using System;
namespace ProjectM.Simulation
{
/// One serialized ledger row (item id + count). An array FIELD of .
[Serializable]
public struct LedgerRow
{
public int ItemId;
public int Count;
}
///
/// One serialized player-built structure (M7). Flat scalars (JsonUtility has no int2). The production
/// cooldown is stored as REMAINING ticks (epoch-independent) so it survives the server-tick origin reset on a
/// fresh session; the in-flight conveyor item (if any) rides here, while variable-length machine I/O buffers
/// live in the flat table keyed by index.
///
[Serializable]
public struct StructureSave
{
public byte Type;
public int CellX;
public int CellZ;
public byte Direction; // conveyor facing (0 for non-conveyors)
public uint RemainingTicks; // production/cooldown ticks left at save time
public byte ConveyorResId; // in-flight conveyor item resource (0 = none)
public int ConveyorCount;
public float HP; // EB-1: hit points at save time (0 from a pre-v3 save -> restored to baked Max)
}
///
/// One serialized machine I/O buffer row, joined to by
/// . A flat top-level array (JsonUtility can't nest arrays-of-arrays); Slot 0 =
/// MachineInput, Slot 1 = MachineOutput.
///
[Serializable]
public struct StructureIoRow
{
public int StructureIndex;
public byte Slot;
public byte ResourceId;
public int Count;
}
///
/// Versioned, host-authoritative save slice (the FOUNDATION): the long-arc goal charge/target + the shared
/// resource ledger. JsonUtility-friendly — a class with flat fields and an array FIELD (never a root array).
/// The schema is intentionally ADDITIVE: future fields (placed structures, threat, storage) append without
/// breaking old saves, gated by migration.
///
[Serializable]
public class SaveData
{
public const int CurrentVersion = 5; // END-2: v5 adds RunOutcome (a won/lost run loads finished); v4 added CoreCurrent
/// Oldest save schema the loader accepts (additive); a v2 save loads with structures at full HP.
public const int MinLoadableVersion = 2;
public int Version = CurrentVersion;
public int GoalCharge;
public int GoalTarget;
public int CoreCurrent; // END-1: Engine Core integrity at save time (0 from a pre-v4 save -> restored to baked Max)
public int RunOutcome; // END-2: 0=InProgress (also any pre-v5 save) / 1=Victory / 2=Loss -> a finished run loads finished
public LedgerRow[] Ledger = Array.Empty();
public StructureSave[] Structures = Array.Empty();
public StructureIoRow[] StructureIo = Array.Empty();
public long SavedAtMs;
}
}