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

@ -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);
// }
}
}