Reveal book: no scratch holds a departed entity, a destroyed lit gun is refused at the gate, one IsDestroyed rule, departure and allocation pins
Not verified yet at this commit (build and tests run next). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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6 changed files with 198 additions and 22 deletions
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@ -53,6 +53,9 @@ public class EquippableItem : CraftedItemInstance
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[JsonProperty("durability"), Key(7)] public float Durability;
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[JsonProperty("override"), Key(8)] public bool OverrideShutdown;
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// The one rule for a destroyed item: its wear is spent.
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[IgnoreMember] public bool IsDestroyed => Durability < .01f;
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// Cut 5 (docs/stats-and-power-cut.md §1.3, §0b "A power tier"): a player choice, stored on the unit rather
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// than the design, so two units of the same design can be prioritized differently. PowerTiers.Unassigned
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// until the first equip seeds a behaviour-kind default (EquippedItem's constructor) or the player overrides
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