Wear worn clothes on campus and replace rags at the work morning.
Condition drops from catalog hours only while the person is at school; skip through the night issues the same fresh set as a lived night so the school does not walk in in rags. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -262,6 +262,40 @@ public sealed class BehaviorDef : Def
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/// <summary>Chance each optional layer (sweater, coat, hat, accessory) is worn at generation.</summary>
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public float OptionalApparelChance { get; init; } = 0.4f;
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/// <summary>
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/// Condition lost per game hour while the thing is worn on campus. Bag, locker and home do
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/// not wear. The number lives here so a pack can make clothes last a term or a week.
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/// </summary>
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public float ApparelWearPerHour { get; init; } = 0.01f;
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/// <summary>
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/// Worn apparel below this stays home: morning replacement issues a fresh instance.
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/// At the threshold they still go out, even when the caption already says torn.
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/// </summary>
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public float ApparelReplaceBelow { get; init; } = 0.15f;
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/// <summary>
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/// Caption bands for a 0–1 condition bar. Highest <see cref="ApparelConditionBand.Min"/>
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/// the value still meets wins. Empty falls back to <see cref="DefaultConditionBands"/>.
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/// </summary>
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public IReadOnlyList<ApparelConditionBand> ApparelConditionBands { get; init; } = DefaultConditionBands;
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public static IReadOnlyList<ApparelConditionBand> DefaultConditionBands { get; } =
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[
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new() { Min = 0.75f, Id = "ApparelConditionIntact" },
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new() { Min = 0.4f, Id = "ApparelConditionWorn" },
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new() { Min = 0.15f, Id = "ApparelConditionTorn" },
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new() { Min = 0f, Id = "ApparelConditionRags" },
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];
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}
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/// <summary>One caption on the condition bar. <see cref="Id"/> is a locale key, not a Def.</summary>
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public sealed class ApparelConditionBand
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{
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public float Min { get; init; }
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public required string Id { get; init; }
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}
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public enum BodyAttributeKind
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