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>
104 lines
4 KiB
C#
104 lines
4 KiB
C#
// Assets/_Project/Scripts/Gameplay/WaveDefinition.cs
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using System;
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using UnityEngine;
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namespace TD.Gameplay
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{
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/// <summary>
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/// A single spawn group within a wave: one enemy type and how many of them.
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/// </summary>
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[Serializable]
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public struct WaveEntry
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{
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[Tooltip("The enemy type to spawn for this group.")]
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public EnemyDefinition EnemyType;
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[Tooltip("How many enemies of this type to spawn.")]
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public int Count;
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}
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/// <summary>
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/// Defines the composition of a single wave. One asset per wave; referenced in
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/// order by <see cref="WaveManager.waveDefinitions"/>.
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/// </summary>
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/// <remarks>
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/// Entries are processed in array order. Multiple entries let designers mix enemy
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/// types within one wave (e.g. 10 fast scouts followed by 3 armoured brutes).
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/// All enemies spawn held at wave start; they are released in 10% chunks separated
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/// by <see cref="ReleaseInterval"/> seconds. The wave is not complete until all
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/// enemies are dead or have leaked.
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/// </remarks>
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[CreateAssetMenu(fileName = "WaveDefinition", menuName = "TD/Wave Definition", order = 4)]
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public class WaveDefinition : ScriptableObject
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{
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[Tooltip("Seconds between the wave-number advancing (start of prep) and the " +
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"first enemies becoming visible. Gives players time to build before the horde appears.")]
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public float PrepTime = 10f;
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[Tooltip("Seconds between each chunk release. All enemies spawn held at wave " +
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"start and are released 10% at a time on this interval.")]
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public float ReleaseInterval = 2f;
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[Tooltip("Enemy groups that make up this wave. Processed in order.")]
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public WaveEntry[] Entries;
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/// <summary>
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/// The enemy type this wave is "about" — the first assigned entry's type. Null if the
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/// wave has no usable entries.
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/// </summary>
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/// <remarks>
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/// The 2.0 design gives each wave a single enemy type, and enemy upgrades are keyed to a
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/// wave slot, so this is the identity the phase draw uses to keep slots distinct and the
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/// HUD uses to label an upcoming wave. <see cref="Entries"/> still supports multiple
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/// groups (useful for staggering counts of the same type), but mixing <i>types</i> within
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/// one wave makes this ambiguous — see <see cref="HasSingleEnemyType"/>.
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/// </remarks>
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public EnemyDefinition PrimaryEnemyType
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{
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get
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{
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if (Entries == null) return null;
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foreach (var e in Entries)
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{
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if (e.EnemyType != null && e.Count > 0) return e.EnemyType;
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}
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return null;
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}
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}
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/// <summary>
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/// True if every usable entry in this wave spawns the same enemy type. False means
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/// <see cref="PrimaryEnemyType"/> is only telling part of the story — the run validator
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/// warns on these rather than rejecting them, since a mixed wave still plays fine, it
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/// just labels and upgrades oddly.
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/// </summary>
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public bool HasSingleEnemyType
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{
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get
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{
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var first = PrimaryEnemyType;
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if (first == null) return false;
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foreach (var e in Entries)
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{
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if (e.EnemyType != null && e.Count > 0 && e.EnemyType != first) return false;
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}
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return true;
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}
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}
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/// <summary>Total enemies spawned per zone by this wave, across all entries.</summary>
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public int TotalEnemyCount
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{
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get
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{
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if (Entries == null) return 0;
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int total = 0;
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foreach (var e in Entries)
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{
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if (e.EnemyType != null && e.Count > 0) total += e.Count;
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}
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return total;
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}
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}
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}
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}
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