48 lines
2.1 KiB
C#
48 lines
2.1 KiB
C#
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namespace Theriapolis.Core.Persistence;
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/// <summary>
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/// Phase 6 M2 — serializable snapshot of <see cref="Rules.Reputation.PlayerReputation"/>.
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/// Plain-data fields only; rebuilt back into the live aggregate by the
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/// PlayScreen restore path.
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///
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/// Round-trips via <c>SaveCodec</c> tags 110 (faction standings) and 112
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/// (reputation aggregate). The split lets the codec emit faction
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/// standings even when no personal records exist, keeping save files
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/// small for short playthroughs.
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/// </summary>
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public sealed class ReputationSnapshot
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{
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/// <summary>Faction id → integer standing in <c>±C.REP_MAX</c>.</summary>
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public Dictionary<string, int> FactionStandings { get; set; } = new();
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/// <summary>Per-NPC personal records, keyed by role tag.</summary>
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public List<PersonalDispositionSnapshot> Personal { get; set; } = new();
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/// <summary>Most recent <see cref="Rules.Reputation.RepLedger.MaxEntries"/> events.</summary>
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public List<RepEventSnapshot> Ledger { get; set; } = new();
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}
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public sealed class PersonalDispositionSnapshot
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{
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public string RoleTag { get; set; } = "";
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public int Score { get; set; }
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public byte Trust { get; set; } // TrustLevel byte value
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public bool Betrayed { get; set; }
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public long LastInteractionSeconds { get; set; }
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public string[] MemoryTags { get; set; } = System.Array.Empty<string>();
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public RepEventSnapshot[] Log { get; set; } = System.Array.Empty<RepEventSnapshot>();
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}
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public sealed class RepEventSnapshot
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{
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public int SequenceId { get; set; } // Phase 6 M5
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public byte Kind { get; set; } // RepEventKind byte value
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public string FactionId { get; set; } = "";
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public string RoleTag { get; set; } = "";
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public int Magnitude { get; set; }
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public string Note { get; set; } = "";
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public int OriginTileX { get; set; }
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public int OriginTileY { get; set; }
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public long TimestampSeconds { get; set; }
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}
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