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/EnemyUpgradeGroup.cs
using System;
using System.Collections.Generic;
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyUpgrades
{
/// <summary>
/// One weighted candidate inside an <see cref="EnemyUpgradeGroup"/>.
/// </summary>
/// <remarks>
/// Weight is relative and normalized at draw time — see <see cref="PoolWeightAttribute"/>.
/// Kept on the entry rather than on the option asset for the same reason wave weights are:
/// a card can be a staple of one phase's pool and a rarity in another's.
/// </remarks>
[Serializable]
public class EnemyUpgradePoolEntry
{
[Tooltip("The enemy-buff card that may be offered from this group.")]
public EnemyUpgradeOption Option;
[Tooltip("Relative draw weight within the pool this group contributes to. Entries at " +
"equal weight are equally likely; 0.5 is half as likely as 1.0.")]
[PoolWeight("buff")]
public float Weight = 1f;
}
/// <summary>
/// A named, reusable bag of enemy-buff cards. Groups are the unit designers move between
/// phases: dragging a group into Phase 2's list makes every card in it votable from phase 2
/// onward, without touching the cards themselves.
/// </summary>
/// <remarks>
/// Buffs are gated by <b>phase</b>, not by cycle — every card a phase allows is votable from
/// its very first wave. Gating by cycle was considered and rejected: the whole point of the
/// cyclical structure is that players choose how hard to make their own next lap, and holding
/// the interesting cards back until cycle 3 would flatten that decision into a formality.
/// </remarks>
[CreateAssetMenu(fileName = "EnemyUpgradeGroup",
menuName = "TD/Enemy Upgrades/Upgrade Group", order = 21)]
public class EnemyUpgradeGroup : ScriptableObject
{
[Tooltip("Designer-facing name, shown in validation messages. Falls back to the asset name.")]
public string DisplayName;
[Tooltip("Cards in this group, each with a relative draw weight.")]
public EnemyUpgradePoolEntry[] Options;
/// <summary>Name used in validation and log messages. Falls back to the asset name.</summary>
public string Label => string.IsNullOrWhiteSpace(DisplayName) ? name : DisplayName;
/// <summary>
/// Appends every non-null, non-zero-weight entry across <paramref name="groups"/> into
/// <paramref name="into"/>. Zero-weight entries are filtered here so "weight 0 means it
/// can never appear" lives in exactly one place.
/// </summary>
public static void CollectCandidates(EnemyUpgradeGroup[] groups, List<EnemyUpgradePoolEntry> into)
{
into.Clear();
if (groups == null) return;
foreach (var group in groups)
{
if (group?.Options == null) continue;
foreach (var entry in group.Options)
{
if (entry?.Option == null) continue;
if (entry.Weight <= 0f) continue;
into.Add(entry);
}
}
}
}
}