move puzzle implementations out of engine
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using System.Collections.Generic;
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using EscapeRoomEngine.Engine.Runtime.Modules.State;
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using EscapeRoomEngine.Engine.Runtime.Requirements;
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using NaughtyAttributes;
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using UnityEngine;
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namespace EscapeRoomEngine.Engine.Runtime.Modules.Description
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{
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/// <summary>
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/// The description of a specific module variant. Includes any requirements, the types and the module state that should be initialised with the module.
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/// </summary>
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[CreateAssetMenu(menuName = "Modules/Generic Module")]
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public class ModuleDescription : ScriptableObject
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{
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[Tooltip("The module types decide how this module can be used.")]
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public List<ModuleType> types = new();
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public ModuleState modulePrefab;
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[BoxGroup("Requirements")]
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public List<PreconditionRequirement> preconditionRequirements = new();
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[BoxGroup("Requirements")]
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public List<PlacementRequirement> placementRequirements = new();
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internal bool HasType(ModuleType type)
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{
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return types.Contains(type);
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}
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}
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}
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