Replace bare `int RewardType` on 12 catalog/reward entities and GrantedReward
with the existing UserGoodsType enum. Verified against the decompiled client:
every wire reward_type decodes through the single Wizard.UserGoods.Type enum, so
one enum is correct across all endpoint families (item_type is a separate
Item.Type axis, left untouched). EF stores the enum as the same int column, so
there is no migration.
- Importers cast seed int -> UserGoodsType at the ingest boundary.
- New GrantedReward.ToRewardList() extension replaces 8 copy-pasted
GrantedReward -> RewardListEntry projections.
- Fix 3 .ToString() sites that would otherwise emit enum names ("Crystal")
instead of the int wire value ("2").
- Wire DTOs keep int; the enum is widened to int at the wire boundary only.
Build green; 962/962 tests pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
35 lines
1.4 KiB
C#
35 lines
1.4 KiB
C#
using SVSim.Database.Common;
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using SVSim.Database.Enums;
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namespace SVSim.Database.Models;
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/// <summary>
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/// One row per basic_puzzle mission (e.g. "Clear all Round 1 puzzles"). Static catalog
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/// seeded by SVSim.Bootstrap from seeds/puzzle-missions.json. The wire has no
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/// stable id; importer assigns 1-based by capture order via the inherited <see cref="BaseEntity{TKey}.Id"/>.
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/// See docs/api-spec/endpoints/post-login/basic-puzzle/mission.md.
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/// </summary>
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public class PuzzleMissionEntry : BaseEntity<int>
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{
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/// <summary>Pre-localized name on the wire. "Clear all Round 1 puzzles".</summary>
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public string MissionName { get; set; } = string.Empty;
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/// <summary>Pre-localized achievement banner ("Cleared all Round 1 puzzles"). Derived by importer.</summary>
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public string AchievedMessage { get; set; } = string.Empty;
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public int RequireNumber { get; set; }
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public long CampaignCommenceTime { get; set; }
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public int OrderId { get; set; }
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// Reward (single-entry per mission)
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public UserGoodsType RewardType { get; set; }
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public long RewardDetailId { get; set; }
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public int RewardNumber { get; set; }
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/// <summary>
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/// Maps Round-N missions to their target group (300+N). NULL for Special-Round missions
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/// (deferred per Phase 1; they always surface as total_count=0).
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/// </summary>
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public int? TargetPuzzleGroupId { get; set; }
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}
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