Class InventoryRules

Namespace
SurvivorsMaker.Run
Assembly
SurvivorsMaker.Run.dll

Rebuilds inventory effects from definition references in stable apply order.

public sealed class InventoryRules : IInventoryRules
Inheritance
InventoryRules
Implements
Inherited Members

Constructors

InventoryRules()

public InventoryRules()

Methods

ActiveSetBonuses(RunState, List<SetBonus>)

Collects active highest-threshold set bonuses in stable set order.

public void ActiveSetBonuses(RunState run, List<SetBonus> into)

Parameters

run RunState
into List<SetBonus>

BuildStats(RunState)

Restores continuing grants first in stored order, then character, acquired items and sets. New captured effects therefore see existing grants; saved captures are never recaptured. CollectEffects remains a recipe-only API and must not also receive these grants.

public StatBuild BuildStats(RunState run)

Parameters

run RunState

Returns

StatBuild

CaptureInstanceEffects(RunState)

Mutation barrier only. Records first captures and timer state without mutating shared definitions.

public void CaptureInstanceEffects(RunState run)

Parameters

run RunState

CollectEffects(RunState, List<Effect>)

Replaces the output with character, acquired item, then active set effects.

public void CollectEffects(RunState run, List<Effect> into)

Parameters

run RunState
into List<Effect>

GiveStartingLoadout(RunState)

Grants the explicitly requested weapon and the character's starting items, in order. The caller invokes this once at run creation, before any other inventory gains. Availability, shop limits and effect-based lists do not change starting grants.

public void GiveStartingLoadout(RunState run)

Parameters

run RunState

Owned(RunState, ItemDef)

public int Owned(RunState run, ItemDef item)

Parameters

run RunState
item ItemDef

Returns

int