Npcs/Combat/ICrimeEvents.cs
/// <summary>
/// Fired (host-side) when a crime is committed against a protected NPC — e.g. a diner is harmed.
/// The <see cref="PoliceDispatcher"/> listens for this to raise an APB on the culprit.
///
/// Dispatched via <c>Scene.RunEvent&lt;ICrimeEvents&gt;( x =&gt; x.OnCrimeReported( ... ) )</c>,
/// the same scene-event pattern GameManager already uses for Feed / ISpawnEvents.
/// Any Component implementing this interface will receive the call.
/// </summary>
public interface ICrimeEvents
{
	/// <param name="culprit">
	/// The raw damage attacker. The dispatcher resolves this up to the responsible
	/// player / NPC before acting, so passing the unresolved attacker is fine.
	/// </param>
	/// <param name="victim">The harmed NPC.</param>
	void OnCrimeReported( GameObject culprit, GameObject victim );
}