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feat: expose mixed effects to custom mixing-output factories - #368
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ProductMixingOutput now carries the resolved effect list as ProductMixingEffect snapshots (Id, Name, Tier, ValueChange, ValueMultiplier) and a CalculateNativeValue(baseValue) helper that prices those effects with the game's own ProductManager calculation. Custom output factories can now match native mix pricing without a hand-maintained table of effect multipliers. The mixing guide's MDMA example added a flat $10 to SourcePrice, which ignored each ingredient's multiplier and compounded on repeated mixes. It now prices from a fixed base via CalculateNativeValue. Additive only: existing ProductMixingOutput members, the legacy internal constructor, and generated-product pricing are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019LX6FM1MZXnbvGC5gXufQe
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Didn't mean to do this yet, sorry bars. |
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ProductMixingOutput now carries the resolved effect list as ProductMixingEffect snapshots (Id, Name, Tier, ValueChange, ValueMultiplier) and a CalculateNativeValue(baseValue) helper that prices those effects with the game's own ProductManager calculation. Custom output factories can now match native mix pricing without a hand-maintained table of effect multipliers.
The mixing guide's MDMA example added a flat $10 to SourcePrice, which ignored each ingredient's multiplier and compounded on repeated mixes. It now prices from a fixed base via CalculateNativeValue.
Additive only: existing ProductMixingOutput members, the legacy internal constructor, and generated-product pricing are unchanged.
Claude-Session: https://claude.ai/code/session_019LX6FM1MZXnbvGC5gXufQe
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