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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@ -282,6 +282,45 @@ namespace TD.Gameplay
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NetworkObject.Despawn();
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}
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// ----- Ability-driven movement ----------------------------------------
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/// <summary>
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/// Server-only: teleport this enemy forward along its existing path by up to
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/// <paramref name="tiles"/> waypoints. Used by the Blink wave buff.
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/// </summary>
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/// <remarks>
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/// <b>Follows the path rather than the straight line to the goal.</b> Jumping toward the
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/// goal as the crow flies would let a grounded enemy blink through walls, which is the
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/// flying buff's job, not this one. Skipping waypoints keeps the enemy inside the maze —
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/// it cuts corners, it doesn't ignore them.
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///
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/// <para>Zone tracking still runs on the destination tile, so an enemy that blinks out of
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/// its origin zone still credits its owner a leak. Skipping that would make the buff a way
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/// to launder leaks past the no-leak bonus.</para>
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///
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/// <para>Blinking onto the final waypoint resolves as a normal goal arrival, despawn and
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/// life cost included.</para>
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/// </remarks>
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public void ServerBlinkForward(int tiles)
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{
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if (!IsServer || tiles <= 0) return;
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if (hasReachedGoal || remainingPath.Count == 0) return;
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if (health != null && health.IsHeld) return;
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int skip = Mathf.Min(tiles, remainingPath.Count);
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Vector2Int destination = remainingPath[skip - 1];
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remainingPath.RemoveRange(0, skip);
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// Preserve Y so flyers stay at altitude and grounded pivots don't sink.
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Vector3 world = GridCoordinates.GridToWorld(destination);
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transform.position = new Vector3(world.x, transform.position.y, world.z);
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CheckZoneTransition(destination);
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if (remainingPath.Count == 0)
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HandleGoalReached();
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}
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// ----- Path invalidation ----------------------------------------------
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// Called by PathfindingService's budgeted scheduler after a walkability change
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