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Version 2.11.0
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DeepSlumberAreaBinding record

One area of a bound setup: the area to enable, its middle-node phantom-factor sockets, and the tree (normal-node “Anchors”) that must be active.

public record DeepSlumberAreaBinding
name description
DeepSlumberAreaBinding(…) One area of a bound setup: the area to enable, its middle-node phantom-factor sockets, and the tree (normal-node “Anchors”) that must be active.
AreaId { get; set; } The area id to enable (the zoneId passed to the game’s line switch).
Factors { get; set; } [nodeId, itemId] middle-node factor sockets, sorted by nodeId.
NormalNodes { get; set; } The activated normal-node (“Anchor of the Mind”) ids that make up this area’s tree, sorted ascending. null means the tree was not captured (a legacy binding stored before tree capture existed) — the reconciler then leaves the live tree alone and reconciles factors only, never resetting. A non-null (possibly empty) list is the exact target tree: the reconciler resets + rebuilds when the live tree differs, since the game has no per-node anchor removal. The activeLevel is not stored — the game treats a normal node as presence-only. Added as a non-positional init member so the constructor stays binary-compatible with plugins built against ≤2.4.0.