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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@ -13,8 +13,12 @@ namespace TD.Gameplay.EnemyAbilities
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/// </summary>
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/// <remarks>
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/// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
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/// Only the server calls <see cref="RollRandom"/> (at enemy spawn time, in
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/// <c>WaveManager.SpawnEnemy</c>).
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///
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/// <para><b>Lookup only — no rolling.</b> This pool used to draw a random ability per spawned
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/// enemy against a "no ability" weight. Under the 2.0 design abilities are chosen by the
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/// players' post-wave vote and apply to every enemy in the wave, so the draw moved to
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/// <c>WaveVote</c> (over cards, not abilities) and this is purely the kind→asset table
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/// <c>WaveManager</c> resolves against at spawn time.</para>
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/// </remarks>
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public class EnemyAbilityPool : MonoBehaviour
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{
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@ -25,11 +29,6 @@ namespace TD.Gameplay.EnemyAbilities
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"its slot.")]
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[SerializeField] private EnemyAbilityDefinition[] abilities;
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[Tooltip("Relative weight of an enemy rolling no ability at all, vs. the combined " +
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"weight of every entry in 'abilities'. Higher = abilities are rarer.")]
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[Min(0f)]
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[SerializeField] private float noAbilityWeight = 100f;
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// Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
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// not authored count, so an out-of-range Kind is a compile-time impossibility rather
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// than a bounds check we'd otherwise need on every Get().
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@ -68,35 +67,5 @@ namespace TD.Gameplay.EnemyAbilities
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int i = (int)kind;
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return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
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}
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/// <summary>
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/// Server-only: weighted random draw across every authored ability plus the
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/// no-ability bucket. Returns null when "no ability" is drawn, or when the pool has
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/// nothing authored.
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/// </summary>
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public EnemyAbilityDefinition RollRandom()
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{
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if (abilities == null || abilities.Length == 0) return null;
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float total = noAbilityWeight;
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for (int i = 0; i < abilities.Length; i++)
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if (abilities[i] != null) total += abilities[i].Weight;
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if (total <= 0f) return null;
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float roll = UnityEngine.Random.Range(0f, total);
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if (roll < noAbilityWeight) return null;
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roll -= noAbilityWeight;
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for (int i = 0; i < abilities.Length; i++)
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{
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var def = abilities[i];
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if (def == null) continue;
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if (roll < def.Weight) return def;
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roll -= def.Weight;
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}
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return null;
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}
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}
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}
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