Polishes
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@@ -27,7 +27,7 @@ namespace ProjectM.Simulation
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// field 0-defaults and the restore guard maps 0 -> baked Max); v0/v1 garbage is still rejected.
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if (data == null || data.Version < SaveData.MinLoadableVersion || data.Version > SaveData.CurrentVersion) return null;
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data.Ledger ??= Array.Empty<LedgerRow>();
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data.MetaUpgrades ??= Array.Empty<MetaUpgradeSave>(); // v6: null on any v<=5 file();
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data.MetaUpgrades ??= Array.Empty<MetaUpgradeSave>(); // v6: null on any v<=5 file
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return data;
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}
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catch (Exception e)
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@@ -37,6 +37,22 @@ namespace ProjectM.Simulation
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}
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}
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/// <summary>
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/// A TERMINAL save (Victory/Loss latched) Continues as a FRESH CAMPAIGN that keeps the base + permanent
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/// meta: the outcome latch, goal meter, and core integrity reset to 0 (the spawn restore guards re-map
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/// 0 -> InProgress / empty meter / baked-full Core), while meta tiers, run counters, the ledger, and
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/// placed structures survive untouched. Without this, Continue/PLAY AGAIN after a win re-latches the dead
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/// outcome banner on the first replicated snapshot. Pure + idempotent; no-op for in-progress saves.
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/// </summary>
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public static void RollTerminalCampaignForward(SaveData data)
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{
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if (data == null || data.RunOutcome == 0) return;
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data.RunOutcome = 0;
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data.GoalCharge = 0;
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data.CoreCurrent = 0;
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}
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public static void Save(SaveData data)
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{
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if (data == null) return;
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