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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@ -82,7 +82,7 @@ namespace TD.Gameplay.Draft
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draft.ServerOffer(resultScratch);
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}
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/// <summary>Server-only: auto-resolve any unpicked drafts (called at prep end).</summary>
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/// <summary>Server-only: auto-resolve any unpicked drafts (called when the timer expires).</summary>
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public void ServerAutoResolveAll()
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{
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if (!IsServer) return;
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@ -90,6 +90,29 @@ namespace TD.Gameplay.Draft
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PlayerDraft.GetForClient(pms.OwnerClientId)?.ServerAutoResolve();
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}
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/// <summary>
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/// True once every connected player has resolved their draft. The inter-wave step polls
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/// this to end the draft timer early instead of making everyone wait out the clock.
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/// </summary>
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/// <remarks>
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/// Returns false when nobody is connected, so an empty lobby can't trip the barrier and
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/// race the sequence forward.
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/// </remarks>
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public static bool AllPlayersPicked
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{
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get
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{
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bool any = false;
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foreach (var pms in PlayerMatchState.AllPlayers)
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{
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any = true;
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var draft = PlayerDraft.GetForClient(pms.OwnerClientId);
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if (draft != null && draft.HasActiveDraft) return false;
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}
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return any;
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}
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}
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// ----- Generation -------------------------------------------------
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// Weighted random draw WITHOUT replacement: picks `count` distinct option ids from
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@ -18,7 +18,10 @@ namespace TD.Gameplay.Draft
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/// <para><b>Authority.</b> The server offers (<see cref="ServerOffer"/>), resolves
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/// (<see cref="ServerResolve"/> / <see cref="ServerAutoResolve"/>), and applies the
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/// chosen option. The owning client only sends intent via
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/// <see cref="RequestPickRpc"/> and <see cref="RequestBuyRerollRpc"/>.</para>
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/// <see cref="RequestPickRpc"/>.</para>
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///
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/// <para><b>The paid reroll is disabled</b> for the 2.0 MVP — see the commented-out block at
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/// the bottom of this file for why it was kept rather than removed.</para>
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///
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/// <para><b>Generation</b> lives in <see cref="DraftService"/>; this component is just
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/// the replicated state + the pick/buy entry points.</para>
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@ -143,25 +146,38 @@ namespace TD.Gameplay.Draft
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ServerResolve(optionId);
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}
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/// <summary>
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/// Owning client: buy a fresh roll of options for gold. Rejected if the player can't
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/// afford it or already has an unresolved draft (resolve the current one first so a
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/// free pick is never silently overwritten).
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/// </summary>
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[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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public void RequestBuyRerollRpc()
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{
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if (HasActiveDraft) return; // resolve the pending draft before buying another
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var service = DraftService.Instance;
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if (service == null) return;
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var gold = PlayerGoldManager.GetForClient(OwnerClientId);
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int cost = service.RerollCost;
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if (gold == null || gold.CurrentGold < cost) return;
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gold.DeductGold(cost);
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service.ServerOfferTo(OwnerClientId);
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}
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// ----- Extra-draft shop (DISABLED for the 2.0 MVP) --------------------
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//
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// Kept rather than deleted: the shop is expected back, but as a SHARED gold sink — the
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// whole lobby pools money toward one collective extra draft for everyone — rather than
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// the per-player reroll implemented here. When it returns, this method is the wrong shape
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// (per-player deduction, per-player offer) but the surrounding plumbing is right, so it
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// stays as the reference for what to rebuild against.
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//
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// Re-enabling this alone would also break the inter-wave barrier: DraftService.
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// AllPlayersPicked ends the draft stage the moment everyone has resolved, so a player
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// buying a roll after that point would be offered cards the sequence has already moved
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// past.
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//
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// /// <summary>
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// /// Owning client: buy a fresh roll of options for gold. Rejected if the player can't
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// /// afford it or already has an unresolved draft (resolve the current one first so a
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// /// free pick is never silently overwritten).
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// /// </summary>
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// [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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// public void RequestBuyRerollRpc()
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// {
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// if (HasActiveDraft) return; // resolve the pending draft before buying another
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//
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// var service = DraftService.Instance;
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// if (service == null) return;
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//
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// var gold = PlayerGoldManager.GetForClient(OwnerClientId);
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// int cost = service.RerollCost;
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// if (gold == null || gold.CurrentGold < cost) return;
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//
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// gold.DeductGold(cost);
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// service.ServerOfferTo(OwnerClientId);
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// }
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}
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}
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@ -5,52 +5,62 @@ using TD.Towers;
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namespace TD.Gameplay.Draft
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{
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/// <summary>
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/// Draft choice — "upgrade a tower you already have". Replaces <see cref="BaseTower"/>
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/// with <see cref="UpgradedTower"/> in the player's <see cref="PlayerTowerDeck"/>: every
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/// tower of that type placed from now on is the upgraded version. Already-placed towers
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/// are unaffected.
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/// Draft choice — "unlock an upgrade". Adds <see cref="UpgradedTower"/> to the player's
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/// <see cref="PlayerTowerUpgrades"/> set, letting them spend gold converting a placed
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/// <see cref="BaseTower"/> into it. The base tower stays buildable.
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/// </summary>
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/// <remarks>
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/// Mirrors <see cref="NewTowerDraftOption"/>, but swaps rather than adds. Only offered
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/// while the player currently has <see cref="BaseTower"/> unlocked — once taken,
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/// <see cref="BaseTower"/> is removed from the deck, which automatically makes this option
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/// (and any sibling upgrade branching off the same base) invalid for future drafts.
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/// <para><b>Unlock, not swap.</b> This option used to replace the base tower in the player's
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/// deck, which made the draft pick itself the whole upgrade — free, instant, and retroactive to
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/// every tower built afterward. The 2.0 model splits it: the draft grants <i>access</i>, gold
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/// grants the <i>tower</i>. So the deck is untouched here and already-placed towers are
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/// upgraded one at a time, each paid for.</para>
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///
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/// <para><b>Prerequisites fall out of the tree.</b> An upgrade is offerable only once its
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/// parent is reachable — either the parent is a base tower in the player's deck, or it's an
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/// upgrade node they've already unlocked. That single rule is what gates deep nodes behind
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/// shallow ones without any explicit prerequisite list: authoring the tree in
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/// <see cref="TowerDefinition.UpgradePaths"/> is enough.</para>
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/// </remarks>
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[CreateAssetMenu(fileName = "TowerUpgradeOption", menuName = "TD/Draft/Tower Upgrade Option")]
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public class TowerUpgradeDraftOption : DraftOption
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{
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[Header("Payload")]
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[Tooltip("The tower this option upgrades from. Must be present in the player's deck " +
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"for this option to be offered.")]
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[Tooltip("The tower this upgrade branches from — the tree node that must already be " +
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"reachable (in the player's deck, or itself an unlocked upgrade) for this " +
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"option to be offered.")]
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public TowerDefinition BaseTower;
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[Tooltip("The tower this option upgrades to. Must also be present in the " +
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"TowerPlacementManager catalog (that's where its TowerTypeId comes from).")]
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[Tooltip("The tower this option unlocks as an upgrade target. Must be in the " +
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"TowerPlacementManager catalog (that's where its TowerTypeId comes from) and " +
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"should be listed in BaseTower's UpgradePaths so the conversion is legal.")]
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public TowerDefinition UpgradedTower;
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public override bool IsValidFor(ulong clientId)
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{
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var deck = PlayerTowerDeck.GetForClient(clientId);
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var pm = TowerPlacementManager.Instance;
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if (deck == null || pm == null || BaseTower == null || UpgradedTower == null) return false;
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var deck = PlayerTowerDeck.GetForClient(clientId);
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var upgrades = PlayerTowerUpgrades.GetForClient(clientId);
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var pm = TowerPlacementManager.Instance;
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if (!pm.TryGetTypeId(BaseTower, out int baseTypeId)) return false;
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if (deck == null || upgrades == null || pm == null) return false;
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if (BaseTower == null || UpgradedTower == null) return false;
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return deck.Contains(baseTypeId);
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if (!pm.TryGetTypeId(BaseTower, out int baseTypeId)) return false;
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if (!pm.TryGetTypeId(UpgradedTower, out int upgradedTypeId)) return false;
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// Already unlocked — offering it again would waste the pick.
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if (upgrades.Contains(upgradedTypeId)) return false;
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// The parent must be reachable: a base tower they can build, or an upgrade they've
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// already taken. This is the whole prerequisite mechanism.
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return deck.Contains(baseTypeId) || upgrades.Contains(baseTypeId);
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}
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public override bool ServerApply(ulong clientId)
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{
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var deck = PlayerTowerDeck.GetForClient(clientId);
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var pm = TowerPlacementManager.Instance;
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if (deck == null || pm == null || BaseTower == null || UpgradedTower == null) return false;
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if (!pm.TryGetTypeId(BaseTower, out int baseTypeId))
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{
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Debug.LogError($"[TowerUpgradeDraftOption] '{BaseTower.name}' is not in the tower " +
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$"catalog; cannot apply. Add it to TowerPlacementManager.towerDefinitions.");
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return false;
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}
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var upgrades = PlayerTowerUpgrades.GetForClient(clientId);
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var pm = TowerPlacementManager.Instance;
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if (upgrades == null || pm == null || UpgradedTower == null) return false;
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if (!pm.TryGetTypeId(UpgradedTower, out int upgradedTypeId))
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{
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return false;
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}
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return deck.ServerUpgradeTower(baseTypeId, upgradedTypeId);
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return upgrades.ServerUnlock(upgradedTypeId);
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}
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/// <summary>Inherits the upgraded tower's icon unless this option assigns an override.</summary>
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