(Feat) Add Remove Building
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@@ -99,6 +99,43 @@ namespace Ashwild.Building
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#endregion
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#region Demolish Build
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/// <summary>
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/// Called by BuildManager when the local player demolishes a build they aimed at: resolves the
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/// hit instance to its index in the replicated list and asks the server to remove it. The index
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/// is a valid shared key because <see cref="spawned"/> stays aligned with <see cref="builds"/>
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/// on every machine. No-op when the object is not one of our committed builds.
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/// </summary>
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public void RequestDemolish(GameObject builtInstance)
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{
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if (builtInstance == null) return;
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int index = spawned.IndexOf(builtInstance);
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if (index < 0)
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{
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Debug.LogWarning($"[BuildRegistry] '{builtInstance.name}' is not a committed build — nothing to demolish.", this);
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return;
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}
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RequestDemolishServerRpc(index);
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}
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/// <summary>
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/// Server-side: removes the record at this index, which replicates the removal (and the local
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/// teardown + occupancy refresh) to every client. Range-guarded against a stale index from a
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/// build that another player demolished during the round-trip.
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/// </summary>
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[ServerRpc(RequireOwnership = false)]
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private void RequestDemolishServerRpc(int index, NetworkConnection conn = null)
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{
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if (index < 0 || index >= builds.Count) return;
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// TODO: refund the builder's resources (conn → PlayerInventory) once build cost lands.
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builds.RemoveAt(index);
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}
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#endregion
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#region Networked Ghost Preview
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/// <summary>
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@@ -187,6 +224,7 @@ namespace Ashwild.Building
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case SyncListOperation.RemoveAt:
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DestroyAt(index);
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spawned.RemoveAt(index);
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RecomputeOccupancy();
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break;
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case SyncListOperation.Clear:
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@@ -210,7 +248,10 @@ namespace Ashwild.Building
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Debug.LogWarning($"[BuildRegistry] Buildable id {record.buildableId} introuvable ou sans BuiltPrefab — rien de spawné.", this);
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return null;
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}
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return Instantiate(data.BuiltPrefab, record.position, record.rotation);
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GameObject go = Instantiate(data.BuiltPrefab, record.position, record.rotation);
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if (go.GetComponent<BuiltStructure>() == null) go.AddComponent<BuiltStructure>();
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return go;
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}
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/// <summary>
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@@ -246,6 +287,24 @@ namespace Ashwild.Building
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MarkOccupancy(go);
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}
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/// <summary>
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/// Recomputes occupancy from scratch after a removal: clears every socket, then re-marks the
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/// connected pairs across what remains. Without this a demolished piece would leave its former
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/// neighbours' sockets stuck "occupied", so nothing could ever be snapped back into the gap.
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/// </summary>
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private void RecomputeOccupancy()
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{
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foreach (GameObject go in spawned)
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{
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if (go == null) continue;
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foreach (BuildSnapPoint sp in go.GetComponentsInChildren<BuildSnapPoint>(true))
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sp.SetOccupied(false);
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}
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foreach (GameObject go in spawned)
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MarkOccupancy(go);
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}
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/// <summary>
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/// Marks the sockets a piece shares a position with — and the matching sockets on the pieces
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/// it touches — as occupied, so placement snapping skips them. Occupancy is derived purely
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