34 lines
1.2 KiB
C#
34 lines
1.2 KiB
C#
using System.Text.Json.Serialization;
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using MessagePack;
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using SVSim.EmulatedEntrypoint.Models.Dtos.Requests;
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namespace SVSim.EmulatedEntrypoint.Models.Dtos.Requests.LeaderSkin;
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/// <summary>
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/// POST /leader_skin/set — the per-class "current leader skin" preference used as a fallback
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/// when a deck has <c>leader_skin_id == 0</c>. Two modes:
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/// - Non-random: <c>is_random_leader_skin=false</c>, <c>leader_skin_id</c> is the chosen skin id.
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/// - Random: <c>is_random_leader_skin=true</c>, <c>leader_skin_id_list</c> is the shuffle pool
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/// (server picks per-match). Random mode is not implemented in v1 (returns 501).
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/// Source: <c>Wizard/LeaderSkinUpdateTask.cs</c>.
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/// </summary>
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[MessagePackObject]
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public class LeaderSkinSetRequest : BaseRequest
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{
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[JsonPropertyName("class_id")]
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[Key("class_id")]
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public int ClassId { get; set; }
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[JsonPropertyName("leader_skin_id")]
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[Key("leader_skin_id")]
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public int LeaderSkinId { get; set; }
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[JsonPropertyName("is_random_leader_skin")]
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[Key("is_random_leader_skin")]
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public bool IsRandomLeaderSkin { get; set; }
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[JsonPropertyName("leader_skin_id_list")]
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[Key("leader_skin_id_list")]
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public int[] LeaderSkinIdList { get; set; } = Array.Empty<int>();
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}
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