refactor: convert component structs to record structs
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@ -7,7 +7,7 @@ namespace Game.Blackjack;
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/// One entity per card.
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/// </summary>
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[MessagePackObject]
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public struct Card
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public record struct Card
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{
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[Key(0)] public Suit Suit;
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[Key(1)] public Rank Rank;
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@ -8,7 +8,7 @@ namespace Game.Blackjack;
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/// representing that the hand holds this card.
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/// </summary>
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[MessagePackObject]
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public struct Holds : IRelationship
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public record struct Holds : IRelationship
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{
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[Key(0)] public Entity Source { get; set; }
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[Key(1)] public Entity Target { get; set; }
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@ -8,7 +8,7 @@ namespace Game.Blackjack;
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/// representing that the card is in the deck.
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/// </summary>
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[MessagePackObject]
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public struct InDeck : IRelationship
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public record struct InDeck : IRelationship
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{
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[Key(0)] public Entity Source { get; set; }
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[Key(1)] public Entity Target { get; set; }
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@ -6,7 +6,7 @@ namespace Game.Blackjack;
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/// Global game state stored on the singleton entity.
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/// </summary>
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[MessagePackObject]
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public struct GameState
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public record struct GameState
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{
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[Key(0)] public GamePhase Phase;
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[Key(1)] public RoundResult Result;
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@ -6,7 +6,7 @@ namespace Game.TicTacToe;
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/// Identifies a board position. One entity per cell.
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/// </summary>
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[MessagePackObject]
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public struct Cell
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public record struct Cell
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{
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[Key(0)] public int Row;
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[Key(1)] public int Col;
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@ -7,7 +7,7 @@ namespace Game.TicTacToe;
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/// Only present on cells that have been claimed.
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/// </summary>
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[MessagePackObject]
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public struct Mark
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public record struct Mark
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{
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[Key(0)] public Player Player;
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}
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@ -6,7 +6,7 @@ namespace Game.TicTacToe;
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/// Global game state stored on the singleton entity.
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/// </summary>
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[MessagePackObject]
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public struct GameState
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public record struct GameState
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{
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[Key(0)] public Player CurrentPlayer;
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[Key(1)] public GameStatus Status;
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