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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Assets/_Project/Scripts/Core/PoolWeightAttribute.cs
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Assets/_Project/Scripts/Core/PoolWeightAttribute.cs
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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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