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    <title>Data :: Catur Documentation</title>
    <link>https://doc.cdryx.net/CdryxAIOUPlugin/modules/cresourceumodule/data/index.html</link>
    <description>Overview Data structures used by CRESOURCEUMODULE for resource definitions and the card deck mechanic. All structs are BlueprintType and derive from FTableRowBase for DataTable integration.&#xA;Resource Structures Name Description FCResourceStruct DataTable row holding a TSubclassOf&lt;UObject&gt; resourceClass reference for a named resource FCResourceMetadataStruct DataTable row holding display metadata: FText label and UTexture2D* icon // FCResourceStruct — maps a resource name to a UClass // Used by consume/supply to resolve the resource class from a DataTable row FCResourceStruct row; row.resourceClass = AMyResourceActor::StaticClass(); // FCResourceMetadataStruct — display metadata for UI FCResourceMetadataStruct meta; meta.label = FText::FromString(&#34;Water&#34;); meta.icon = myTexture; Deck Structures Name Description FCCardRowBase DataTable row for a card: cardTag, cost, agentIcoArray, influence, force, whereToSpawn UCCard UObject wrapper around FCCardRowBase for runtime card instances FCPlayerCardArea Player card zones: playerDeck, playerHand (up to 5), playerAgent (up to 2), playerDiscard UCGameCardArea Game-level card area: gameDeck, gameRiver, gameDiscard, plus a playerCardArea and roomExchange array FCResourceRoom Pairs an ECResourceIco resource icon with a float quantity FCRoomExchange DataTable row defining a room’s requirements (room, agentRequired, resourceRequired) and rewards (troopDeploymentAllowed, resourceReward) // FCCardRowBase — card definition in a DataTable // Fields: cardTag (FName), cost (uint8), agentIcoArray (TArray&lt;ECAgentIco&gt;), // influence (uint8), force (uint8), whereToSpawn (TArray&lt;ECRoom&gt;) // UCCard — runtime wrapper UCCard* card = NewObject&lt;UCCard&gt;(); card-&gt;cardRowBase = myCardRow; // FCPlayerCardArea — player&#39;s card zones FCPlayerCardArea area; area.playerDeck; // draw pile area.playerHand; // current hand (max 5) area.playerAgent; // cards played as agents (max 2) area.playerDiscard; // discard pile // UCGameCardArea — full game card state UCGameCardArea* gca; gca-&gt;gameDeck; // game draw pile gca-&gt;gameRiver; // visible market cards gca-&gt;gameDiscard; // game discard gca-&gt;playerCardArea; // player zones gca-&gt;roomExchange; // room exchange rules Enums Name Description ECBoard Board identifiers (PALACE, ARRAKIS, HIGH_COUNCIL, EMPEROR, SPACING_GUILD, BENE_GESSERIT, FREMEN) ECCluster Cluster identifiers grouping multiple environments on screen ECRoom Room identifiers within clusters, connected by paths ECAgentIco Agent icon types (color-coded factions) ECResourceIco Resource icon types (SOLARI, EPICE, WATER, influences, TROOP, INTRIGUE, etc.)</description>
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    <language>en-us</language>
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