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