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
|
|
@ -5,52 +5,62 @@ using TD.Towers;
|
|||
namespace TD.Gameplay.Draft
|
||||
{
|
||||
/// <summary>
|
||||
/// Draft choice — "upgrade a tower you already have". Replaces <see cref="BaseTower"/>
|
||||
/// with <see cref="UpgradedTower"/> in the player's <see cref="PlayerTowerDeck"/>: every
|
||||
/// tower of that type placed from now on is the upgraded version. Already-placed towers
|
||||
/// are unaffected.
|
||||
/// Draft choice — "unlock an upgrade". Adds <see cref="UpgradedTower"/> to the player's
|
||||
/// <see cref="PlayerTowerUpgrades"/> set, letting them spend gold converting a placed
|
||||
/// <see cref="BaseTower"/> into it. The base tower stays buildable.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Mirrors <see cref="NewTowerDraftOption"/>, but swaps rather than adds. Only offered
|
||||
/// while the player currently has <see cref="BaseTower"/> unlocked — once taken,
|
||||
/// <see cref="BaseTower"/> is removed from the deck, which automatically makes this option
|
||||
/// (and any sibling upgrade branching off the same base) invalid for future drafts.
|
||||
/// <para><b>Unlock, not swap.</b> This option used to replace the base tower in the player's
|
||||
/// deck, which made the draft pick itself the whole upgrade — free, instant, and retroactive to
|
||||
/// every tower built afterward. The 2.0 model splits it: the draft grants <i>access</i>, gold
|
||||
/// grants the <i>tower</i>. So the deck is untouched here and already-placed towers are
|
||||
/// upgraded one at a time, each paid for.</para>
|
||||
///
|
||||
/// <para><b>Prerequisites fall out of the tree.</b> An upgrade is offerable only once its
|
||||
/// parent is reachable — either the parent is a base tower in the player's deck, or it's an
|
||||
/// upgrade node they've already unlocked. That single rule is what gates deep nodes behind
|
||||
/// shallow ones without any explicit prerequisite list: authoring the tree in
|
||||
/// <see cref="TowerDefinition.UpgradePaths"/> is enough.</para>
|
||||
/// </remarks>
|
||||
[CreateAssetMenu(fileName = "TowerUpgradeOption", menuName = "TD/Draft/Tower Upgrade Option")]
|
||||
public class TowerUpgradeDraftOption : DraftOption
|
||||
{
|
||||
[Header("Payload")]
|
||||
[Tooltip("The tower this option upgrades from. Must be present in the player's deck " +
|
||||
"for this option to be offered.")]
|
||||
[Tooltip("The tower this upgrade branches from — the tree node that must already be " +
|
||||
"reachable (in the player's deck, or itself an unlocked upgrade) for this " +
|
||||
"option to be offered.")]
|
||||
public TowerDefinition BaseTower;
|
||||
|
||||
[Tooltip("The tower this option upgrades to. Must also be present in the " +
|
||||
"TowerPlacementManager catalog (that's where its TowerTypeId comes from).")]
|
||||
[Tooltip("The tower this option unlocks as an upgrade target. Must be in the " +
|
||||
"TowerPlacementManager catalog (that's where its TowerTypeId comes from) and " +
|
||||
"should be listed in BaseTower's UpgradePaths so the conversion is legal.")]
|
||||
public TowerDefinition UpgradedTower;
|
||||
|
||||
public override bool IsValidFor(ulong clientId)
|
||||
{
|
||||
var deck = PlayerTowerDeck.GetForClient(clientId);
|
||||
var pm = TowerPlacementManager.Instance;
|
||||
if (deck == null || pm == null || BaseTower == null || UpgradedTower == null) return false;
|
||||
var deck = PlayerTowerDeck.GetForClient(clientId);
|
||||
var upgrades = PlayerTowerUpgrades.GetForClient(clientId);
|
||||
var pm = TowerPlacementManager.Instance;
|
||||
|
||||
if (!pm.TryGetTypeId(BaseTower, out int baseTypeId)) return false;
|
||||
if (deck == null || upgrades == null || pm == null) return false;
|
||||
if (BaseTower == null || UpgradedTower == null) return false;
|
||||
|
||||
return deck.Contains(baseTypeId);
|
||||
if (!pm.TryGetTypeId(BaseTower, out int baseTypeId)) return false;
|
||||
if (!pm.TryGetTypeId(UpgradedTower, out int upgradedTypeId)) return false;
|
||||
|
||||
// Already unlocked — offering it again would waste the pick.
|
||||
if (upgrades.Contains(upgradedTypeId)) return false;
|
||||
|
||||
// The parent must be reachable: a base tower they can build, or an upgrade they've
|
||||
// already taken. This is the whole prerequisite mechanism.
|
||||
return deck.Contains(baseTypeId) || upgrades.Contains(baseTypeId);
|
||||
}
|
||||
|
||||
public override bool ServerApply(ulong clientId)
|
||||
{
|
||||
var deck = PlayerTowerDeck.GetForClient(clientId);
|
||||
var pm = TowerPlacementManager.Instance;
|
||||
if (deck == null || pm == null || BaseTower == null || UpgradedTower == null) return false;
|
||||
|
||||
if (!pm.TryGetTypeId(BaseTower, out int baseTypeId))
|
||||
{
|
||||
Debug.LogError($"[TowerUpgradeDraftOption] '{BaseTower.name}' is not in the tower " +
|
||||
$"catalog; cannot apply. Add it to TowerPlacementManager.towerDefinitions.");
|
||||
return false;
|
||||
}
|
||||
var upgrades = PlayerTowerUpgrades.GetForClient(clientId);
|
||||
var pm = TowerPlacementManager.Instance;
|
||||
if (upgrades == null || pm == null || UpgradedTower == null) return false;
|
||||
|
||||
if (!pm.TryGetTypeId(UpgradedTower, out int upgradedTypeId))
|
||||
{
|
||||
|
|
@ -60,7 +70,7 @@ namespace TD.Gameplay.Draft
|
|||
return false;
|
||||
}
|
||||
|
||||
return deck.ServerUpgradeTower(baseTypeId, upgradedTypeId);
|
||||
return upgrades.ServerUnlock(upgradedTypeId);
|
||||
}
|
||||
|
||||
/// <summary>Inherits the upgraded tower's icon unless this option assigns an override.</summary>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue