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/FlightAbilityDefinition.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyAbilities
{
/// <summary>
/// Grounded enemies take to the air: they path over the baked terrain grid instead of through
/// the maze, and towers flagged ground-only can no longer touch them.
/// </summary>
/// <remarks>
/// <b>The single most punishing card in the set</b>, because it doesn't weaken the maze — it
/// deletes it. Everything a player built to lengthen the route stops mattering for that wave,
/// and only their anti-air coverage counts. Weight it accordingly in the pools.
///
/// <para>Purely a spawn-time change: <c>EnemyMovement</c> reads the flying flag once at
/// initialization to pick which grid to path on and to opt out of re-path scheduling, and
/// <c>TowerCombat</c> reads the replicated flag on <c>EnemyHealth</c> when filtering targets.
/// Both are already wired for flight — this card only has to flip the bit before the enemy is
/// built.</para>
/// </remarks>
[CreateAssetMenu(fileName = "FlightAbility", menuName = "TD/Enemy Abilities/Flight")]
public class FlightAbilityDefinition : EnemyAbilityDefinition
{
public override EnemyAbilityKind Kind => EnemyAbilityKind.Flight;
[Header("Flight")]
[Tooltip("Height above the ground these enemies hover at. Keep modest — tower targeting " +
"uses 3D range, so altitude eats into the effective reach of anything that CAN " +
"shoot them.")]
[Min(0f)]
public float FlightHeight = 3f;
[Tooltip("Speed multiplier applied when the enemy takes flight. Flying enemies travel a " +
"much shorter route, so values below 1 are a reasonable counterweight.")]
[Range(0.1f, 2f)]
public float SpeedMultiplier = 1f;
public override void ServerModifySpawn(ref EnemySpawnContext context)
{
// Already-flying enemies keep their authored height rather than being overwritten by
// this card's — the wave was designed around it, and stacking Flight onto a flier
// shouldn't quietly relocate it.
if (!context.IsFlying)
{
context.IsFlying = true;
context.FlightHeight = FlightHeight;
}
context.MoveSpeed *= SpeedMultiplier;
}
}
}