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Refactor/enchantment helpers - #29

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Refactor/enchantment helpers#29
RandyChihuahua wants to merge 7 commits into
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refactor/EnchantmentHelpers

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@RandyChihuahua

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Mostly splitting into 2 files, and refactoring one completely. I tested and it works.

Also added a condition when the player has neither enough gold or special currency.

RandyChihuahua and others added 6 commits August 29, 2026 20:06
These are local Claude Code context docs, not meant to ship in the PR.
Removes them from git tracking (files remain on disk) and ignores
CLAUDE.md/INDEX.md going forward.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0143sWrFVXpuj8SMbSSGNgft

private static int CalculateCustomResourceCost(int skillValue)
{
var factor = Hero.MainHero.GetCultureSpecificCustomResource().GetCustomResourceGeneralizedFactor();

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I'm unsure to what degree that factor has been reflected upon, balanced around, or tested. This will need specific testing to see how it plays out in practice.

| `BattleMechanics/AI/` (all of it: `CastingAI/`, `TeamAI/`, `ArtilleryAI/`, `CivilianMissionAI/`, `CommonAIFunctions/`) | FW | Battle-simulation infrastructure, not a toggleable feature — every battle uses it regardless of which content modules are involved. |
| `BattleMechanics/` root (`TORBattleAgentLogic`, `AddAgentComponentsMissionLogic`, `CustomCrosshairMissionBehavior`, `CinematicCameraMissionView`) | FW | Generic mission plumbing. |
| `BattleMechanics/` root — `CareerPerkMissionBehavior` | MOD → `Careers/` | Career-specific despite living at `BattleMechanics/` root today. |
| `BattleMechanics/` root — `TORMonsterSiegeLogic`, `SiegeEarlyVictoryMissionLogic` | MOD → `TORCustomSettlement/` | Monster-siege support exists for Troll Cave content. |

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Siege support is for things like troll and treemen being able to bash down gates and not try to climb stairs as they'll get stuck due to size.

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2 participants