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>
29 lines
1 KiB
C#
29 lines
1 KiB
C#
namespace TD.Core
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{
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/// <summary>
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/// Identifies which enemy ability a
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/// <see cref="TD.Gameplay.EnemyAbilities.EnemyAbilityDefinition"/> represents. Mirrors
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/// <see cref="BuilderSpellKind"/> — a stable, enum-indexed identifier used by
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/// <see cref="TD.Gameplay.EnemyAbilities.EnemyAbilityPool"/> instead of an asset reference.
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/// </summary>
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public enum EnemyAbilityKind : byte
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{
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/// <summary>Sentinel for "no ability". Never a real pool entry.</summary>
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None = 0,
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/// <summary>Dies into several smaller, faster copies of itself.</summary>
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SplitOnDeath = 1,
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/// <summary>Grounded enemies take to the air, ignoring the maze entirely.</summary>
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Flight = 2,
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/// <summary>Teleports a short distance further along its path on a timer.</summary>
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Blink = 3,
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/// <summary>Grants no kill bounty.</summary>
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NoBounty = 4,
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/// <summary>Steals gold from the player whose zone it escaped, on top of the life cost.</summary>
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GoldTheft = 5,
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}
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}
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