feat(@projects/@magic-civilization): ⚔️ p3-26 B6b (1/3) — MapUnit.equipped (unit equipment state)
MapUnit += equipped: Vec<EquippedItem> (#[serde(default)]) — items a unit has equipped, to drive combat bonuses + charge consumption + loot-on-death. mc-state now deps mc-items (standalone crate, no cycle). Foundation for the combat-read (B6b/2) + Craft action (B6b/3). mc-state builds. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -16,6 +16,7 @@ mc-city = { path = "../mc-city" }
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mc-culture = { path = "../mc-culture" }
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mc-civics = { path = "../mc-civics" }
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mc-combat = { path = "../mc-combat" }
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mc-items = { path = "../mc-items" }
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mc-trade = { path = "../mc-trade" }
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mc-tech = { path = "../mc-tech" }
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mc-comms = { path = "../mc-comms" }
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@ -1504,6 +1504,11 @@ pub struct MapUnit {
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/// into the captor's vec and clears this field.
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#[serde(default, skip_serializing_if = "Option::is_none")]
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pub captive_of: Option<u8>,
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/// p3-26 B6b: items this unit has equipped (weapons / armor / tools). Drives
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/// combat strength bonuses + per-combat charge consumption, and is dropped as
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/// ground loot when the unit dies. Empty for units that never equipped gear.
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#[serde(default)]
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pub equipped: Vec<mc_items::EquippedItem>,
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/// p2-67 Phase 9: cached base movement points (from the
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/// `UnitsCatalog::get(unit_id).base_moves` lookup at spawn). Lets
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/// `refresh_units` recharge `movement_remaining` without needing a
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