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>
This commit is contained in:
Matt F 2026-07-30 17:45:11 -07:00
parent 7e5c3a8279
commit 4892d7253d
64 changed files with 4023 additions and 344 deletions

View file

@ -33,6 +33,10 @@ namespace TD.Dev
"verified now. Set to Key.None to use the OnGUI button only.")]
[SerializeField] private Key grantTowerHotkey = Key.F8;
[Tooltip("Keyboard shortcut to skip every remaining encounter in the current phase and " +
"go straight to its boss. Set to Key.None to use the OnGUI button only.")]
[SerializeField] private Key skipToBossHotkey = Key.F7;
private void Update()
{
var kb = Keyboard.current;
@ -43,6 +47,9 @@ namespace TD.Dev
if (grantTowerHotkey != Key.None && kb[grantTowerHotkey].wasPressedThisFrame)
TryGrantNextTower();
if (skipToBossHotkey != Key.None && kb[skipToBossHotkey].wasPressedThisFrame)
TrySkipToBoss();
}
private void OnGUI()
@ -59,11 +66,13 @@ namespace TD.Dev
// Anchored below the top HUD bar so it doesn't overlap gold/wave/lives.
const float topOffset = 90f;
GUI.Box(new Rect(10, topOffset, 180, 95), "Dev: Wave Controls");
GUI.Box(new Rect(10, topOffset, 180, 128), "Dev: Wave Controls");
if (GUI.Button(new Rect(20, topOffset + 25, 160, 28), "Force Next Wave"))
TryForceNextWave();
if (GUI.Button(new Rect(20, topOffset + 58, 160, 28), "Grant Next Tower"))
TryGrantNextTower();
if (GUI.Button(new Rect(20, topOffset + 91, 160, 28), "Skip To Boss"))
TrySkipToBoss();
}
// Dev stand-in for the draft system: grants the local player the first catalog
@ -118,5 +127,27 @@ namespace TD.Dev
Debug.Log("[DevWaveControls] Forcing next wave.");
wm.ForceAdvanceToNextWave();
}
// Skips straight to the phase boss so boss content can be tested without playing
// every cycle first. Server-only, like the other cheats.
private void TrySkipToBoss()
{
if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsServer)
{
Debug.LogWarning("[DevWaveControls] Skip-to-boss requested off the server. Ignored.");
return;
}
var wm = WaveManager.Instance;
if (wm == null)
{
Debug.LogWarning("[DevWaveControls] WaveManager.Instance is null. " +
"Is the scene running with a WaveManager network-spawned?");
return;
}
Debug.Log("[DevWaveControls] Skipping to boss.");
wm.ForceAdvanceToBoss();
}
}
}