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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@ -93,18 +93,26 @@ namespace TD.Gameplay
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[Tooltip("Gold each player starts the match with. Same for every player.")]
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public int StartingGold = 100;
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[Tooltip("Per-wave gold rules. Element 0 = Wave 1. Match the order and length of " +
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"WaveManager.waveDefinitions; extra entries are ignored, missing entries " +
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"fall back to zero gold for that wave.")]
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[Tooltip("Per-encounter gold rules. Element 0 = the run's first encounter. Encounters " +
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"are counted continuously across the whole run — cycles do NOT restart the " +
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"count — so a phase of 5 waves × 3 cycles + a boss needs 16 entries. Missing " +
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"entries fall back to zero gold for that encounter.")]
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public WaveGoldEntry[] Waves;
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/// <summary>
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/// Returns the gold entry for the given 1-based wave number, or null if out of range.
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/// Returns the gold entry for the given 1-based encounter number
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/// (<c>RunState.GlobalEncounterNumber</c>), or null if out of range.
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/// </summary>
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public WaveGoldEntry GetWaveEntry(int waveNumber)
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/// <remarks>
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/// Keyed by <b>encounter</b>, not by wave slot. Under the cyclical run structure the same
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/// five waves come round three times per phase, so a slot-keyed table would pay the same
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/// on cycle 3 as on cycle 1 while the enemies got steadily stronger. A run-long counter
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/// lets payouts climb monotonically with difficulty.
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/// </remarks>
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public WaveGoldEntry GetWaveEntry(int encounterNumber)
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{
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if (Waves == null) return null;
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int index = waveNumber - 1;
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int index = encounterNumber - 1;
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if (index < 0 || index >= Waves.Length) return null;
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return Waves[index];
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}
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