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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@ -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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