using SVSim.Database.Common; namespace SVSim.Database.Models; /// /// One tier of an achievement. PK is composite (AchievementType, Level). Rows are seeded from /// seeds/achievement-catalog.json. The captured tier IS the max tier in our world — /// max_level on the wire is computed as MAX(Level) per AchievementType at /mission/info time. /// Inherits Id from BaseEntity but the Id is unused; PK is configured in DbContext. /// public class AchievementCatalogEntry { public int AchievementType { get; set; } public int Level { get; set; } public string Name { get; set; } = ""; public int RequireNumber { get; set; } public int RewardType { get; set; } public long RewardDetailId { get; set; } public int RewardNumber { get; set; } public int OrderNum { get; set; } public string? EventType { get; set; } public int? EventArg { get; set; } }