286 lines
9.4 KiB
C#
286 lines
9.4 KiB
C#
using MessagePack;
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using SVSim.Database.Enums;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.Responses;
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[MessagePackObject]
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public class IndexResponse
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{
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#region Primitive Returns
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[Key("ts_card_rotation")]
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public string TsCardRotation { get; set; } = string.Empty;
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[Key("is_beginner_mission")]
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public int IsBeginnerMission { get; set; }
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[Key("spot_point")]
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public int SpotPoint { get; set; }
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[Key("is_available_colosseum_free_entry")]
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public bool IsAvailableColosseumFreeEntry { get; set; }
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[Key("friend_battle_invite_count")]
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public int FriendBattleInviteCount { get; set; }
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[Key("battle_recovery_status")]
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public int BattleRecoveryStatus { get; set; }
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[Key("room_recovery_status")]
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public int RoomRecoveryStatus { get; set; }
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[Key("is_battle_pass_period")]
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public bool IsBattlePassPeriod { get; set; }
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[Key("card_set_id_for_resource_dl_view")]
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public int CardSetIdForResourceDlView { get; set; }
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#endregion
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#region Basic User Data
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/// <summary>
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/// The user's tutorial progress state.
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/// </summary>
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[Key("user_tutorial")]
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public UserTutorial UserTutorial { get; set; } = new UserTutorial();
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/// <summary>
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/// Basic information about the user.
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/// </summary>
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[Key("user_info")]
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public UserInfo UserInfo { get; set; } = new UserInfo();
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/// <summary>
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/// The in-game currency information for this user.
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/// </summary>
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[Key("user_crystal_count")]
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public UserCurrency UserCurrency { get; set; } = new UserCurrency();
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#endregion
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#region Inventory Data
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/// <summary>
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/// Items that the user has and how many of each.
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/// </summary>
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[Key("user_item_list")]
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public List<UserItem> UserItems { get; set; } = new List<UserItem>();
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/// <summary>
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/// Decks for the rotation format.
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/// </summary>
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[Key("user_deck_rotation")]
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public UserFormatDeckInfo UserRotationDecks { get; set; } = new UserFormatDeckInfo();
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/// <summary>
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/// Decks for the unlimited format.
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/// </summary>
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[Key("user_deck_unlimited")]
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public UserFormatDeckInfo UserUnlimitedDecks { get; set; } = new UserFormatDeckInfo();
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/// <summary>
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/// Decks for the unlimited format.
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/// </summary>
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[Key("user_deck_my_rotation")]
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public UserFormatDeckInfo UserMyRotationDecks { get; set; } = new UserFormatDeckInfo();
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/// <summary>
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/// The list of cards and how many of each this user has.
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/// </summary>
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[Key("user_card_list")]
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public List<UserCard> UserCards { get; set; } = new List<UserCard>();
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/// <summary>
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/// The classes a user has and their stats.
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/// </summary>
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[Key("user_class_list")]
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public List<UserClass> UserClasses { get; set; } = new List<UserClass>();
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/// <summary>
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/// Mapping of SleeveId to a <see cref="SleeveIdentifier"/> object.
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/// </summary>
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[Key("user_sleeve_list")]
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public Dictionary<string, SleeveIdentifier> Sleeves { get; set; } = new Dictionary<string, SleeveIdentifier>();
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/// <summary>
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/// The emblems available to this user.
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/// </summary>
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[Key("user_emblem_list")]
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public List<EmblemIdentifier> UserEmblems { get; set; } = new List<EmblemIdentifier>();
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/// <summary>
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/// The degrees available to this user.
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/// </summary>
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[Key("degree_id")]
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public List<DegreeIdentifier> UserDegrees { get; set; } = new List<DegreeIdentifier>();
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/// <summary>
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/// Leader skins available to the leader.
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/// </summary>
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[Key("user_leader_skin_list")]
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public Dictionary<string, UserLeaderSkin> LeaderSkins { get; set; } = new Dictionary<string, UserLeaderSkin>();
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/// <summary>
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/// Backgrounds for 'My Page' the user has collected.
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/// </summary>
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[Key("user_mypage_list")]
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public List<ulong> MyPageBackgrounds { get; set; } = new List<ulong>();
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#endregion
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#region Advanced Player Data
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/// <summary>
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/// Maps a deck format (as a string) to info about ranked for that format.
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/// </summary>
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[Key("user_rank")]
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public Dictionary<string, UserRankInfo> UserRankInfo { get; set; } = new Dictionary<string, UserRankInfo>();
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/// <summary>
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/// The number of ranked matches for each class the user has played.
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/// </summary>
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[Key("user_rank_match_list")]
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public List<UserRankedMatches> UserRankedMatches { get; set; } = new List<UserRankedMatches>();
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/// <summary>
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/// The daily login bonuses currently going on, including if the player should receive the next reward for any.
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/// </summary>
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[Key("daily_login_bonus")]
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public DailyLoginBonus DailyLoginBonus { get; set; } = new DailyLoginBonus();
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/// <summary>
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/// User configuration for the arena.
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/// </summary>
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[Key("challenge_config")]
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public ArenaConfig ArenaConfig { get; set; } = new ArenaConfig();
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#endregion
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#region Global Data
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/// <summary>
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/// Cards that have had their red ether values overriden.
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/// </summary>
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[Key("red_ether_overwrite_list")]
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public List<RedEtherOverride> RedEtherOverrides { get; set; } = new List<RedEtherOverride>();
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/// <summary>
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/// Cards that are currently undergoing maintenance.
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/// </summary>
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[Key("maintenance_card_list")]
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public List<CardIdentifier> MaintenanceCards { get; set; } = new List<CardIdentifier>();
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/// <summary>
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/// The arena formats currently available.
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/// </summary>
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[Key("arena_info")]
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public List<ArenaInfo> ArenaInfos { get; set; } = new List<ArenaInfo>();
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/// <summary>
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/// Dictionary of rank id to information about that rank.
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/// </summary>
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[Key("rank_info")]
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public Dictionary<string, RankInfo> RankInfo { get; set; } = new Dictionary<string, RankInfo>();
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/// <summary>
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/// Dictionary mapping a class level to information about that level.
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/// </summary>
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[Key("class_exp")]
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public Dictionary<string, ClassExp> ClassExp { get; set; } = new Dictionary<string, ClassExp>();
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/// <summary>
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/// Card ids that should not show up on loading screen tips.
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/// </summary>
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[Key("loading_exclusion_card_list")]
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public List<long> LoadingTipCardExclusions { get; set; } = new List<long>();
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/// <summary>
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/// The default settings for every user.
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/// </summary>
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[Key("default_setting")]
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public DefaultSettings DefaultSettings { get; set; } = new DefaultSettings();
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/// <summary>
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/// Any cards that are restricted in unlimited, and the maximum count that can be run of the card.
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/// </summary>
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[Key("unlimited_restricted_base_card_id_list")]
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public Dictionary<string, int> UnlimitedBanList { get; set; } = new Dictionary<string, int>();
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/// <summary>
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/// Sets currently available in rotation.
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/// </summary>
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[Key("rotation_card_set_id_list")]
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public List<CardSetIdentifier> RotationSets { get; set; } = new List<CardSetIdentifier>();
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/// <summary>
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/// Allows cards out of your 'My Rotation' to still be used. TODO investigate
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/// </summary>
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[Key("reprinted_base_card_ids")]
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public Dictionary<string, long> ReprintedCards { get; set; } = new Dictionary<string, long>();
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/// <summary>
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/// Something to do with destroying cards. TODO investigate
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/// </summary>
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[Key("spot_cards")]
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public Dictionary<string, int> SpotCards { get; set; } = new Dictionary<string, int>();
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/// <summary>
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/// Info about the next set to be released? TODO investigate
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/// </summary>
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[Key("pre_release_info")]
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public PreReleaseInfo? PreReleaseInfo { get; set; }
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/// <summary>
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/// Information for the 'My Rotation' mode.
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/// </summary>
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[Key("my_rotation_info")]
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public MyRotationInfo? MyRotationInfo { get; set; }
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/// <summary>
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/// Information about some avatar mode? TODO investigate
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/// </summary>
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[Key("avatar_info")]
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public MyRotationInfo? AvatarRotationInfo { get; set; }
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/// <summary>
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/// List of features that are undergoing maintenance.
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/// </summary>
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[Key("feature_maintenance_list")]
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public List<FeatureMaintenance> FeatureMaintenances { get; set; } = new List<FeatureMaintenance>();
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/// <summary>
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/// Special deals on crystal purchases.
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/// </summary>
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[Key("special_crystal_info")]
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public List<SpecialCrystalInfo> SpecialCrystalInfos { get; set; } = new List<SpecialCrystalInfo>();
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/// <summary>
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/// Current battle pass levels and required points for each.
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/// </summary>
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[Key("battle_pass_level_info")]
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public Dictionary<string, BattlePassLevel>? BattlePassLevelInfo { get; set; }
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/// <summary>
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/// Battlefields that can currently be picked.
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/// </summary>
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[Key("open_battle_field_id_list")]
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public Dictionary<string, int> OpenBattlefieldIds { get; set; } = new Dictionary<string, int>();
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#endregion
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#region Misc Data
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/// <summary>
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/// What loot box features are disabled for this user.
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/// </summary>
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[Key("loot_box_regulation")]
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public LootBoxRegulations LootBoxRegulations { get; set; } = new LootBoxRegulations();
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/// <summary>
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/// Something about whether the user has an invite notification.
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/// </summary>
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[Key("gathering_info")]
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public GatheringInfo GatheringInfo { get; set; } = new GatheringInfo();
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/// <summary>
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/// User configuration.
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/// </summary>
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[Key("user_config")]
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public UserConfig UserConfig { get; set; } = new UserConfig();
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#endregion
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} |