# Summary - 02/02/2026

## Current Task
Fix infinite loop bug in TraitControl when using Re-educate or Re-indoctrinate with restricted trait weights.

## Goal
Prevent game freeze when user sets most trait weights to 0, leaving only a few traits with non-zero weights.

## Recent Changes Made

### TraitControl v0.1.5 - Infinite Loop Fix

**Problem:**
When users configured trait weights with most traits set to 0 (e.g., only Lustful, Polyamorous, and Jerk enabled), the game would freeze during Re-educate or Re-indoctrinate actions. The BepInEx console showed endless repetition of trait selection logs.

**Root Cause:**
The vanilla game's `FollowerInfo.RandomisedTraits()` method has a `do...while` loop that keeps calling `GetStartingTrait()` until it finds a trait NOT already in the results list. The mod's `SelectWeightedTrait()` had no awareness of which traits were already selected in the current session. After the few enabled traits were assigned, it kept returning the same traits, causing the vanilla loop condition to never be satisfied.

**Solution:**
Added session-level tracking (`_traitsAssignedThisSession` HashSet) to exclude already-assigned traits during the current follower's trait generation:

1. Added `_traitsAssignedThisSession` field to track assigned traits per session
2. Added `ResetSessionTracking()` method to clear tracking between followers
3. Modified `SelectWeightedTrait()` to skip traits already in the session set
4. Modified `GetRandomTrait()` to exclude session traits
5. Added warning log when trait pool is exhausted (helps users understand why they get fewer traits than configured)
6. Reset session tracking before Re-indoctrinate and Re-educate trait generation

## Files Modified

- `TraitControl/Patches/TraitWeights.cs` - Added session tracking, modified trait selection methods
- `TraitControl/TraitControl.csproj` - Version bump to 0.1.5
- `TraitControl/Plugin.cs` - Version bump to 0.1.5
- `Thunderstore/traitcontrol/manifest.json` - Version bump to 0.1.5
- `Thunderstore/traitcontrol/CHANGELOG.md` - Added 0.1.5 entry

## Key Decisions

- Used HashSet for O(1) lookup when checking if trait was already assigned
- Added user-facing warning log when trait pool exhausted (actionable advice to enable more traits)
- Followed existing pattern (`_guaranteedTraitGivenThisSession`) for session-level state tracking

### Additional Fix: Defensive Null Checks

Added null-conditional checks to `ReeducateRoutine_Postfix` to prevent potential NullReferenceException crashes:
```csharp
if (__instance?.follower?.Brain?.Info == null) return;
```

This ensures the patch safely bails out if any object in the chain is null, preventing crashes regardless of game state.

### Fix: Doctrine Traits (Cult Traits) Appearing as Individual Traits

**Problem:** Traits unlocked via doctrines (Fertility, Allegiance, Cannibal, etc.) were being rolled onto individual followers, wasting a trait slot since these traits already apply cult-wide.

**Root Cause:** The vanilla `GetStartingTrait()` excludes `DataManager.Instance.CultTraits`, but TraitControl's `GetFilteredTraits()` didn't have this check.

**Solution:** Added exclusion for `DataManager.Instance.CultTraits` in `GetFilteredTraits()`. These traits are now automatically excluded from trait selection.

### Fix: Sin/Pleasure Accumulation During Trait Reroll

**Problem:** Using Re-educate on normal followers for trait rerolls caused sin/pleasure to accumulate (50 points per use), eventually triggering the sin threshold.

**Root Cause:** The vanilla `ReeducateRoutine` adds pleasure via `AddPleasure(RemovedDissent)` when `CursedState == None`. This was designed for dissenter conversion, not trait rerolls on normal followers.

**Solution:** Added a transpiler with flag-based conditional logic:
- `_isTraitRerollReeducation` flag set when it's a TraitControl trait reroll
- `ShouldSkipReeducationPleasure()` helper for transpiler
- Transpiler conditionally skips `AddPleasure` when flag is true
- Vanilla dissenter re-education still works normally

### Namify v0.2.3 - Save Format Fix

**Problem:** Name files (`namify_names.json` and `user_names.json`) were being saved as binary `.mp` files instead of human-readable JSON. Users couldn't view or edit them.

**Root Cause:** The game's `MMJsonDataReadWriter.SavesAsJson()` method only returns true for filenames starting with "settings" or "persistence". Since Namify's filenames didn't match, the game used `WriteMessagePack()` instead of `WriteJson()`, producing binary MessagePack files despite the `.json` extension.

**Solution:** Replaced `COTLDataReadWriter` with direct Newtonsoft.Json serialization:
- Removed game's async read/write system with callbacks
- Now uses simple `File.ReadAllText`/`File.WriteAllText` with `JsonConvert`
- Files are saved with `Formatting.Indented` for readability
- Old `.mp` files are detected and user is warned to delete them

**Files Modified:**
- `Namify/Data.cs` - Replaced COTLDataReadWriter with direct JSON I/O
- `Namify/Plugin.cs` - Updated file paths to use Data class, added .mp file checks
- `Namify/GlobalUsings.cs` - Cleaned up (MessagePack not needed)
- `Namify/Namify.csproj` - Version bump to 0.2.3
- `Thunderstore/namify/manifest.json` - Version bump to 0.2.3
- `Thunderstore/namify/CHANGELOG.md` - Added 0.2.3 entry

### Namify v0.2.3 - Localization Support

**Feature:** Added full localization support for all 15 languages the game supports.

**Implementation:**
- Created `Localization.cs` with static string properties that read `LocalizationManager.CurrentLanguage`
- All button labels, confirmation dialogs, and popup messages now use localized strings
- Config descriptions are localized at startup (BepInEx limitation - can't change after binding)
- Custom drawer functions (buttons) update dynamically since they're called every GUI frame

**Languages Supported:**
English, French, German, Spanish, Japanese, Russian, Portuguese (Brazil), Chinese (Simplified), Chinese (Traditional), Korean, Italian, Dutch, Turkish, French (Canada), Arabic

**Files Added:**
- `Namify/Localization.cs` - All localized strings for 15 languages

**Files Modified:**
- `Namify/Plugin.cs` - Updated to use Localization.* properties
- `Namify/Data.cs` - Updated API notification messages
- `Namify/GlobalUsings.cs` - Added `global using I2.Loc;`
- `Thunderstore/namify/CHANGELOG.md` - Added localization feature

### CultOfQoL v2.4.0 - Fix Damage Multiplier for Co-op Goat Player

**Bug:** Damage multiplier worked for the main player (Lamb) but not for the second player (Goat) in co-op mode.

**Root Cause:** The patch checked `Attacker.name.Contains("PlayerPrefab")` to identify player attacks. However, the co-op player is named `"COOP PLAYER1"` by the game's `CoopManager`, not `"PlayerPrefab"`.

**Solution:** Replaced the name-based check with a component-based check:
```csharp
// Before (broken for co-op):
if (!Attacker.name.Contains(PlayerPrefab)) return;

// After (works for all players):
if (Attacker == null || Attacker.GetComponent<PlayerFarming>() == null) return;
```

**Files Modified:**
- `CultOfQoL/Patches/Player/PlayerPatches.cs` - Fixed attacker detection
- `CultOfQoL/CultOfQoL.csproj` - Version bump to 2.4.0
- `CultOfQoL/Plugin.cs` - Version bump to 2.4.0
- `Thunderstore/cult/manifest.json` - Version bump to 2.4.0
- `Thunderstore/cult/CHANGELOG.md` - Added 2.4.0 entry

### Config Formatting Standardization

Updated all mods to use CultOfQoL's Configuration Manager UI format:

**Changes Applied:**
- Section names now use `── Section ──` format with Unicode box-drawing characters
- Section names defined as constants for maintainability
- Sub-settings use `    └ Setting Name` indentation via DispName attribute
- Added ConfigurationManagerAttributes.cs to Rebirth project (was missing)

**Mods Updated:**
| Mod | Version | Changes |
|-----|---------|---------|
| GlyphOverride | 0.1.0 → 0.1.1 | Section format, constants |
| Rebirth | 1.1.3 → 1.1.4 | Section format, constants, sub-setting indentation |
| SkipOfTheLamb | 0.1.0 → 0.1.1 | Section format, constants, sub-setting indentation |
| TraitControl | 0.1.5 | Section format (already had constants) |
| Namify | 0.2.3 | Already updated earlier today |

**Files Modified:**
- `GlyphOverride/Plugin.cs` - Added ControllerSection constant
- `GlyphOverride/GlyphOverride.csproj` - Version bump
- `Rebirth/Plugin.cs` - Added 5 section constants, sub-setting DispName
- `Rebirth/Rebirth.csproj` - Version bump, added ConfigurationManagerAttributes.cs
- `SkipOfTheLamb/Plugin.cs` - Added 2 section constants, sub-setting DispName
- `TraitControl/Plugin.cs` - Updated 7 section constant values

### TraitControl - ReeducateRoutine Transpiler Fix (Continued)

**Problem:** The transpiler for skipping AddPleasure during trait rerolls wasn't working. Debug logging showed the method was found but `Calls()` wasn't matching.

**Root Cause:** The original implementation used complex branch-insertion IL manipulation that was fragile and looking for wrong parameter types (`int` instead of `float`).

**Solution:** Replaced with simple method replacement approach:
1. Added `ConditionalAddPleasure(FollowerBrain, PleasureActions, float)` static helper method
2. Transpiler swaps `callvirt AddPleasure` with `call ConditionalAddPleasure`
3. Helper checks `ShouldSkipReeducationPleasure()` flag before calling AddPleasure
4. Skipping AddPleasure also skips the `OnPleasureAdded` event which triggers the snake/sin animation

**Result:** Trait rerolls no longer show the snake animation or increment sin counter. Vanilla dissenter reeducation still works normally.

### TraitControl - Reeducate Notification

Added notification when traits are rerolled via reeducation:
- Follower name highlighted in gold (`#FFD201`) using rich text
- Shows trait count change: `"Woodrow's traits rerolled! (2 > 6)"`
- Configurable via "Show On Reeducate Reroll" in Notifications section (default: on)

### TraitControl - Protect Trait Count on Reroll

**Feature:** New "Protect Trait Count on Reroll" option (default: on) ensures followers don't lose traits during reeducation or reindoctrination.

**Implementation:**
- Stores old trait count before reroll
- After reroll + trait replacement, if new count < old count, adds more traits using `SelectTrait()`
- Respects all existing selection logic (weights, unique traits, no duplicates)
- Applied to both reeducation and reindoctrination
- Breaks if trait pool exhausted (no infinite loop)

**Files Modified:**
- `TraitControl/Configs.cs` - Added `ProtectTraitCountOnReroll` property
- `TraitControl/Plugin.cs` - Bound config, added `ShowNotificationOnReeducateReroll`
- `TraitControl/Patches/TraitWeights.cs` - Transpiler fix, notification, protection logic
- `Thunderstore/traitcontrol/CHANGELOG.md` - Added new features
- `Thunderstore/traitcontrol/README.md` - Documented features
- `Thunderstore/traitcontrol/nexusmods_description.txt` - BBCode version

## Open Issues/Bugs
None currently known.

## Testing Notes
To verify the fix:
1. Set all trait weights to 0 except for 3 traits (e.g., Lustful, Polyamorous, Jerk)
2. Use Re-educate on an existing follower → should complete without freezing
3. Use Re-indoctrinate on an existing follower → should complete without freezing
4. Check BepInEx console for warning about trait pool exhaustion
