feat: massive AI generation
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140
apps/backend/PlayerFaction/Contracts/PlayerFactionCommands.cs
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140
apps/backend/PlayerFaction/Contracts/PlayerFactionCommands.cs
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namespace SpaceGame.Api.PlayerFaction.Contracts;
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public sealed record PlayerOrganizationCommandRequest(
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string Kind,
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string Label,
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string? ParentOrganizationId,
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string? FrontId,
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string? HomeSystemId,
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string? HomeStationId,
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string? PolicyId,
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string? AutomationPolicyId,
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string? ReinforcementPolicyId,
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string? TargetFactionId,
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float? Priority,
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string? Role,
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string? ReserveKind,
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IReadOnlyList<string>? SystemIds,
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IReadOnlyList<string>? FocusItemIds,
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string? Notes);
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public sealed record PlayerOrganizationMembershipCommandRequest(
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IReadOnlyList<string>? AssetIds,
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IReadOnlyList<string>? ChildOrganizationIds,
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IReadOnlyList<string>? SystemIds,
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IReadOnlyList<string>? FrontIds,
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bool Replace = false);
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public sealed record PlayerDirectiveCommandRequest(
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string Label,
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string Kind,
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string ScopeKind,
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string ScopeId,
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string BehaviorKind,
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bool UseOrders,
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string? StagingOrderKind,
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string? TargetEntityId,
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string? TargetSystemId,
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Vector3Dto? TargetPosition,
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string? HomeSystemId,
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string? HomeStationId,
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string? SourceStationId,
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string? DestinationStationId,
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string? ItemId,
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string? PreferredNodeId,
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string? PreferredConstructionSiteId,
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string? PreferredModuleId,
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int Priority,
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float? Radius,
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float? WaitSeconds,
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int? MaxSystemRange,
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bool? KnownStationsOnly,
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IReadOnlyList<Vector3Dto>? PatrolPoints,
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IReadOnlyList<ShipOrderTemplateCommandRequest>? RepeatOrders,
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string? PolicyId,
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string? AutomationPolicyId,
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string? Notes);
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public sealed record PlayerPolicyCommandRequest(
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string Label,
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string ScopeKind,
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string? ScopeId,
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string? PolicySetId,
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bool AllowDelegatedCombat,
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bool AllowDelegatedTrade,
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float ReserveCreditsRatio,
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float ReserveMilitaryRatio,
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string? Notes,
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string? TradeAccessPolicy,
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string? DockingAccessPolicy,
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string? ConstructionAccessPolicy,
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string? OperationalRangePolicy,
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string? CombatEngagementPolicy,
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bool? AvoidHostileSystems,
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float? FleeHullRatio,
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IReadOnlyList<string>? BlacklistedSystemIds);
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public sealed record PlayerAutomationPolicyCommandRequest(
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string Label,
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string ScopeKind,
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string? ScopeId,
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bool Enabled,
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string BehaviorKind,
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bool UseOrders,
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string? StagingOrderKind,
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int MaxSystemRange,
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bool KnownStationsOnly,
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float Radius,
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float WaitSeconds,
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string? PreferredItemId,
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string? Notes,
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IReadOnlyList<ShipOrderTemplateCommandRequest>? RepeatOrders);
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public sealed record PlayerReinforcementPolicyCommandRequest(
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string Label,
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string ScopeKind,
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string? ScopeId,
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string ShipKind,
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int DesiredAssetCount,
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int MinimumReserveCount,
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bool AutoTransferReserves,
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bool AutoQueueProduction,
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string? SourceReserveId,
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string? TargetFrontId,
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string? Notes);
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public sealed record PlayerProductionProgramCommandRequest(
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string Label,
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string Kind,
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string? TargetShipKind,
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string? TargetModuleId,
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string? TargetItemId,
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int TargetCount,
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string? StationGroupId,
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string? ReinforcementPolicyId,
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string? Notes);
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public sealed record PlayerAssetAssignmentCommandRequest(
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string AssetKind,
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string AssetId,
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string? FleetId,
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string? TaskForceId,
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string? StationGroupId,
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string? EconomicRegionId,
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string? FrontId,
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string? ReserveId,
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string? DirectiveId,
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string? PolicyId,
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string? AutomationPolicyId,
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string Role,
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bool ClearConflicts = true);
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public sealed record PlayerStrategicIntentCommandRequest(
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string StrategicPosture,
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string EconomicPosture,
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string MilitaryPosture,
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string LogisticsPosture,
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float DesiredReserveRatio,
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bool AllowDelegatedCombatAutomation,
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bool AllowDelegatedEconomicAutomation,
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string? Notes);
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