Dress people at generation from a separate apparel stream.
Wardrobes live on the person in people.json: everyday layers, textbooks per parallel, and chance-based bags from catalog data. Hauling and the carry cap are defs, not constants. The golden roster gains an items column; later family members shift because Hauling consumes extra appearance rolls. Old saves without items are dressed on load. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -54,8 +54,12 @@ internal static class RosterFingerprint
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var skills = string.Join(
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',',
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person.Skills.OrderBy(pair => pair.Key, StringComparer.Ordinal).Select(pair => $"{pair.Key}={pair.Value}"));
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var items = string.Join(
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',',
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person.Items.Select(item =>
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$"{item.Def}:{item.Color ?? "-"}:{item.Location}{(item.Subject is { } subject ? $":{subject}" : "")}"));
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return
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$"person {person.Id} {person.Name.Full} female={person.Female} roles={roles} class={person.ClassId ?? "-"} born={person.BirthDate:yyyy-MM-dd} traits={traits} skills={skills}";
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$"person {person.Id} {person.Name.Full} female={person.Female} roles={roles} class={person.ClassId ?? "-"} born={person.BirthDate:yyyy-MM-dd} traits={traits} skills={skills} items={items}";
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}
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private static IEnumerable<string> Roles(Person person)
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