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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