Schema: LeaderSkinShopSeries -> Products (owned rewards) + owned SetCompletionRewards on the series; ViewerLeaderSkinSetClaim composite PK (ViewerId, SeriesId) backs the /buy_set_item idempotent-claim check. Importer mirrors SleeveShopImporter: idempotent find-or-create, owned collections rewritten wholesale on rerun. 16 series, 104 products. Controller (extends existing /set with 5 new endpoints): - /products: dict-keyed-by-series_id-string wire shape. is_completed per-viewer, rewards.status from ViewerLeaderSkinSetClaim (0=no set sale, 1=available, 2=claimed) matching client RewardStatus enum. - /buy: single skin, sales_type 1/2 dispatch, 3=>501. - /buy_set: whole series at SetPrice; requires set_sales_status != 0; grants every product's rewards (RewardGrantService idempotent on already-owned cosmetics, so partial-set buys don't double-add). - /buy_set_item: requires viewer owns every skin in series; idempotent on re-claim (returns 200 + empty reward_list, not 400) so client retries don't error. - /ids: flat owned-skin-id list for badge refresh. 496 tests pass (was 486; +10 leader-skin-shop tests). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
37 lines
1.4 KiB
C#
37 lines
1.4 KiB
C#
using SVSim.Database.Common;
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namespace SVSim.Database.Models;
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/// <summary>
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/// One purchasable leader-skin product. PK = wire product_id (small ints in captures — e.g. 31,
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/// 165, 166). FK <see cref="SeriesId"/>. <see cref="LeaderSkinId"/> points at the
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/// <see cref="LeaderSkinEntry"/> the buyer ends up owning.
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/// </summary>
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public class LeaderSkinShopProductEntry : BaseEntity<int>
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{
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public int SeriesId { get; set; }
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public int LeaderSkinId { get; set; }
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/// <summary>SystemText keys — resolved client-side via Data.Master.GetLeaderSkinProductText.</summary>
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public string ProductNameKey { get; set; } = string.Empty;
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public string IntroductionKey { get; set; } = string.Empty;
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public string CvNameKey { get; set; } = string.Empty;
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/// <summary>
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/// Per-product price for solo buy. Captures consistently show crystal/rupy parity for
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/// regular skins (500c / 500r single, 400 unit-price when bought as set). Nullable so
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/// promotions can offer one currency without the other.
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/// </summary>
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public int? SinglePriceCrystal { get; set; }
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public int? SinglePriceRupy { get; set; }
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public int? SinglePriceTicket { get; set; }
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public int? TicketNumber { get; set; }
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public long? TicketItemId { get; set; }
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public bool IsEnabled { get; set; }
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public List<LeaderSkinShopProductRewardEntry> Rewards { get; set; } = new();
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public LeaderSkinShopSeriesEntry? Series { get; set; }
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}
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