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

183 lines
7.5 KiB
C#

// Assets/_Project/Scripts/Gameplay/Draft/PlayerDraft.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
namespace TD.Gameplay.Draft
{
/// <summary>
/// Per-player draft state — the set of <see cref="DraftOption"/>s currently offered to
/// one player. Lives on the Player prefab alongside <see cref="PlayerTowerDeck"/>,
/// <see cref="PlayerGoldManager"/>, etc.
/// </summary>
/// <remarks>
/// <para><b>Offered set.</b> <see cref="currentOptionIds"/> holds the DraftOptionIds
/// the player is choosing between (typically 3). Empty means no active draft. The
/// owning client renders cards from these ids; the server reads them to validate a pick.</para>
///
/// <para><b>Authority.</b> The server offers (<see cref="ServerOffer"/>), resolves
/// (<see cref="ServerResolve"/> / <see cref="ServerAutoResolve"/>), and applies the
/// chosen option. The owning client only sends intent via
/// <see cref="RequestPickRpc"/>.</para>
///
/// <para><b>The paid reroll is disabled</b> for the 2.0 MVP — see the commented-out block at
/// the bottom of this file for why it was kept rather than removed.</para>
///
/// <para><b>Generation</b> lives in <see cref="DraftService"/>; this component is just
/// the replicated state + the pick/buy entry points.</para>
/// </remarks>
public class PlayerDraft : NetworkBehaviour
{
// ----- Static registry (mirrors PlayerGoldManager / PlayerTowerDeck) -----
private static readonly Dictionary<ulong, PlayerDraft> s_byClientId
= new Dictionary<ulong, PlayerDraft>();
public static PlayerDraft GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var draft);
return draft;
}
public static PlayerDraft Local
{
get
{
var nm = NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return null;
return GetForClient(nm.LocalClientId);
}
}
// ----- Networked state --------------------------------------------
// The DraftOptionIds currently offered to this player. Empty = no active draft.
private NetworkList<int> currentOptionIds;
/// <summary>Fired on every peer when the offered set changes (offered, picked,
/// cleared). The HUD subscribes to show/hide/rebuild the draft overlay.</summary>
public event System.Action OnDraftChanged;
private void Awake()
{
currentOptionIds = new NetworkList<int>();
}
public override void OnNetworkSpawn()
{
s_byClientId[OwnerClientId] = this;
currentOptionIds.OnListChanged += HandleListChanged;
}
public override void OnNetworkDespawn()
{
currentOptionIds.OnListChanged -= HandleListChanged;
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
s_byClientId.Remove(OwnerClientId);
}
private void HandleListChanged(NetworkListEvent<int> _) => OnDraftChanged?.Invoke();
// ----- Read API ---------------------------------------------------
/// <summary>True if the player currently has options to choose from.</summary>
public bool HasActiveDraft => currentOptionIds.Count > 0;
public int OptionCount => currentOptionIds.Count;
public int GetOptionId(int index) => currentOptionIds[index];
private bool IsOffered(int optionId)
{
for (int i = 0; i < currentOptionIds.Count; i++)
if (currentOptionIds[i] == optionId) return true;
return false;
}
// ----- Server: offer / resolve ------------------------------------
/// <summary>Server-only: replace the offered set with <paramref name="ids"/>.</summary>
public void ServerOffer(IReadOnlyList<int> ids)
{
if (!IsServer) return;
currentOptionIds.Clear();
if (ids == null) return;
for (int i = 0; i < ids.Count; i++)
currentOptionIds.Add(ids[i]);
}
/// <summary>
/// Server-only: apply one of the currently-offered options by id, then clear the
/// draft. No-op (returns false) if the id wasn't offered or the option fails to apply.
/// </summary>
private bool ServerResolve(int optionId)
{
if (!IsServer) return false;
if (!IsOffered(optionId)) return false;
var option = DraftPool.Instance != null ? DraftPool.Instance.Get(optionId) : null;
bool applied = option != null && option.ServerApply(OwnerClientId);
if (!applied)
Debug.LogWarning($"[PlayerDraft] Option {optionId} could not be applied for " +
$"client {OwnerClientId}.");
currentOptionIds.Clear();
return applied;
}
/// <summary>
/// Server-only: if the player still has an unpicked draft, auto-resolve it by
/// applying the first offered option. Called at prep end so a free reward is never
/// wasted by an idle player.
/// </summary>
public void ServerAutoResolve()
{
if (!IsServer) return;
if (currentOptionIds.Count == 0) return;
ServerResolve(currentOptionIds[0]);
}
// ----- Owner → server RPCs ----------------------------------------
/// <summary>Owning client: pick one of the offered options by id.</summary>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void RequestPickRpc(int optionId)
{
ServerResolve(optionId);
}
// ----- Extra-draft shop (DISABLED for the 2.0 MVP) --------------------
//
// Kept rather than deleted: the shop is expected back, but as a SHARED gold sink — the
// whole lobby pools money toward one collective extra draft for everyone — rather than
// the per-player reroll implemented here. When it returns, this method is the wrong shape
// (per-player deduction, per-player offer) but the surrounding plumbing is right, so it
// stays as the reference for what to rebuild against.
//
// Re-enabling this alone would also break the inter-wave barrier: DraftService.
// AllPlayersPicked ends the draft stage the moment everyone has resolved, so a player
// buying a roll after that point would be offered cards the sequence has already moved
// past.
//
// /// <summary>
// /// Owning client: buy a fresh roll of options for gold. Rejected if the player can't
// /// afford it or already has an unresolved draft (resolve the current one first so a
// /// free pick is never silently overwritten).
// /// </summary>
// [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
// public void RequestBuyRerollRpc()
// {
// if (HasActiveDraft) return; // resolve the pending draft before buying another
//
// var service = DraftService.Instance;
// if (service == null) return;
//
// var gold = PlayerGoldManager.GetForClient(OwnerClientId);
// int cost = service.RerollCost;
// if (gold == null || gold.CurrentGold < cost) return;
//
// gold.DeductGold(cost);
// service.ServerOfferTo(OwnerClientId);
// }
}
}