Files
SVSimServer/SVSim.Database/Models/LeaderSkinShopProductEntry.cs
gamer147 a5999a3e9c feat(leader-skin): shop catalog + 5 endpoints (/products, /buy, /buy_set, /buy_set_item, /ids)
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>
2026-05-27 22:55:09 -04:00

37 lines
1.4 KiB
C#

using SVSim.Database.Common;
namespace SVSim.Database.Models;
/// <summary>
/// One purchasable leader-skin product. PK = wire product_id (small ints in captures — e.g. 31,
/// 165, 166). FK <see cref="SeriesId"/>. <see cref="LeaderSkinId"/> points at the
/// <see cref="LeaderSkinEntry"/> the buyer ends up owning.
/// </summary>
public class LeaderSkinShopProductEntry : BaseEntity<int>
{
public int SeriesId { get; set; }
public int LeaderSkinId { get; set; }
/// <summary>SystemText keys — resolved client-side via Data.Master.GetLeaderSkinProductText.</summary>
public string ProductNameKey { get; set; } = string.Empty;
public string IntroductionKey { get; set; } = string.Empty;
public string CvNameKey { get; set; } = string.Empty;
/// <summary>
/// Per-product price for solo buy. Captures consistently show crystal/rupy parity for
/// regular skins (500c / 500r single, 400 unit-price when bought as set). Nullable so
/// promotions can offer one currency without the other.
/// </summary>
public int? SinglePriceCrystal { get; set; }
public int? SinglePriceRupy { get; set; }
public int? SinglePriceTicket { get; set; }
public int? TicketNumber { get; set; }
public long? TicketItemId { get; set; }
public bool IsEnabled { get; set; }
public List<LeaderSkinShopProductRewardEntry> Rewards { get; set; } = new();
public LeaderSkinShopSeriesEntry? Series { get; set; }
}