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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102
Assets/_Project/Scripts/Gameplay/Waves/PhaseDefinition.cs
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Assets/_Project/Scripts/Gameplay/Waves/PhaseDefinition.cs
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// Assets/_Project/Scripts/Gameplay/Waves/PhaseDefinition.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace TD.Gameplay.Waves
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{
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/// <summary>
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/// One phase of a run: the pool its cycle waves are drawn from, and the pool its boss is
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/// drawn from. A phase runs the same drawn wave set for every one of its cycles, then ends
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/// in a boss.
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/// </summary>
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/// <remarks>
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/// <b>Groups, not waves.</b> Both pools are lists of <see cref="WaveGroup"/> assets rather
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/// than flat wave lists, so re-balancing a run means dragging a group between phases instead
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/// of re-authoring individual entries. Listing the same group in two phases is legal — the
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/// draws are independent.
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///
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/// <para><b>Draw contract.</b> <c>RunState</c> draws <c>WavesPerCycle</c> waves from
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/// <see cref="WaveGroups"/> with <b>distinct enemy types</b>, because enemy upgrades are keyed
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/// to a wave slot and two slots sharing an enemy type would make "which wave did this buff
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/// apply to" ambiguous. That makes the real authoring requirement stricter than the entry
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/// count: a phase needs at least <c>WavesPerCycle</c> distinct enemy types across its groups,
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/// not just that many waves. <see cref="CountDistinctEnemyTypes"/> exists so the draw can
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/// fail loudly at match start rather than mid-run.</para>
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/// </remarks>
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[CreateAssetMenu(fileName = "PhaseDefinition", menuName = "TD/Run/Phase Definition", order = 11)]
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public class PhaseDefinition : ScriptableObject
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{
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[Tooltip("Designer-facing name for this phase, shown in validation messages. " +
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"Falls back to the asset name when empty.")]
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public string DisplayName;
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[Tooltip("Groups this phase's cycle waves are drawn from. All groups are pooled " +
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"together for the draw; group membership is an authoring convenience, not a " +
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"draw boundary.")]
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public WaveGroup[] WaveGroups;
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[Tooltip("Groups this phase's boss is drawn from. A boss is an ordinary WaveDefinition " +
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"that happens to spawn a single powerful enemy.")]
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public WaveGroup[] BossGroups;
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[Tooltip("Enemy-buff cards votable during this phase. Gating is per PHASE, not per cycle " +
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"— every card listed here can be voted on from this phase's very first wave. " +
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"Cards must also appear in the scene's EnemyUpgradePool to be offerable.")]
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public EnemyUpgrades.EnemyUpgradeGroup[] EnemyUpgradeGroups;
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/// <summary>Name used in validation and log messages. Falls back to the asset name.</summary>
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public string Label => string.IsNullOrWhiteSpace(DisplayName) ? name : DisplayName;
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/// <summary>
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/// Appends every non-null, non-zero-weight entry across <paramref name="groups"/> into
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/// <paramref name="into"/>. Zero-weight entries are filtered here (not at draw time) so
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/// "weight 0 means it can never appear" is enforced in exactly one place.
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/// </summary>
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public static void CollectCandidates(WaveGroup[] groups, List<WavePoolEntry> into)
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{
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into.Clear();
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if (groups == null) return;
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for (int g = 0; g < groups.Length; g++)
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{
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var group = groups[g];
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if (group?.Waves == null) continue;
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for (int i = 0; i < group.Waves.Length; i++)
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{
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var entry = group.Waves[i];
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if (entry?.Wave == null) continue;
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if (entry.Weight <= 0f) continue;
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into.Add(entry);
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}
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}
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}
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/// <summary>Collects this phase's cycle-wave candidates.</summary>
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public void CollectWaveCandidates(List<WavePoolEntry> into)
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=> CollectCandidates(WaveGroups, into);
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/// <summary>Collects this phase's boss candidates.</summary>
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public void CollectBossCandidates(List<WavePoolEntry> into)
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=> CollectCandidates(BossGroups, into);
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/// <summary>
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/// How many distinct enemy types are reachable across this phase's wave groups. The
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/// upper bound on how many wave slots this phase can fill, since the draw requires
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/// distinct types.
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/// </summary>
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public int CountDistinctEnemyTypes()
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{
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var candidates = new List<WavePoolEntry>();
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CollectWaveCandidates(candidates);
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var seen = new HashSet<EnemyDefinition>();
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foreach (var entry in candidates)
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{
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var type = entry.Wave.PrimaryEnemyType;
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if (type != null) seen.Add(type);
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}
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return seen.Count;
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}
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}
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}
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