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; }
}