geometry-tower-defense/design/gdd/tower-assembly.md

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Tower Assembly (塔组装系统)

Status: Approved — dependency direction fixed (Node System removed from upstream; Tag System added as hard upstream); Tag System GDD now exists and defines TotalStack semantics; Tower Assembly §3 example updated Author: SepComet + agents Last Updated: 2026-04-30 Implements Pillar: Tactical preparation and adaptation — players optimize tower builds between combat encounters

Overview

The Tower Assembly system is the component combination engine that transforms individual Muzzle, Bearing, and Base components into functional Tower instances. During Assembly Phase (between combat nodes), the PlayerInventoryTowerAssemblyService.TryAssembleTower() method accepts three component instance IDs and produces a TowerItemData containing aggregated stats across 5 level tiers. The system resolves tower rarity from component rarities, computes per-level stat arrays from rarity-scaled base values plus data-table-defined per-level deltas, and merges Tags from all constituent components. Assembled towers can be rostered for combat (max 4 active) via the PlayerInventoryTowerRosterService. The system operates purely on in-memory inventory state; all data is ephemeral per run.

Player Fantasy

"Every battle is a puzzle. You have the pieces—arrange them to solve it."

The Tower Assembly delivers the fantasy of optimization mastery under constraint. The player arrives at Assembly Phase knowing exactly what challenges lie ahead (the 2 outgoing node types are visible), and must decide which components to combine into towers — given the pieces available, what is the strongest arrangement for the known job? The core feeling is the satisfaction of finding the best use of what you have — not the satisfaction of matching a build to a specific enemy weakness, but the intellectual pleasure of transparent optimization.

The player should feel:

  • Analyzing what they have — components are visible, stats are transparent, and the question is "what can I build with what I've got?"
  • Optimizing for the next challenge — component rarity scarcity, availability, and roster constraints define the optimization puzzle; the player decides which components to combine and which towers to deploy given their current inventory and the 4-slot roster limit
  • Free to experiment — disassembling is free and costs nothing; the player can try different configurations before committing to the next node
  • Building toward the boss — each assembly decision accumulates toward the final confrontation; the boss fight is a race against its own HP scaling — better towers deal more damage faster, keeping the boss HP curve lower than it would be with weaker towers

Detailed Design

Core Rules

Tower Assembly combines exactly one Muzzle, one Bearing, and one Base component into a Tower instance.

R1. Assembly Eligibility: A component is eligible for assembly if and only if:

  • It exists in the player's inventory (identified by InstanceId)
  • Its IsAssembledIntoTower flag is false

R2. Assembly Process (PlayerInventoryTowerAssemblyService.TryAssembleTower):

  1. Player selects one Muzzle, one Bearing, and one Base component from inventory
  2. System validates all three components are eligible (R1)
  3. System looks up per-level delta values from data tables (DRMuzzleComp.AttackDamagePerLevel, DRBearingComp.RotateSpeedPerLevel/AttackRangePerLevel, DRBaseComp.AttackSpeedPerLevel)
  4. Tower rarity computed via InventoryRarityRuleService.ResolveTowerRarity(muzzleRarity, bearingRarity, baseRarity) — arithmetic mean of three rarities, rounded and clamped to RarityType enum range
  5. Stat arrays built at TowerLevelCount = 5 granularity using rarity-scaled base values plus per-level deltas
  6. Tags aggregated via TowerTagAggregationService.AggregateTowerTags() — stack counts merged across all three components
  7. New TowerItemData created with a system-allocated InstanceId, display name, and the computed stats
  8. All three components' IsAssembledIntoTower flags are set to true
  9. The new tower is added to inventory.Towers

R3. Disassembling: Any assembled tower may be disassembled at no cost. Disassembly:

  • Removes the tower from inventory.Towers
  • Sets all three constituent components' IsAssembledIntoTower flags to false
  • Components' Endurance values are preserved (not reset)
  • If the tower is currently in the combat roster (ParticipantTowerInstanceIds), it is automatically removed from the roster before disassembling

R4. Tower Roster (PlayerInventoryTowerRosterService):

  • Maximum 4 towers may be rostered for combat (MaxParticipantTowerCount)
  • Roster is set during Assembly Phase via TryAddParticipantTower(towerInstanceId) / TryRemoveParticipantTower(towerInstanceId)
  • Only rostered towers participate in combat
  • Roster state persists in inventory.ParticipantTowerInstanceIds and is reset on each new run

R5. Tower Endurance: Each component has an Endurance value (0100). When a tower participates in combat, all three components' endurance is reduced proportionally via InventoryTowerEnduranceUtility.ReduceTowerEndurance().

R6. Endurance at Zero: If any constituent component's Endurance reaches 0:

  • The tower cannot be rostered for combat (TryAddParticipantTower returns failure)
  • The tower cannot be used in combat — it is treated as non-functional
  • The components retain their 0 endurance state until repaired or the run ends
  • A 0-endurance tower can be disassembled via TryDisassembleTower during the Assembly Phase window (after a node completes, before the next node's active flow begins). Disassembly is blocked during active Combat/Event/Shop node flows — this restriction is enforced by the UI layer (RepoFormController hides or disables the disassemble action during those phases), not by the inventory service. Repair is out of scope for this GDD (see Open Question 3).

R7. No Component Compatibility Constraints: Any MuzzleCompItemData may combine with any BearingCompItemData and any BaseCompItemData. No affinity rules, type matching, or stat constraints are enforced. AttackMethodType and AttackPropertyType are independent dimensions that do not affect assembly eligibility.

States and Transitions

Tower Assembly has no standalone state machine — it operates as a service within the PlayerInventoryComponent. State transitions are driven by the Node System's Assembly Phase.

Component States (per component instance):

State Description Exits
InInventory Component resides in inventory, not assembled Assembled on successful TryAssembleTower
Assembled Component is part of a tower, IsAssembledIntoTower = true InInventory on successful TryDisassembleTower; → InRoster when tower is added to roster
InRoster Tower containing this component is in the combat roster Assembled when tower removed from roster
Degraded Any constituent component has Endurance = 0; tower cannot be rostered Assembled if endurance is repaired (out of scope)

Tower States (per tower instance):

State Description Exits
AssembledIdle Tower exists in inventory.Towers, not in combat roster AssembledRostered on TryAddParticipantTower
AssembledRostered Tower is in ParticipantTowerInstanceIds, eligible for combat AssembledIdle on TryRemoveParticipantTower; → Degraded if any component reaches 0 endurance
Degraded Tower cannot be rostered due to 0-endurance component AssembledRostered if endurance is repaired (out of scope)

Interactions with Other Systems

System Direction Interface
Node System Driven by Assembly Phase is triggered by NodeSystem after each node resolves. During Assembly Phase, the player may call TryAssembleTower, TryDisassembleTower, TryAddParticipantTower, and TryRemoveParticipantTower.
PlayerInventoryComponent Reads/writes Tower Assembly operates entirely through PlayerInventoryComponent's inventory state. Components and towers are stored in BackpackInventoryData.
Combat System Delegates to PlayerInventoryComponent.GetParticipantTowerSnapshot() returns the current combat roster (up to 4 towers). Combat system reads tower stats from this snapshot.
Progression Writes On RunEnd, final tower configurations are not persisted (run resets). Progression may read aggregate stats (e.g., total towers assembled across all runs) — pending Progression GDD.

Formulas

1. Tower Stat Per-Level Scaling

Each tower stat (AttackDamage, RotateSpeed, AttackRange, AttackSpeed) is built as a 5-element array via BuildLevelIntArray or BuildLevelFloatArray. All stats follow the same structural formula:

statValue[i] = Max(0, baseValue + perLevel * i) for i in 0..4 — all stats are clamped to a minimum of 0 (no negative stats are possible).

Variables:

Variable Symbol Type Range Description
rarityBaseArray B int[5] or float[5] varies Per-rarity base values indexed by rarity (White=0..Red=4)
rarity R RarityType White..Red Component's rarity, converted to 0-based index
rarityIndex ri int 04 Clamp((int)R - 1, 0, 4)
baseValue B[ri] int or float varies Starting value at level 0, selected by rarity
perLevel P int or float varies Per-level increment from data table
statValue[i] V_i int or float varies Stat value at level i (level = i + 1)

Output Range: Level 1 value = B[ri]; Level 5 value = B[ri] + P * 4. Actual range depends on component data tables.

Example — AttackDamage (Muzzle, Green rarity, perLevel=3, AttackDamage = [10, 20, 30, 40, 50]):

Level Index Value
1 0 20 + 3×0 = 20
2 1 20 + 3×1 = 23
3 2 20 + 3×2 = 26
4 3 20 + 3×3 = 29
5 4 20 + 3×4 = 32

2. Tower Rarity Resolution

InventoryRarityRuleService.ResolveTowerRarity(muzzleRarity, bearingRarity, baseRarity) resolves tower rarity as the arithmetic mean of the three constituent component rarities, floored and clamped:

towerRarity = Clamp(Mathf.FloorToInt((mR + bR + baseR) / 3f), White, Red)

Variables:

Variable Symbol Type Range Description
muzzleRarity mR RarityType White..Red Muzzle component rarity
bearingRarity bR RarityType White..Red Bearing component rarity
baseRarity baseR RarityType White..Red Base component rarity
average avg float 15 (mR + bR + baseR) / 3f
floored flr int 15 Mathf.FloorToInt(average) — always rounds down at .5 boundaries
towerRarity RarityType White..Red Final tower rarity

Output Range: White to Red. Floor drops any fractional part: 1.001.99 → White; 2.002.99 → Green; 3.003.99 → Blue; etc.

Example — Muzzle=Green(2), Bearing=Blue(3), Base=Purple(4): (2+3+4)/3 = 3.0Blue


3. Tag Aggregation

TowerTagAggregationService.AggregateTowerTags(muzzleTags, bearingTags, baseTags) merges tags from all three components into TagRuntimeData[]:

Tag Stacking Rule (Revised): TotalStack is the tag's occurrence count across the 3 components (13). Per the Tag System GDD, only Fire scales with TotalStack (linear DOT damage multiplier). All other launch tags (Ice, Crit, Execution, Shatter) are binary on/offTotalStack > 1 provides no mechanical advantage. Inferno and AbsoluteZero are pure amplifiers that require their base tags (Fire and Ice respectively) to have any effect. See design/gdd/tag-system.md TR5 for the full per-tag semantics table.

Variables:

Variable Type Description
componentTags TagType[][] Tags array from each of the 3 components
stackByTag Dictionary<TagType, int> Running count of tag occurrences across the 3 components
TotalStack int occurrenceCount (13) per tag — semantics per Tag System GDD: Fire scales linearly; all other launch tags are binary

Output: TagRuntimeData[] sorted by TagType. Flat unique tag list (Tags[]) is derived by FlattenUniqueTags(TagRuntimeData[]).

Example — Muzzle=[Fire], Bearing=[Ice], Base=[Fire]: { Fire: 2, Ice: 1 }[{ Fire, TotalStack=2 }, { Ice, TotalStack=1 }] In this example, Fire appears on 2 components — Fire's DOT damage scales with TotalStack=2. Ice appears once — Ice slow is binary (on/off), so TotalStack=1 is identical in effect to TotalStack=3.

Edge Cases

  • If the same component instance ID is passed for multiple slots: Assembly fails. TryGetComponentById searches type-specific lists, so the second slot lookup fails and returns false.

  • If any component is already assembled into a tower (IsAssembledIntoTower = true): Assembly fails immediately. Components may only belong to one tower at a time.

  • If any component's DR config row is missing (DRMuzzleComp, DRBearingComp, or DRBaseComp returns null for the component's ConfigId): Assembly fails. Components without valid data table entries cannot be assembled.

  • If all three components have duplicate tags (e.g., all have TagType.Fire): TagRuntimeData is produced with TotalStack = 3. Stack count equals the number of components carrying that tag (max 3).

  • If one or more components have empty or null tags arrays: AggregateTowerTags skips null/empty arrays. The resulting tower only has tags from components with non-empty arrays.

  • If all three components have empty/null tags: Tower has no tags. AggregateTowerTags returns Array.Empty<TagRuntimeData>().

  • If tags contain TagType.None or invalid enum values: These are filtered out by AggregateTowerTags via if (tagType == TagType.None || !Enum.IsDefined(typeof(TagType), tagType)) continue;. Invalid tags do not appear in output.

  • If the combat roster is full (4 towers) and user attempts to add another: TryAddParticipantTower returns ParticipantTowerAssignFailureReason.ParticipantAreaFull. The tower is not added.

  • If a tower with 0-endurance component is attempted to be rostered: CombatParticipantTowerValidationService.ValidateTower returns a validation failure (BrokenMuzzleComponent/BrokenBearingComponent/BrokenBaseComponent). TryAddParticipantTower returns ParticipantTowerAssignResult with FailureReason = InvalidTower. The tower cannot participate.

  • If a tower in the combat roster has a component reach 0 endurance mid-combat: The tower remains in ParticipantTowerInstanceIds but becomes degraded. CombatParticipantTowerValidationService.ValidateParticipantTowers marks it invalid on the next validation. No automatic removal from roster occurs.

  • If a tower's component stat arrays are shorter than 5 elements: ResolveRarityBaseValue uses Clamp(rarityIndex, 0, array.Length - 1). If the array has fewer than 5 entries, higher rarity components silently read from lower rarity base values (e.g., a 3-element array maps Purple and Red to the Blue base value). This is a data-authoring constraint — data tables must provide exactly 5-element arrays for all components. If the array is empty, the stat defaults to 0.

  • If per-level delta is negative (e.g., AttackSpeedPerLevel = -0.25): The formula baseValue + perLevel * i correctly handles negative values. Level 5 stat will be lower than Level 1 stat for that dimension.

  • If a tower's rarity resolves to a boundary value (e.g., (Green + Blue + Purple) / 3 = 3.0): Mathf.FloorToInt(3.0f) = 3 (Blue). Floor rounding always rounds down at .5 boundaries.

Dependencies

Upstream Dependencies (what Tower Assembly depends on)

System Type Interface Status
Inventory Hard PlayerInventoryComponent owns all component and tower state. Assembly reads/writes via BackpackInventoryData. Implemented
DataTable (DRMuzzleComp, DRBearingComp, DRBaseComp) Hard Per-level delta lookups during stat building. Missing rows cause assembly failure. Implemented
Tag System Hard TotalStack semantics (which tags scale with stack count and how) are defined in the Tag System GDD. Tower Assembly aggregates tags but does not interpret their combat effects. GDD exists (design/gdd/tag-system.md)

Downstream Dependents (what depends on Tower Assembly)

System Type Interface Status
Node System Soft Assembly Phase provides UI context for tower assembly. Node System calls into Tower Assembly — Tower Assembly is downstream of Node System. GDD exists
Combat System Hard PlayerInventoryComponent.GetParticipantTowerSnapshot() returns up to 4 rostered towers with their stats. Combat reads TowerStatsData for damage calculations. GDD exists (docs/CombatNodeArchitecture.md)
Progression Soft May read aggregate tower assembly stats across runs. Pending Progression GDD. Not yet designed

Provisional Assumptions

  • TryDisassembleTower is implemented (see Open Question 1). The 0-endurance disassemble restriction is UI-enforced (RepoFormController), not service-enforced.
  • Repair mechanism for 0-endurance components is out of scope for this GDD (see Open Question 3).
  • CombatParticipantTowerValidationService handles degraded tower detection — this is owned by the Combat System GDD.

Tuning Knobs

Knob Default Safe Range Extreme: Too Low Extreme: Too High
TowerLevelCount 5 310 Fewer upgrade tiers — less meaningful progression within a tower's lifetime More tiers — stat arrays grow; UI scalability issues; balance complexity
MaxParticipantTowerCount 4 26 Too few towers — limited tactical variety in combat roster Too many — combat UI cluttered; player decision paralysis
Per-level delta (DRMuzzleComp.AttackDamagePerLevel, etc.) varies by row varies Too high → towers scale exponentially; late-game dominance Too low → leveling feels pointless; stats converge
Rarity base arrays varies by component row varies Too high → rarity gaps become massive Too low → rarity feels meaningless

Data-table-driven knobs (not code constants):

  • DRMuzzleComp.AttackDamagePerLevel — flat AttackDamage increase per tower level
  • DRBearingComp.RotateSpeedPerLevel — rotation speed increase per level
  • DRBearingComp.AttackRangePerLevel — range increase per level
  • DRBaseComp.AttackSpeedPerLevel — attack speed change per level (can be negative)

Visual/Audio Requirements

VFX Event Specifications

Event Visual Effect Audio Cue Duration
Tower Assembled 610 geometric particles (triangles/diamonds) burst from assembly point, rarity-colored. Component icons collapse inward, tower card materializes with scale pulse (1.0x→1.15x→1.0x). Purple/Red rarity adds golden shimmer particles. Ascending C5-E5-G5 arpeggio (200ms). Blue+ adds C6 for premium signal. ~300ms
Tower Added to Roster Roster slot glows rarity color (200ms). Tower icon animates to roster slot (200ms ease-out). Roster full: ring pulse from panel border. Two-tone lock-in (G5→E5→G5, 80ms). Roster full adds C6. ~250ms
Tower Removed from Roster Slot fades from rarity color to empty (150ms). Tower icon animates back to inventory. Roster-full indicator: "-1" pulse above panel. Descending G5→D5 (100ms) — "slot opened". ~200ms
Tower Degraded (0 Endurance) Red-orange geometric crack propagates across tower icon (300ms). Tower dims to 40% opacity, desaturated. Broken shard overlay icon. Roster slot flashes red-orange if affected. Dissonant minor-2nd (C5→C5♭, 150ms) + descending power-down sweep (400Hz→200Hz, 200ms). ~400ms
Tower Disassembled Tower icon explodes into 3 component icons flying to inventory positions. Particle burst at tower's former position. Components pulse on arrival. Reverse arpeggio G5→E5→C5 (200ms). 3x short clicks (30ms each) as components snap back. ~300ms

Rarity Color Palette

Rarity Hex VFX Color Audio Signal
White #E8E8E8 White particles 1-note chime
Green #4ADE80 Green particles 2-note chime
Blue #60A5FA Blue particles 3-note chime
Purple #C084FC Purple + shimmer 4-note + shimmer VFX
Red #F87171 Red + shimmer 5-note + shimmer VFX

Animation & Style Constraints

  • Particle shapes: Triangles, diamonds, hexagons ONLY — no circles, no organic curves
  • Waveforms: Clean sine or triangle waves — digital-mathematical character
  • Easing: All UI animations use ease-out entry. No bounce, no elastic overshoot
  • Duration budget: Assembly/disassemble 200300ms; roster add/remove 200250ms; degraded 300400ms. Max 400ms per transition
  • Accessibility: All audio cues have visual alternatives (color flash, icon change, screen pulse). Degraded state uses geometric crack overlay, not color alone
  • No simultaneous full-screen effects: VFX is localized to the relevant card/icon; full-screen flashes reserved only for degraded warning at ≤30% opacity

DataTable Extension

DRTowerAssemblySound (or extension of DRSound):

SoundId AssetName Volume Notes
TowerAssemble Tower_Assemble 0.8 C5-E5-G5 arpeggio, 200ms
TowerAssemblePremium Tower_Assemble_Premium 0.8 C5-E5-G5-C6, 250ms (Blue+)
TowerRosterAdd Tower_Roster_Add 0.6 G5-E5-G5, 80ms
TowerRosterRemove Tower_Roster_Remove 0.5 G5-D5, 100ms
TowerDegrade Tower_Degrade 0.7 Minor-2nd + power-down sweep, 350ms
TowerDisassemble Tower_Disassemble 0.7 G5-E5-C5 reverse arpeggio, 200ms

UI Requirements

Assembly Phase Screen

Trigger: Auto-displayed after any node resolves (per Node System).

Content:

  • Inventory Grid: All owned unassembled components, grouped by type (Muzzle, Bearing, Base)
  • Tower Slots: 3 assembly slots (Muzzle, Bearing, Base) — drop targets for components
  • Assembled Towers Panel: All towers built so far in this run
  • Combat Roster: 4 slots showing currently rostered towers (ready for next combat)
  • Next Node Preview: 2 outgoing edge destinations visible during Assembly Phase (from Node System)
  • Ready Button: Confirms Assembly Phase is complete; triggers Node Choice

Interactions:

  • Drag components from inventory into assembly slots
  • Click "Assemble" button when 3 slots are filled → creates tower
  • Click tower → shows tower stats, rarity, tags; options to "Add to Roster" or "Disassemble"
  • Drag tower from Assembled Towers to Roster slots
  • Click "Disassemble" on tower → free disassemble, components return to inventory
  • Click "Ready" → proceeds to Node Choice

Empty State:

  • No unassembled components: inventory grid shows "No components — combat drops will appear here"
  • No assembled towers: Assembled Towers panel shows "Assemble towers from components above"
  • Roster empty: slots show dotted outline placeholder

Tower Info Tooltip/Panel (on tower click):

  • Tower name and rarity (color-coded)
  • Stats: AttackDamage (5 levels), RotateSpeed, AttackRange, AttackSpeed
  • Tags with stack counts
  • Component sources (Muzzle/Bearing/Base names)
  • Endurance bars for each component (0100%)

Roster Management UI

Roster Slots (4 slots):

  • Each slot shows: tower icon, rarity color border, tower name
  • Drag tower to roster slot to add
  • Click "X" on rostered tower to remove from roster
  • Degraded tower (0 endurance): slot shows crack overlay, cannot be deployed
  • Roster full (4/4): slots show "FULL" indicator; drag-and-drop returns tower to Assembled Towers

Accessibility

  • All rarity colors are paired with distinct iconography
  • Degraded state uses geometric crack shape, not color alone
  • Tag stack counts shown numerically, not just visually
  • Component endurance shown as percentage + bar
  • All interactions possible via keyboard (tab navigation, enter to confirm)

Assembly

  • GIVEN the player has 3 unassembled components (Muzzle, Bearing, Base), WHEN TryAssembleTower(muzzleId, bearingId, baseId) is called, THEN the method returns true and a TowerItemData with a system-allocated InstanceId is added to inventory.Towers (AC1a); the three components' IsAssembledIntoTower flags are all set to true (AC1b).
  • GIVEN the player has 3 unassembled components (Muzzle, Bearing, Base), WHEN TryAssembleTower is called, THEN the returned tower's Stats object contains non-null AttackDamage, RotateSpeed, AttackRange, and AttackSpeed arrays each with exactly 5 elements, built via the per-level scaling formula (AC1c).
  • GIVEN the player has 3 unassembled components (Muzzle, Bearing, Base), WHEN TryAssembleTower is called, THEN the returned tower's Rarity equals the result of InventoryRarityRuleService.ResolveTowerRarity applied to the three components' rarities (AC1d).
  • GIVEN the player has 3 unassembled components with tags [Fire], [Ice], [Fire], WHEN TryAssembleTower is called, THEN the returned tower's TagRuntimes contains exactly two entries: Fire with TotalStack=2 and Ice with TotalStack=1; Tags (flattened) contains both TagType.Fire and TagType.Ice (AC1e).
  • GIVEN the same component instance ID is passed for multiple slots (e.g., muzzleId == bearingId), WHEN TryAssembleTower is called, THEN the call returns false and no tower is created.
  • GIVEN a Muzzle component is already assembled into a tower, WHEN the player attempts to use that component in a new TryAssembleTower call, THEN the call returns false and no tower is created.
  • GIVEN any component's DR config row is missing, WHEN TryAssembleTower is called, THEN the call returns false and no tower is created.
  • GIVEN all three components have empty or null tags arrays, WHEN TryAssembleTower is called, THEN the returned tower's TagRuntimes is Array.Empty<TagRuntimeData>() and Tags is Array.Empty<TagType>().
  • GIVEN one component has a null tags array and another has an empty (non-null) tags array, WHEN TryAssembleTower is called, THEN null arrays are skipped and empty arrays produce no tags; the result is identical to AC1i — TagRuntimes and Tags are both empty.
  • GIVEN a component's tags array contains TagType.None or invalid enum values, WHEN TryAssembleTower is called, THEN invalid values are filtered out and do not appear in TagRuntimes or Tags.

Disassembling

  • GIVEN an assembled tower is not in the combat roster, WHEN TryDisassembleTower(towerInstanceId) is called, THEN the tower is removed from inventory.Towers, all three components' IsAssembledIntoTower flags are set to false, and their Endurance values are preserved.
  • GIVEN an assembled tower is currently in the combat roster, WHEN TryDisassembleTower(towerInstanceId) is called, THEN the tower is automatically removed from the roster before disassembling.
  • GIVEN no tower with the given towerInstanceId exists in inventory.Towers, WHEN TryDisassembleTower(towerInstanceId) is called, THEN the call returns false and no changes are made.
  • GIVEN a tower exists in inventory.Towers but one or more of its constituent component instance IDs no longer exist in the inventory's component lists, WHEN TryDisassembleTower(towerInstanceId) is called, THEN the call returns false and no changes are made.

Roster Management

  • GIVEN fewer than 4 towers are in the roster, WHEN TryAddParticipantTower(towerInstanceId) is called with a valid non-degraded tower, THEN the tower is added to ParticipantTowerInstanceIds.
  • GIVEN 4 towers are already in the roster, WHEN TryAddParticipantTower is called with a valid tower, THEN the call returns ParticipantTowerAssignFailureReason.ParticipantAreaFull and no change occurs.
  • GIVEN a tower has a Muzzle/Bearing/Base component with Endurance = 0, WHEN TryAddParticipantTower is called, THEN the call returns ParticipantTowerAssignResult with FailureReason = InvalidTower and the tower is not added.
  • GIVEN a tower is already in ParticipantTowerInstanceIds, WHEN TryAddParticipantTower is called for that same tower, THEN the call returns ParticipantTowerAssignResult with FailureReason = AlreadyAssigned and no change occurs.
  • GIVEN no tower with the given towerInstanceId exists in inventory.Towers, WHEN TryAddParticipantTower is called, THEN the call returns ParticipantTowerAssignResult with FailureReason = TowerMissing and no change occurs.
  • GIVEN a tower is in ParticipantTowerInstanceIds, WHEN TryRemoveParticipantTower(towerInstanceId) is called, THEN the tower is removed from ParticipantTowerInstanceIds.
  • GIVEN a tower is not in ParticipantTowerInstanceIds, WHEN TryRemoveParticipantTower(towerInstanceId) is called, THEN the call returns false and no change occurs.

Stats and Formulas

  • GIVEN a Green-rarity Muzzle with AttackDamage = [10, 20, 30, 40, 50] and AttackDamagePerLevel = 3, WHEN a tower is assembled from it, THEN the tower's AttackDamage array is [20, 23, 26, 29, 32].
  • GIVEN a tower is assembled from Muzzle=Green, Bearing=Blue, Base=Purple, WHEN rarity is computed with Mathf.FloorToInt, THEN the tower rarity is Blue (FloorToInt((2+3+4)/3f) = FloorToInt(3.0) = 3).
  • GIVEN a tower is assembled from Muzzle=White, Bearing=Blue, Base=Blue, WHEN rarity is computed, THEN the tower rarity is Green (FloorToInt((1+3+3)/3f) = FloorToInt(2.33) = 2).
  • GIVEN a tower is assembled from Muzzle=[Fire], Bearing=[Ice], Base=[Fire], WHEN tags are aggregated, THEN the tower has Fire with TotalStack=2 and Ice with TotalStack=1.
  • GIVEN a component's rarityBaseArray has exactly 3 elements (indices 0..2 for White/Green/Blue), WHEN a tower is assembled using a Purple-rarity component, THEN the tower reads from index 2 (the Blue base value) — higher rarities are clamped to the highest available index.
  • GIVEN a component has AttackSpeedPerLevel = -0.25, WHEN a tower is assembled using that component, THEN the resulting AttackSpeed array values are clamped to a minimum of 0 (e.g., if baseValue = 1.0, Level 5 = 1.0 + (-0.25)×4 = 0.0; if baseValue = 0.5, Level 5 = 0.5 + (-0.25)×4 = -0.5 → clamped to 0).

Endurance

  • GIVEN a tower with all components at Endurance > 0 is in the roster, WHEN ReduceTowerEndurance(towerInstanceIds, 10.0f) is called, THEN each of the three constituent components' Endurance is reduced by 10.0 clamped to a minimum of 0.
  • GIVEN towerInstanceIds contains the same tower instance ID more than once, WHEN ReduceTowerEndurance(towerInstanceIds, 10.0f) is called, THEN the deduplicated list is processed once; each component's endurance is reduced by exactly 10.0, not 20.0.
  • GIVEN a tower with all components at Endurance > 0 is in the roster, WHEN ReduceTowerEndurance is called with a negative enduranceLoss value, THEN endurance is unchanged (the loss is clamped to [0, infinity)).
  • GIVEN a component in an assembled tower reaches Endurance = 0, WHEN TryAddParticipantTower is called for that tower, THEN the call fails and the tower cannot be rostered.
  • GIVEN a tower has a component with Endurance = 0, WHEN TryDisassembleTower is called during the Assembly Phase window (between nodes), THEN the call returns true and the tower is disassembled normally (R6: disassemble is allowed; the restriction during active node flows is UI-enforced by RepoFormController, not service-enforced).
  • GIVEN a tower has a component with Endurance = 0 and is currently in the combat roster, WHEN TryDisassembleTower is called, THEN the tower is first removed from ParticipantTowerInstanceIds before being disassembled.

Open Questions

1. TryDisassembleTower Implementation Gap

Status: RESOLVED — TryDisassembleTower is implemented in PlayerInventoryTowerAssemblyService and exposed via PlayerInventoryComponent.TryDisassembleTower(long towerInstanceId). The method: validates tower exists, looks up constituent components, removes tower from roster, sets IsAssembledIntoTower = false on all three components, and removes the tower from inventory.Towers.

2. Auto-Cleanup of Degraded Rostered Towers

Status: RESOLVED — No auto-cleanup mechanism is required. A 0-endurance tower remains in ParticipantTowerInstanceIds in a non-functional state. It is not automatically removed; the player must manually TryRemoveParticipantTower or TryDisassembleTower during the Assembly Phase window. This preserves player agency during the reconfiguration phase.

3. Repair Mechanism for 0-Endurance Components

Status: OUT OF SCOPE — A 0-endurance component can be disassembled to recover the other two components (R6). Repair mechanism (e.g., gold cost to restore endurance) is out of scope for this GDD. A future Repair GDD should address this.

4. Component Compatibility Rules

Status: RESOLVED — No affinity or compatibility rules are enforced. Any Muzzle+Bearing+Base combination is valid. AttackMethodType and AttackPropertyType are independent dimensions.

5. Counter-Building Mechanical Support

Status: RESOLVED — The Fantasy section has been revised to accurately describe the delivered experience: optimization mastery and free reconfiguration, not threat-specific counter-building. R7 (no affinity rules) is now consistent with the revised Fantasy. The Into the Breach reference has been removed. "Counter-building" in this context means freely choosing the best tower arrangement given available components and known upcoming challenges — not affinity-based matching. If future design adds enemy-type-to-tower-effectiveness mappings, this GDD would need a backward-compatible extension.