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

@ -41,5 +41,64 @@ namespace TD.Gameplay
[Tooltip("Enemy groups that make up this wave. Processed in order.")]
public WaveEntry[] Entries;
/// <summary>
/// The enemy type this wave is "about" — the first assigned entry's type. Null if the
/// wave has no usable entries.
/// </summary>
/// <remarks>
/// The 2.0 design gives each wave a single enemy type, and enemy upgrades are keyed to a
/// wave slot, so this is the identity the phase draw uses to keep slots distinct and the
/// HUD uses to label an upcoming wave. <see cref="Entries"/> still supports multiple
/// groups (useful for staggering counts of the same type), but mixing <i>types</i> within
/// one wave makes this ambiguous — see <see cref="HasSingleEnemyType"/>.
/// </remarks>
public EnemyDefinition PrimaryEnemyType
{
get
{
if (Entries == null) return null;
foreach (var e in Entries)
{
if (e.EnemyType != null && e.Count > 0) return e.EnemyType;
}
return null;
}
}
/// <summary>
/// True if every usable entry in this wave spawns the same enemy type. False means
/// <see cref="PrimaryEnemyType"/> is only telling part of the story — the run validator
/// warns on these rather than rejecting them, since a mixed wave still plays fine, it
/// just labels and upgrades oddly.
/// </summary>
public bool HasSingleEnemyType
{
get
{
var first = PrimaryEnemyType;
if (first == null) return false;
foreach (var e in Entries)
{
if (e.EnemyType != null && e.Count > 0 && e.EnemyType != first) return false;
}
return true;
}
}
/// <summary>Total enemies spawned per zone by this wave, across all entries.</summary>
public int TotalEnemyCount
{
get
{
if (Entries == null) return 0;
int total = 0;
foreach (var e in Entries)
{
if (e.EnemyType != null && e.Count > 0) total += e.Count;
}
return total;
}
}
}
}