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>