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

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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemySpawnContext.cs
namespace TD.Gameplay.EnemyAbilities
{
/// <summary>
/// Mutable per-spawn copy of an enemy's stats, handed to each of its abilities before the
/// enemy is built so they can alter what it spawns as.
/// </summary>
/// <remarks>
/// <b>Why a context rather than more parameters.</b> Wave buffs like "grounded enemies become
/// flying" or "enemies spawn at half health" have to land <i>before</i>
/// <c>EnemyHealth.InitializeServer</c> and before the spawn position is computed (flyers are
/// raised by their flight height). Threading each new stat through <c>SpawnEnemy</c> as another
/// argument was already unwieldy at two; this keeps the signature flat and gives abilities one
/// obvious place to write.
///
/// <para>Seeded from the <see cref="EnemyDefinition"/>, never written back to it — the
/// definition is a shared asset and a buff that mutated it would leak across waves, matches,
/// and (in the editor) sessions.</para>
/// </remarks>
public struct EnemySpawnContext
{
public float MaxHp;
public float MoveSpeed;
public bool IsFlying;
public float FlightHeight;
public int LivesCost;
/// <summary>Uniform transform scale relative to the prefab's authored scale.</summary>
public float VisualScale;
/// <summary>Seeds a context from an enemy definition's authored stats.</summary>
public static EnemySpawnContext FromDefinition(EnemyDefinition def) => new EnemySpawnContext
{
MaxHp = def.MaxHp,
MoveSpeed = def.MoveSpeed,
IsFlying = def.IsFlying,
FlightHeight = def.FlightHeight,
LivesCost = def.LivesCost,
VisualScale = 1f,
};
}
}