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>
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64 changed files with 4023 additions and 344 deletions
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@ -8,9 +8,22 @@ namespace TD.Core
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/// </summary>
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public enum EnemyAbilityKind : byte
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{
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/// <summary>No ability rolled. Never a real pool entry — only the sentinel value
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/// <see cref="TD.Gameplay.EnemyAbility"/> reports before/absent a roll.</summary>
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/// <summary>Sentinel for "no ability". Never a real pool entry.</summary>
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None = 0,
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/// <summary>Dies into several smaller, faster copies of itself.</summary>
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SplitOnDeath = 1,
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/// <summary>Grounded enemies take to the air, ignoring the maze entirely.</summary>
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Flight = 2,
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/// <summary>Teleports a short distance further along its path on a timer.</summary>
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Blink = 3,
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/// <summary>Grants no kill bounty.</summary>
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NoBounty = 4,
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/// <summary>Steals gold from the player whose zone it escaped, on top of the life cost.</summary>
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GoldTheft = 5,
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}
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}
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@ -68,8 +68,12 @@ namespace TD.Core
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/// </summary>
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/// <remarks>
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/// <c>None</c> is a sentinel value used in <c>OwnerGrid</c> to mark tiles not owned by any player zone.
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/// Player1..Player9 cover the maximum supported player count. Maps using fewer players use a
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/// contiguous prefix (e.g., a 3-player map uses Player1, Player2, Player3 only).
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/// Maps use a contiguous prefix of the player values.
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///
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/// <para><b>The enum runs to 9, but only <see cref="MatchRules.MaxPlayers"/> slots are ever
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/// allocated.</b> Lobbies capped at 3 for the 2.0 design; the surplus values are kept because
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/// they are baked into existing <c>LevelData</c> owner grids, and renumbering the enum would
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/// force a re-bake of every map to no runtime benefit.</para>
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/// </remarks>
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/// <summary>
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/// Global phase of a match, driven by <c>MatchState</c>.
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@ -92,6 +96,28 @@ namespace TD.Core
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Defeat = 4,
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}
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/// <summary>
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/// Which step of the between-encounters sequence is currently running. Replicated by
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/// <c>WaveManager</c> so every HUD can label the shared countdown correctly.
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/// </summary>
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/// <remarks>
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/// These run strictly in order and never overlap: players take their personal draft, then vote
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/// on the buff for the wave they just cleared, then build. The build timer deliberately does
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/// NOT run concurrently with the choices — "after all players have chosen" only means
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/// something if it isn't racing a clock players also want to spend on their maze.
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/// </remarks>
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public enum InterWaveStage : byte
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{
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/// <summary>No inter-wave step running — a wave is spawning or being fought.</summary>
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None = 0,
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/// <summary>Players are picking their personal draft reward.</summary>
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Draft = 1,
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/// <summary>Players are voting on the buff for the wave they just cleared.</summary>
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Vote = 2,
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/// <summary>Build countdown before the next wave spawns.</summary>
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Build = 3,
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}
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/// <summary>
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/// Stable identifier per race. Values 1-16 reserve slots for the planned
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/// 16-race grid in the lobby; only races with a corresponding
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26
Assets/_Project/Scripts/Core/MatchRules.cs
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Assets/_Project/Scripts/Core/MatchRules.cs
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@ -0,0 +1,26 @@
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// Assets/_Project/Scripts/Core/MatchRules.cs
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namespace TD.Core
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{
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/// <summary>
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/// Match-wide constants that several unrelated systems have to agree on.
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/// </summary>
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public static class MatchRules
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{
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/// <summary>
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/// Maximum players in one lobby.
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/// </summary>
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/// <remarks>
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/// <b>Reduced from 9 to 3 for the 2.0 design</b> as a deliberate scope cut: three players
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/// is enough for the shared-lives and shared-vote mechanics to matter, and it shrinks map
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/// authoring, balance surface, and network load all at once.
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///
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/// <para><b>Why <see cref="PlayerSlot"/> still runs to 9.</b> Shrinking the enum would
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/// invalidate the owner grids baked into existing <c>LevelData</c> assets and force a
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/// re-bake of every map, for no runtime benefit — the extra values are simply never
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/// allocated. Slot allocation caps here instead, which is the only place that decides who
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/// gets a slot at all. Per-slot arrays stay sized to the enum, so they hold a few unused
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/// entries; that is intentional and costs nothing.</para>
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/// </remarks>
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public const int MaxPlayers = 3;
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}
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}
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2
Assets/_Project/Scripts/Core/MatchRules.cs.meta
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2
Assets/_Project/Scripts/Core/MatchRules.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ac169573e8a2fd046a3ebac7d2e03c8c
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Assets/_Project/Scripts/Core/PoolWeightAttribute.cs
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Assets/_Project/Scripts/Core/PoolWeightAttribute.cs
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@ -0,0 +1,35 @@
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// Assets/_Project/Scripts/Core/PoolWeightAttribute.cs
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using UnityEngine;
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namespace TD.Core
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{
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/// <summary>
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/// Marks a float field as a 0–1 <b>relative</b> draw weight inside an authored pool. The
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/// inspector renders it as a slider and, when the value is zero, shows a warning directly
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/// beneath explaining that the entry can never be drawn.
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/// </summary>
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/// <remarks>
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/// <b>Relative, not absolute.</b> Weights are normalized against the summed weight of the
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/// candidate set at draw time, so entries at equal weight are equally likely and an entry at
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/// 0.5 is half as likely as one at 1.0. This is why every weight field defaults to 1 —
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/// adding an entry to a pool then never silently re-weights the entries already in it.
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///
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/// <para><b>The warning is advisory.</b> Muting an entry while tuning is a legitimate
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/// workflow, so the drawer never clamps the value or blocks the edit. It exists because a
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/// zero-weight entry is otherwise indistinguishable, in play, from one that simply hasn't come
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/// up yet — the failure is silent, so the authoring surface has to be loud.</para>
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/// </remarks>
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public class PoolWeightAttribute : PropertyAttribute
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{
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/// <summary>
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/// Noun used in the zero-weight warning ("this <c>wave</c> can never be drawn"). Keep it
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/// singular and lowercase.
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/// </summary>
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public readonly string Noun;
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public PoolWeightAttribute(string noun = "entry")
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{
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Noun = string.IsNullOrWhiteSpace(noun) ? "entry" : noun;
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}
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}
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}
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2
Assets/_Project/Scripts/Core/PoolWeightAttribute.cs.meta
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2
Assets/_Project/Scripts/Core/PoolWeightAttribute.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e171856d7a8fe194f97091853672c19d
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