Rename the shared code namespace Contraband -> Institution; add license

The suite's classes all lived in namespace Contraband -- a historical artifact from the original
Contraband monolith, which read oddly for a class in Corrections or Policing. Renamed to namespace
Institution across every layer (46 .cs, the XML Class= refs, RootNamespace, the aggregate shim). The
Contraband MODULE, its Contraband.dll assembly, and the Contraband-named classes (CompContraband,
MapComponent_Contraband, ContrabandUtility, ...) are unchanged. Harness-verified 45/0.

Also adds a CC-BY-NC-SA 4.0 LICENSE file.

Aggregate: the settings shim now writes Institution.InstitutionSettings; Assemblies re-vendored with
the renamed DLLs; ROADMAP status refreshed to the six-layer suite at 0.1.0.
This commit is contained in:
flan
2026-07-16 01:45:34 +00:00
parent e96ac23949
commit 3fc4ef7a1d
10 changed files with 46 additions and 19 deletions
+6 -6
View File
@@ -7,7 +7,7 @@ namespace InstitutionSuite
/// The single player-facing mod. It bundles the Institution feature layers -- Contraband,
/// Justice, Gangs, Ward -- into one install with a checkbox per layer, and it owns NO gameplay code of
/// its own. All it does is read the player's choices and write them into Core's shared
/// <see cref="Contraband.InstitutionSettings"/>, which the feature assemblies (shipped alongside
/// <see cref="Institution.InstitutionSettings"/>, which the feature assemblies (shipped alongside
/// in this same mod) read at their entry points.
///
/// This is the whole "merge": a thin settings shim on top of the unchanged, still-separate feature
@@ -66,11 +66,11 @@ namespace InstitutionSuite
/// <summary>Mirror the choices into Core's shared flags that every feature reads.</summary>
public void Apply()
{
Contraband.InstitutionSettings.contraband = contraband;
Contraband.InstitutionSettings.corrections = corrections;
Contraband.InstitutionSettings.gangs = gangs;
Contraband.InstitutionSettings.policing = policing;
Contraband.InstitutionSettings.ward = ward;
Institution.InstitutionSettings.contraband = contraband;
Institution.InstitutionSettings.corrections = corrections;
Institution.InstitutionSettings.gangs = gangs;
Institution.InstitutionSettings.policing = policing;
Institution.InstitutionSettings.ward = ward;
}
public override void ExposeData()