feat(sleeve): shop catalog + /sleeve/{info,buy} endpoints
Schema: SleeveShopSeries -> SleeveShopProducts -> Rewards (owned).
Migration AddSleeveShop creates 3 tables with FK cascade.
Importer mirrors BuildDeck pattern: find-or-create per series/product,
rewards replaced wholesale on rerun (owned collection). 10 series,
270 products imported from seeds/sleeve-shop.json.
Controller:
- /sleeve/info returns wire-faithful dict-keyed shape
({sleeve_list: {<series_id>: {product_info: {<product_id>: ...}}}}).
is_purchased_product derived from viewer.Sleeves.Contains(sleeve_id).
- /sleeve/buy: sales_type 0=free / 1=crystal / 2=rupy / 3=ticket(501).
Validates series_product mismatch, currency, already-purchased.
Currency debited with post-state-total reward_list entry; cosmetic
grants dispatched through RewardGrantService.ApplyAsync (covers
sleeve + emblem bundled grants per product).
476 tests pass (was 466; +10 sleeve tests).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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SVSim.Database/Models/SleeveShopProductEntry.cs
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SVSim.Database/Models/SleeveShopProductEntry.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 purchasable sleeve product. PK = wire product_id (e.g. 301901). FK SeriesId.
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/// <para>
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/// Both <see cref="PriceCrystal"/> and <see cref="PriceRupy"/> are nullable. At least one must be
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/// populated for an enabled product (both zero = free, both null = invalid). Sleeves don't have
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/// the two-tier intro/regular pricing that BuildDeck products use — one price per currency.
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/// </para>
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/// <para>
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/// <see cref="Rewards"/> drives both the catalog display (in /sleeve/info) and the actual grant
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/// list (in /sleeve/buy). The capture shows each sleeve product grants a sleeve (type=6) and an
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/// emblem (type=7) — both faithful reward_detail_ids that exist in the cosmetic catalogs.
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/// </para>
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/// </summary>
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public class SleeveShopProductEntry : BaseEntity<int>
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{
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public int SeriesId { get; set; }
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/// <summary>Wire `name` field — SystemText key like "sleeve_138". Localised client-side.</summary>
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public string NameKey { get; set; } = string.Empty;
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public int? PriceCrystal { get; set; }
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public int? PriceRupy { get; set; }
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public bool IsEnabled { get; set; }
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public List<SleeveShopProductRewardEntry> Rewards { get; set; } = new();
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public SleeveShopSeriesEntry? Series { get; set; }
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}
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SVSim.Database/Models/SleeveShopProductRewardEntry.cs
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SVSim.Database/Models/SleeveShopProductRewardEntry.cs
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using Microsoft.EntityFrameworkCore;
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namespace SVSim.Database.Models;
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/// <summary>
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/// One per-buy reward attached to a sleeve product. Owned by <see cref="SleeveShopProductEntry"/>.
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/// Wire shape: one entry of the product-level `rewards` array in /sleeve/info. Order is
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/// preserved by <see cref="OrderIndex"/> since the wire shape is an ordered array, not a dict.
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/// </summary>
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[Owned]
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public class SleeveShopProductRewardEntry
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{
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public int OrderIndex { get; set; }
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public int RewardType { get; set; } // Wizard.UserGoods.Type
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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}
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SVSim.Database/Models/SleeveShopSeriesEntry.cs
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SVSim.Database/Models/SleeveShopSeriesEntry.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 sleeve-shop series (a themed collection — e.g. series 3019 "BattlePass sleeves",
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/// series 3004 "Granblue Fantasy collab"). PK = wire series_id. IsEnabled gates whether
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/// /sleeve/info renders this series.
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/// </summary>
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public class SleeveShopSeriesEntry : BaseEntity<int>
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{
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public bool IsNew { get; set; }
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public bool IsEnabled { get; set; }
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public List<SleeveShopProductEntry> Products { get; set; } = new();
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}
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