length; i++)
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if (options[i] == option) return i;
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return -1;
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}
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/// <summary>
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/// Collects the pool ids of every card the given phase groups allow. Cards missing from
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/// the pool are reported once and skipped — an authored group referencing an unpooled
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/// card is a wiring mistake that would otherwise silently shrink the vote.
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/// </summary>
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public void CollectAllowedIds(EnemyUpgradeGroup[] phaseGroups,
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List<EnemyUpgradePoolEntry> entryScratch,
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List<int> intoIds,
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List<float> intoWeights)
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{
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intoIds.Clear();
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intoWeights.Clear();
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EnemyUpgradeGroup.CollectCandidates(phaseGroups, entryScratch);
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foreach (var entry in entryScratch)
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{
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int id = GetId(entry.Option);
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if (id < 0)
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{
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Debug.LogWarning($"[EnemyUpgradePool] '{entry.Option.name}' is referenced by a " +
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$"phase's upgrade groups but is not in the pool — it can " +
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$"never be offered. Add it to the pool's options array.");
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continue;
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}
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intoIds.Add(id);
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intoWeights.Add(entry.Weight);
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}
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}
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}
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}
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