Implement basic structure for combat system and refactor code
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using System.Collections.Generic;
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using KernelPanic.Core;
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using UnityEngine;
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namespace KernelPanic.Data
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{
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/// <summary>
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/// Defines enemy stats and language affinities for runtime combat setup.
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/// </summary>
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public sealed class EnemyDefinition : ScriptableObject
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{
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[SerializeField] private string id;
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[SerializeField] private string displayName;
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[SerializeField] private int baseUptime;
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[SerializeField] private List<Language> resistedLanguages = new();
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[SerializeField] private List<Language> weakLanguages = new();
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public string Id => id;
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public string DisplayName => displayName;
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public int BaseUptime => baseUptime;
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public IReadOnlyList<Language> ResistedLanguages => resistedLanguages;
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public IReadOnlyList<Language> WeakLanguages => weakLanguages;
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// TODO: Model enemy intents once combat actions are defined.
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}
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}
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