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