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 persisted per-class PERMANENT meta-upgrade tier (v6). ClassId = the normalized FrameKind /// (Bathynaut=2/Harpooner=3); UpgradeId = the append-only meta-catalog key (unknown ids round-trip preserved and are /// skipped live); Tier clamps to the catalog's MaxTier at seed/shop/spend, never at rest. [Serializable] public struct MetaUpgradeSave { public byte ClassId; public byte UpgradeId; public byte Tier; } /// One serialized player-built structure. Flat scalars (JsonUtility has no int2). [Serializable] public struct StructureSave { public byte Type; public int CellX; public int CellZ; public float HP; // EB-1: hit points at save time (0 -> restored to baked Max) } /// /// Versioned, host-authoritative save slice: the shared resource ledger + player-built structures + the /// permanent meta. JsonUtility-friendly — a class with flat fields and an array FIELD (never a root array). /// The schema is ADDITIVE going forward, gated by migration. /// [Serializable] public class SaveData { public const int CurrentVersion = 7; // v7: LANTERN fresh epoch — goal/core/outcome + conveyor/machine-I/O fields dropped /// Oldest save schema the loader accepts. v7 is a FRESH EPOCH (operator-approved): older saves are ignored. public const int MinLoadableVersion = 7; public int Version = CurrentVersion; // Permanent meta-progression: public int RunsCompleted; // boss-cleared runs (the HUD counter + the HostSalt fold at restore) public int MaxDepthReached; // deepest room actually CLEARED across all runs (honest depth, never planned) public MetaUpgradeSave[] MetaUpgrades = Array.Empty(); // sparse per-class tiers public LedgerRow[] Ledger = Array.Empty(); public StructureSave[] Structures = Array.Empty(); public long SavedAtMs; } }