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