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

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