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/GoldTheftAbilityDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.EnemyAbilities
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{
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/// <summary>
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/// An enemy that reaches the defense point doesn't just cost a life — it robs the player whose
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/// maze it escaped.
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/// </summary>
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/// <remarks>
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/// <b>Charged to the origin zone, not the whole team.</b> Lives are a shared pool, so a leak
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/// already punishes everyone equally; billing the gold to whoever let it through is the part
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/// that makes this card bite differently from "enemies cost 2 lives". It also keeps the blame
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/// legible — the player who leaked is the player who pays.
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///
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/// <para>Deducting more gold than a player has simply empties them; there is no debt. Going
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/// negative would silently disable building until they clawed back to zero, which reads as a
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/// broken HUD rather than a penalty.</para>
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/// </remarks>
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[CreateAssetMenu(fileName = "GoldTheftAbility", menuName = "TD/Enemy Abilities/Gold Theft")]
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public class GoldTheftAbilityDefinition : EnemyAbilityDefinition
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{
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public override EnemyAbilityKind Kind => EnemyAbilityKind.GoldTheft;
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[Header("Theft")]
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[Tooltip("Flat gold taken from the leaking player, on top of the normal life cost.")]
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[Min(0)]
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public int GoldStolen = 15;
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public override void ServerOnReachedGoal(EnemyAbility instance, PlayerSlot originZone)
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{
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if (GoldStolen <= 0 || originZone == PlayerSlot.None) return;
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var pms = PlayerMatchState.GetForSlot(originZone);
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if (pms == null) return;
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var gold = PlayerGoldManager.GetForClient(pms.OwnerClientId);
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if (gold == null) return;
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// Clamp to what they actually hold — a leak shouldn't be able to put a player in debt.
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int taken = Mathf.Min(GoldStolen, gold.CurrentGold);
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if (taken <= 0) return;
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gold.DeductGold(taken);
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// Surface it in-world on every peer so the loss isn't just a number quietly ticking
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// down in the corner. Routed through WaveManager because the popup has to reach
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// clients and a ScriptableObject has no NetworkBehaviour to send from.
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WaveManager.Instance?.ServerBroadcastGoldLoss(instance.transform.position, taken);
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}
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}
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}
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