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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@ -210,17 +210,21 @@ namespace TD.Gameplay
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// --- Slot allocation (server-only) -------------------------------
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// Caps at MatchRules.MaxPlayers rather than at the PlayerSlot enum's range — the enum
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// still runs to 9 so baked LevelData owner grids stay valid, but only the first
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// MaxPlayers slots are ever handed out. See MatchRules for why.
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private static PlayerSlot AllocateNextSlot()
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{
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for (int i = 1; i <= 9; i++)
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for (int i = 1; i <= MatchRules.MaxPlayers; i++)
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{
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var candidate = (PlayerSlot)i;
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if (!s_assignedSlots.Contains(candidate))
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return candidate;
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}
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Debug.LogError("[PlayerMatchState] No free PlayerSlot (already 9 players). " +
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"Returning None — this client will be unable to play.");
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Debug.LogError($"[PlayerMatchState] No free PlayerSlot (lobby is full at " +
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$"{MatchRules.MaxPlayers} players). Returning None — this client " +
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$"will be unable to play.");
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return PlayerSlot.None;
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}
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}
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