feat(simulator): ✨ Introduce dynamic world simulation tracking in GameState with state transitions and interaction methods
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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@ -415,7 +415,7 @@ pub struct GameState {
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#[serde(default, with = "raid_aftermath_as_pairs")]
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pub raid_aftermath: BTreeMap<(u16, u16), mc_core::lair::RaidAftermath>,
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/// p3-13: active fog-bank map. Keyed by flat tile index (`row * width + col`
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/// as `u16`). Populated by `mc-sim::event_dispatch::dispatch_world_events`
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/// as `u16`). Populated by `mc-worldsim::event_dispatch::dispatch_world_events`
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/// when `AnomalousEvent::FogBank` fires; lazily expires via
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/// `mc_observation::fog::is_fogged`. Sparse — zero overhead when no fog is
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/// active. Persisted in the save file so fog state survives load/resume.
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