Puzzles
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25
SVSim.Database/Models/PuzzleEntry.cs
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25
SVSim.Database/Models/PuzzleEntry.cs
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using SVSim.Database.Common;
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namespace SVSim.Database.Models;
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/// <summary>
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/// One row per basic_puzzle within a group. Static catalog seeded by SVSim.Bootstrap.
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/// See docs/api-spec/endpoints/post-login/basic-puzzle/info.md (PuzzleEntry).
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/// </summary>
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public class PuzzleEntry : BaseEntity<int>
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{
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/// <summary>puzzle_id on the wire. PK.</summary>
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public int PuzzleId { get => Id; set => Id = value; }
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/// <summary>FK to <see cref="PuzzleGroupEntry"/>. Index this column for mission evaluation.</summary>
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public int GroupId { get; set; }
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public PuzzleGroupEntry Group { get; set; } = null!;
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/// <summary>0..3 difficulty band.</summary>
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public int PuzzleDifficulty { get; set; }
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public bool IsAdditional { get; set; }
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public bool IsPlayable { get; set; } = true;
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public string ReleaseConditionTextId { get; set; } = string.Empty;
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}
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32
SVSim.Database/Models/PuzzleGroupEntry.cs
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32
SVSim.Database/Models/PuzzleGroupEntry.cs
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using SVSim.Database.Common;
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namespace SVSim.Database.Models;
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/// <summary>
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/// One row per basic_puzzle group (puzzle_master_id). Static catalog seeded by
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/// SVSim.Bootstrap.GlobalsImporter from prod-captures/basic-puzzle-info-*.json.
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/// See docs/api-spec/endpoints/post-login/basic-puzzle/info.md.
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/// </summary>
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public class PuzzleGroupEntry : BaseEntity<int>
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{
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/// <summary>puzzle_master_id on the wire. PK + display order key.</summary>
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public int PuzzleMasterId { get => Id; set => Id = value; }
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/// <summary>SystemText id. "Puzzle_QuestSelect_0301" etc. Client resolves with Data.SystemText.Get.</summary>
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public string BasicTitleTextId { get; set; } = string.Empty;
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/// <summary>Character id for the group portrait. Wire as string but stored as int.</summary>
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public int PuzzleCharaId { get; set; }
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/// <summary>Mission-attribution chara. Usually == PuzzleCharaId but observed group 2 has 3208/2703 split.</summary>
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public int CharaId { get; set; }
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/// <summary>1 = Special/Expert rounds, 2 = Regular numbered rounds. Drives client display ordering.</summary>
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public int SortType { get; set; }
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/// <summary>Difficulty-name dict serialized as JSON (e.g. {"Beginner":"0","Experienced":"1","Expert":"2"}).</summary>
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public string DifficultyNameListJson { get; set; } = "{}";
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// Navigation
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public List<PuzzleEntry> Puzzles { get; set; } = new();
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}
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33
SVSim.Database/Models/PuzzleMissionEntry.cs
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33
SVSim.Database/Models/PuzzleMissionEntry.cs
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using SVSim.Database.Common;
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namespace SVSim.Database.Models;
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/// <summary>
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/// One row per basic_puzzle mission (e.g. "Clear all Round 1 puzzles"). Static catalog
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/// seeded by SVSim.Bootstrap from prod-captures/basic-puzzle-mission-*.json. The wire has no
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/// stable id; importer assigns 1-based by capture order via the inherited <see cref="BaseEntity{TKey}.Id"/>.
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/// See docs/api-spec/endpoints/post-login/basic-puzzle/mission.md.
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/// </summary>
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public class PuzzleMissionEntry : BaseEntity<int>
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{
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/// <summary>Pre-localized name on the wire. "Clear all Round 1 puzzles".</summary>
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public string MissionName { get; set; } = string.Empty;
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/// <summary>Pre-localized achievement banner ("Cleared all Round 1 puzzles"). Derived by importer.</summary>
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public string AchievedMessage { get; set; } = string.Empty;
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public int RequireNumber { get; set; }
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public long CampaignCommenceTime { get; set; }
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public int OrderId { get; set; }
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// Reward (single-entry per mission)
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public int RewardType { get; set; } // UserGoodsType
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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/// <summary>
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/// Maps Round-N missions to their target group (300+N). NULL for Special-Round missions
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/// (deferred per Phase 1; they always surface as total_count=0).
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/// </summary>
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public int? TargetPuzzleGroupId { get; set; }
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}
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@@ -21,6 +21,14 @@ public class ShadowverseDeckEntry : BaseEntity<Guid>
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public Format Format { get; set; }
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public bool RandomLeaderSkin { get; set; }
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/// <summary>
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/// MyRotation period id (key into <see cref="MyRotationSettingEntry"/>). Required when
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/// <see cref="Format"/> is <see cref="Format.MyRotation"/> so the client can resolve the
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/// deck's pack range; null for every other format. If null on a MyRotation deck, clicking
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/// the deck NREs inside DeckData.CreateMyRotationClassName (info.LastPackText on null).
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/// </summary>
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public string? MyRotationId { get; set; }
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#region Navigation Properties
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public ClassEntry Class { get; set; } = new ClassEntry();
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22
SVSim.Database/Models/ViewerPuzzleClear.cs
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22
SVSim.Database/Models/ViewerPuzzleClear.cs
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using System.ComponentModel.DataAnnotations.Schema;
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using Microsoft.EntityFrameworkCore;
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using SVSim.Database.Common;
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namespace SVSim.Database.Models;
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/// <summary>
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/// Per-viewer record of a cleared puzzle. Composite PK (ViewerId, PuzzleId) — at most one
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/// row per (viewer, puzzle). NOT a Viewer owned collection on purpose (see CLAUDE.md
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/// "EF nav include pitfall" — owned collection joins cartesian-explode the viewer graph).
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/// </summary>
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[PrimaryKey(nameof(ViewerId), nameof(PuzzleId))]
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public class ViewerPuzzleClear
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{
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public long ViewerId { get; set; }
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public int PuzzleId { get; set; }
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public DateTime ClearedAt { get; set; }
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/// <summary>Min retry_count across all wins. RetryCount = in-battle reset count, not loss retries.</summary>
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public int BestRetryCount { get; set; }
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}
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