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:
parent
7e5c3a8279
commit
4892d7253d
64 changed files with 4023 additions and 344 deletions
|
|
@ -18,7 +18,10 @@ namespace TD.Gameplay.Draft
|
|||
/// <para><b>Authority.</b> The server offers (<see cref="ServerOffer"/>), resolves
|
||||
/// (<see cref="ServerResolve"/> / <see cref="ServerAutoResolve"/>), and applies the
|
||||
/// chosen option. The owning client only sends intent via
|
||||
/// <see cref="RequestPickRpc"/> and <see cref="RequestBuyRerollRpc"/>.</para>
|
||||
/// <see cref="RequestPickRpc"/>.</para>
|
||||
///
|
||||
/// <para><b>The paid reroll is disabled</b> for the 2.0 MVP — see the commented-out block at
|
||||
/// the bottom of this file for why it was kept rather than removed.</para>
|
||||
///
|
||||
/// <para><b>Generation</b> lives in <see cref="DraftService"/>; this component is just
|
||||
/// the replicated state + the pick/buy entry points.</para>
|
||||
|
|
@ -143,25 +146,38 @@ namespace TD.Gameplay.Draft
|
|||
ServerResolve(optionId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Owning client: buy a fresh roll of options for gold. Rejected if the player can't
|
||||
/// afford it or already has an unresolved draft (resolve the current one first so a
|
||||
/// free pick is never silently overwritten).
|
||||
/// </summary>
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
|
||||
public void RequestBuyRerollRpc()
|
||||
{
|
||||
if (HasActiveDraft) return; // resolve the pending draft before buying another
|
||||
|
||||
var service = DraftService.Instance;
|
||||
if (service == null) return;
|
||||
|
||||
var gold = PlayerGoldManager.GetForClient(OwnerClientId);
|
||||
int cost = service.RerollCost;
|
||||
if (gold == null || gold.CurrentGold < cost) return;
|
||||
|
||||
gold.DeductGold(cost);
|
||||
service.ServerOfferTo(OwnerClientId);
|
||||
}
|
||||
// ----- Extra-draft shop (DISABLED for the 2.0 MVP) --------------------
|
||||
//
|
||||
// Kept rather than deleted: the shop is expected back, but as a SHARED gold sink — the
|
||||
// whole lobby pools money toward one collective extra draft for everyone — rather than
|
||||
// the per-player reroll implemented here. When it returns, this method is the wrong shape
|
||||
// (per-player deduction, per-player offer) but the surrounding plumbing is right, so it
|
||||
// stays as the reference for what to rebuild against.
|
||||
//
|
||||
// Re-enabling this alone would also break the inter-wave barrier: DraftService.
|
||||
// AllPlayersPicked ends the draft stage the moment everyone has resolved, so a player
|
||||
// buying a roll after that point would be offered cards the sequence has already moved
|
||||
// past.
|
||||
//
|
||||
// /// <summary>
|
||||
// /// Owning client: buy a fresh roll of options for gold. Rejected if the player can't
|
||||
// /// afford it or already has an unresolved draft (resolve the current one first so a
|
||||
// /// free pick is never silently overwritten).
|
||||
// /// </summary>
|
||||
// [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
|
||||
// public void RequestBuyRerollRpc()
|
||||
// {
|
||||
// if (HasActiveDraft) return; // resolve the pending draft before buying another
|
||||
//
|
||||
// var service = DraftService.Instance;
|
||||
// if (service == null) return;
|
||||
//
|
||||
// var gold = PlayerGoldManager.GetForClient(OwnerClientId);
|
||||
// int cost = service.RerollCost;
|
||||
// if (gold == null || gold.CurrentGold < cost) return;
|
||||
//
|
||||
// gold.DeductGold(cost);
|
||||
// service.ServerOfferTo(OwnerClientId);
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue