Files
SVSimServer/SVSim.Database/Models/AchievementCatalogEntry.cs
gamer147 05d8169012 refactor: type reward_type columns as UserGoodsType enum
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>
2026-06-03 07:50:49 -04:00

25 lines
954 B
C#

using SVSim.Database.Common;
using SVSim.Database.Enums;
namespace SVSim.Database.Models;
/// <summary>
/// One tier of an achievement. PK is composite (AchievementType, Level). Rows are seeded from
/// <c>seeds/achievement-catalog.json</c>. The captured tier IS the max tier in our world —
/// max_level on the wire is computed as MAX(Level) per AchievementType at /mission/info time.
/// Inherits Id from BaseEntity but the Id is unused; PK is configured in DbContext.
/// </summary>
public class AchievementCatalogEntry
{
public int AchievementType { get; set; }
public int Level { get; set; }
public string Name { get; set; } = "";
public int RequireNumber { get; set; }
public UserGoodsType RewardType { get; set; }
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
public int OrderNum { get; set; }
public string? EventType { get; set; }
public int? EventArg { get; set; }
}