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/EnemyUpgrades/AbilityEnemyUpgradeOption.cs
using UnityEngine;
using TD.Gameplay.EnemyAbilities;
using TD.Gameplay.Waves;
namespace TD.Gameplay.EnemyUpgrades
{
/// <summary>
/// The workhorse enemy-buff card: grants an <see cref="EnemyAbilityDefinition"/> to a wave
/// slot. Every enemy spawned by that wave, in every later cycle of the phase, carries the
/// ability.
/// </summary>
/// <remarks>
/// There is nothing to do at vote-resolution time — recording the option id on the slot IS the
/// effect, because the spawn path builds each enemy's ability set from the slot's recorded
/// options. <see cref="Ability"/> is what that lookup resolves to.
/// </remarks>
[CreateAssetMenu(fileName = "EnemyUpgrade_Ability",
menuName = "TD/Enemy Upgrades/Ability Card", order = 20)]
public class AbilityEnemyUpgradeOption : EnemyUpgradeOption
{
[Header("Payload")]
[Tooltip("The ability every enemy in this wave gains. Must also be present in the scene's " +
"EnemyAbilityPool so it can be resolved at spawn time.")]
public EnemyAbilityDefinition Ability;
public override bool IsValidForSlot(RunState run, int slot)
{
if (Ability == null) return false;
// Don't offer an ability the slot already has by another card's hand. Exact-id repeats
// are filtered by the caller, but two different cards can grant the same ability, and
// stacking one twice is a no-op the players would rightly feel cheated by.
return !SlotAlreadyHasAbility(run, slot);
}
// Shared scratch: validation runs on the server during vote generation, which is
// single-threaded, so one reused list beats allocating per candidate per slot.
private static readonly System.Collections.Generic.List<int> s_idScratch
= new System.Collections.Generic.List<int>();
private bool SlotAlreadyHasAbility(RunState run, int slot)
{
var pool = EnemyUpgradePool.Instance;
if (run == null || pool == null) return false;
var ids = s_idScratch;
run.GetUpgradesForSlot(slot, ids);
foreach (int id in ids)
{
if (pool.Get(id) is AbilityEnemyUpgradeOption other && other.Ability == Ability)
return true;
}
return false;
}
/// <summary>Inherits nothing automatically — <see cref="EnemyAbilityDefinition"/> carries no
/// icon, so the card's own <see cref="EnemyUpgradeOption.Icon"/> is the only source.</summary>
public override Sprite ResolveIcon() => Icon;
}
}