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>
22 lines
806 B
C#
22 lines
806 B
C#
using Microsoft.EntityFrameworkCore;
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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 tier-reward item attached to a prebuilt-deck series. Owned by BuildDeckSeriesEntry.
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/// Wire shape: flattened from /build_deck/info's `series_rewards` dict — each tier (keyed
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/// by total-purchases-from-series threshold) carries a list of rewards; this row is one
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/// (TierIndex, ItemIndex) cell.
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/// </summary>
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[Owned]
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public class BuildDeckSeriesRewardEntry
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{
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public int TierIndex { get; set; } // 1, 2, 3, ... — unlock threshold
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public int ItemIndex { get; set; } // ordinal within tier
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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 MessageId { get; set; }
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}
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