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/EnemyUpgrades/DoubleUpEnemyUpgradeOption.cs
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using UnityEngine;
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using TD.Gameplay.Waves;
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namespace TD.Gameplay.EnemyUpgrades
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{
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/// <summary>
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/// Vote-meta card: the next time this wave is cleared, it takes several buffs automatically
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/// and the players get no say in which.
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/// </summary>
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/// <remarks>
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/// <b>Not an enemy ability.</b> Nothing about the enemies changes when this is voted in — it
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/// changes how the <i>next vote</i> on this slot resolves. That's why it derives from
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/// <see cref="EnemyUpgradeOption"/> directly instead of wrapping an
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/// <c>EnemyAbilityDefinition</c>: the spawn path builds ability sets only from ability cards,
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/// so this one is recorded on the slot and otherwise invisible to enemies.
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///
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/// <para><b>The trade is agency for information.</b> Voting this in is choosing to make one
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/// future wave worse in exchange for it not being the worst option — the auto-draw is weighted
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/// and slot-filtered exactly like a real vote, so it's a gamble on the pool, not a punishment.
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/// It also disarms itself after firing (<c>ServerConsumeAutoApply</c>), so a slot can only be
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/// doubled once per card.</para>
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///
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/// <para>Repeats are prevented by the normal offer filter: the slot records this card like any
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/// other, so it can't be offered to the same slot twice in a phase.</para>
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/// </remarks>
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[CreateAssetMenu(fileName = "EnemyUpgrade_DoubleUp",
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menuName = "TD/Enemy Upgrades/Double Up Card", order = 22)]
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public class DoubleUpEnemyUpgradeOption : EnemyUpgradeOption
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{
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[Header("Payload")]
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[Tooltip("How many buffs the wave takes automatically in place of its next vote.")]
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[Min(2)]
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public int BuffsToAutoApply = 2;
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public override bool IsValidForSlot(RunState run, int slot)
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{
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// Pointless to offer while the slot is already armed — the player would be trading a
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// vote away for nothing.
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return run != null && run.GetAutoApplyCount(slot) <= 0;
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}
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public override void ServerOnApplied(RunState run, int slot)
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{
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run?.ServerSetAutoApply(slot, BuffsToAutoApply);
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}
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}
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}
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