using SVSim.Database.Common;
namespace SVSim.Database.Models;
///
/// One row per basic_puzzle group (puzzle_master_id). Static catalog seeded by
/// SVSim.Bootstrap.PuzzleImporter from seeds/puzzle-groups.json.
/// See docs/api-spec/endpoints/post-login/basic-puzzle/info.md.
///
public class PuzzleGroupEntry : BaseEntity
{
/// puzzle_master_id on the wire. PK + display order key.
public int PuzzleMasterId { get => Id; set => Id = value; }
/// SystemText id. "Puzzle_QuestSelect_0301" etc. Client resolves with Data.SystemText.Get.
public string BasicTitleTextId { get; set; } = string.Empty;
/// Character id for the group portrait. Wire as string but stored as int.
public int PuzzleCharaId { get; set; }
/// Mission-attribution chara. Usually == PuzzleCharaId but observed group 2 has 3208/2703 split.
public int CharaId { get; set; }
/// 1 = Special/Expert rounds, 2 = Regular numbered rounds. Drives client display ordering.
public int SortType { get; set; }
/// Difficulty-name dict serialized as JSON (e.g. {"Beginner":"0","Experienced":"1","Expert":"2"}).
public string DifficultyNameListJson { get; set; } = "{}";
// Navigation
public List Puzzles { get; set; } = new();
}