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>
28 lines
1.1 KiB
C#
28 lines
1.1 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 mission template. Id = wire mission_id. Rows are seeded from
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/// <c>seeds/mission-catalog.json</c> (extracted from /mission/info captures).
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/// LotType 2 = weekly rotation slot; LotType 6 = daily slot (per UserMission.GEM_MISSION_TYPE).
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/// EventType is the catalog-side key the progress service matches against; NULL means the row
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/// was captured but no event mapping has been added yet (importer logs a warning).
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/// </summary>
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public class MissionCatalogEntry : BaseEntity<int>
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{
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public string Name { get; set; } = "";
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public int LotType { get; set; }
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public int RequireNumber { get; set; }
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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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public int BattlePassPoint { get; set; }
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public bool DefaultFlag { get; set; }
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public string? EventType { get; set; }
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public int? EventArg { get; set; }
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public long StartTime { get; set; }
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public long? EndTime { get; set; }
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}
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