Files
SVSimServer/SVSim.Database/Models/LeaderSkinShopProductRewardEntry.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

18 lines
612 B
C#

using Microsoft.EntityFrameworkCore;
namespace SVSim.Database.Models;
/// <summary>
/// One per-buy reward attached to a leader-skin product. Owned by
/// <see cref="LeaderSkinShopProductEntry"/>. Captures show each skin product bundles 3 rewards:
/// the skin itself (type=10), the matching emblem (type=7), and the matching sleeve (type=6).
/// </summary>
[Owned]
public class LeaderSkinShopProductRewardEntry
{
public int OrderIndex { get; set; }
public int RewardType { get; set; } // Wizard.UserGoods.Type
public long RewardDetailId { get; set; }
public int RewardNumber { get; set; }
}