Commit pending working-tree changes (local edits, line endings)
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@@ -1,35 +1,35 @@
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using System;
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using Cthangover.Core.Utils;
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namespace Cthangover.Core.Relationship
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{
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/// <summary>
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/// Runtime model for a recruited party member. Stores the recruit's
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/// unique ID, the character template it was created from, and a
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/// modifiable <see cref="Utility.PropertyData"/> bag that behaviours
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/// read and mutate during tick/configure events.
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///
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/// Marked <c>[Serializable]</c> so the recruiting roster survives
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/// save/load — <c>PropertyData</c> serialises its nested values
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/// automatically. The <c>PROP_HEALTH</c> constant is the conventional
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/// key for health tracking; behaviours that need custom state
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/// (e.g. morale, loyalty timers) add their own keys to the
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/// <c>Properties</c> bag at configure time.
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/// </summary>
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[Serializable]
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public class Recruit
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{
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/// <summary>Conventional key for the recruit's health value in the <c>Properties</c> bag.</summary>
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public const string PROP_HEALTH = "Health";
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/// <summary>Unique instance ID (auto-generated via <c>RecruitingData.GenID</c>).</summary>
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public string ID { get; set; }
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/// <summary>Character template ID this recruit was spawned from.</summary>
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public string CharacterID { get; set; }
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/// <summary>Mutable property bag — behaviours read/write custom state here.</summary>
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public PropertyData Properties { get; set; } = new();
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}
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}
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using System;
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using Cthangover.Core.Utils;
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namespace Cthangover.Core.Relationship
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{
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/// <summary>
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/// Runtime model for a recruited party member. Stores the recruit's
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/// unique ID, the character template it was created from, and a
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/// modifiable <see cref="Utility.PropertyData"/> bag that behaviours
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/// read and mutate during tick/configure events.
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///
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/// Marked <c>[Serializable]</c> so the recruiting roster survives
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/// save/load — <c>PropertyData</c> serialises its nested values
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/// automatically. The <c>PROP_HEALTH</c> constant is the conventional
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/// key for health tracking; behaviours that need custom state
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/// (e.g. morale, loyalty timers) add their own keys to the
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/// <c>Properties</c> bag at configure time.
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/// </summary>
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[Serializable]
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public class Recruit
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{
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/// <summary>Conventional key for the recruit's health value in the <c>Properties</c> bag.</summary>
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public const string PROP_HEALTH = "Health";
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/// <summary>Unique instance ID (auto-generated via <c>RecruitingData.GenID</c>).</summary>
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public string ID { get; set; }
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/// <summary>Character template ID this recruit was spawned from.</summary>
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public string CharacterID { get; set; }
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/// <summary>Mutable property bag — behaviours read/write custom state here.</summary>
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public PropertyData Properties { get; set; } = new();
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}
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}
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