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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Assets/_Project/Scripts/Gameplay/Waves/WaveGroup.cs
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Assets/_Project/Scripts/Gameplay/Waves/WaveGroup.cs
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// Assets/_Project/Scripts/Gameplay/Waves/WaveGroup.cs
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using System;
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.Waves
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{
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/// <summary>
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/// One weighted candidate inside a <see cref="WaveGroup"/>: a wave that may be drawn,
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/// and how likely it is to be drawn relative to the group's other entries.
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/// </summary>
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/// <remarks>
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/// <b>Weight is RELATIVE, not an absolute probability.</b> The draw normalizes every
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/// candidate's weight against the summed weight of the whole candidate set, so three
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/// entries at 1.0 each are equally likely (33% apiece) and an entry at 0.5 is half as
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/// likely to be drawn as one at 1.0. This is what makes the default sane: new entries
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/// start at 1.0, so adding a wave to a group never silently re-weights the others.
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///
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/// <para>A class rather than a struct specifically so <see cref="Weight"/> can carry a
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/// field initializer — Unity runs it when the inspector creates a fresh array element,
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/// which is what gives new entries their equal-by-default weighting. Mirrors
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/// <see cref="WaveGoldEntry"/>.</para>
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/// </remarks>
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[Serializable]
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public class WavePoolEntry
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{
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[Tooltip("The wave that may be drawn from this group.")]
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public WaveDefinition Wave;
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[Tooltip("Relative draw weight within this group's pool. Entries at equal weight are " +
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"equally likely; an entry at 0.5 is half as likely as one at 1.0. NOT an " +
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"absolute percentage.")]
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[PoolWeight("wave")]
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public float Weight = 1f;
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}
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/// <summary>
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/// A named, reusable bag of candidate waves. Groups are the unit designers move between
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/// phases: dragging a group asset from Phase 1's pool to Phase 2's moves every wave in it
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/// (and their weights) in one action.
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/// </summary>
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/// <remarks>
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/// <b>Why weights live on the entry, not on <see cref="WaveDefinition"/>.</b> Weight is a
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/// property of "how common is this wave <i>in this pool</i>", not of the wave itself. Keeping
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/// it here means the same <see cref="WaveDefinition"/> asset can be a staple of one group and
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/// a rarity in another, and a group carries its tuning with it when moved between phases.
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///
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/// <para><b>Boss groups use the same type.</b> A boss wave is just a
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/// <see cref="WaveDefinition"/> whose entries spawn a single powerful enemy, so boss pools
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/// are ordinary <see cref="WaveGroup"/>s referenced from
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/// <see cref="PhaseDefinition.BossGroups"/>.</para>
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/// </remarks>
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[CreateAssetMenu(fileName = "WaveGroup", menuName = "TD/Run/Wave Group", order = 10)]
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public class WaveGroup : ScriptableObject
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{
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[Tooltip("Designer-facing name for this group, shown in run-structure validation " +
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"messages. Falls back to the asset name when empty.")]
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public string DisplayName;
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[Tooltip("Candidate waves in this group, each with a relative draw weight.")]
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public WavePoolEntry[] Waves;
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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>Number of entries, including any that are null or zero-weight.</summary>
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public int Count => Waves?.Length ?? 0;
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}
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}
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