using SVSim.Database.Common; using SVSim.Database.Enums; namespace SVSim.Database.Models; /// /// One row per basic_puzzle mission (e.g. "Clear all Round 1 puzzles"). Static catalog /// seeded by SVSim.Bootstrap from seeds/puzzle-missions.json. The wire has no /// stable id; importer assigns 1-based by capture order via the inherited . /// See docs/api-spec/endpoints/post-login/basic-puzzle/mission.md. /// public class PuzzleMissionEntry : BaseEntity { /// Pre-localized name on the wire. "Clear all Round 1 puzzles". public string MissionName { get; set; } = string.Empty; /// Pre-localized achievement banner ("Cleared all Round 1 puzzles"). Derived by importer. public string AchievedMessage { get; set; } = string.Empty; public int RequireNumber { get; set; } public long CampaignCommenceTime { get; set; } public int OrderId { get; set; } // Reward (single-entry per mission) public UserGoodsType RewardType { get; set; } public long RewardDetailId { get; set; } public int RewardNumber { get; set; } /// /// Maps Round-N missions to their target group (300+N). NULL for Special-Round missions /// (deferred per Phase 1; they always surface as total_count=0). /// public int? TargetPuzzleGroupId { get; set; } }