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/NoBountyAbilityDefinition.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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/// Killing these enemies pays little or nothing. The wave gets no harder to survive — it gets
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/// harder to profit from.
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/// </summary>
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/// <remarks>
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/// <b>Attacks the economy, not the maze.</b> Every other card makes a wave more dangerous;
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/// this one makes clearing it worthless, which compounds instead across cycles — a wave that
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/// pays nothing on cycle 1 also pays nothing on cycles 2 and 3, so the players who voted it in
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/// are choosing to be poorer for the rest of the phase. That slow squeeze is the point, and
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/// it's why the card reads as mild and isn't.
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///
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/// <para>Wave-completion and no-leak bonuses are untouched — those are paid per player by
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/// <c>WaveManager</c>, not per kill, so a wave carrying this still rewards clearing it.</para>
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/// </remarks>
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[CreateAssetMenu(fileName = "NoBountyAbility", menuName = "TD/Enemy Abilities/No Bounty")]
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public class NoBountyAbilityDefinition : EnemyAbilityDefinition
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{
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public override EnemyAbilityKind Kind => EnemyAbilityKind.NoBounty;
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[Header("Bounty")]
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[Tooltip("Fraction of the normal kill bounty these enemies still pay. 0 = nothing at all.")]
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[Range(0f, 1f)]
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public float BountyMultiplier = 0f;
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public override int ServerModifyKillReward(EnemyAbility instance, int reward)
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=> Mathf.FloorToInt(reward * BountyMultiplier);
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}
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}
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