Files
SVSimServer/SVSim.EmulatedEntrypoint/Models/Dtos/Requests/LeaderSkin/LeaderSkinSetRequest.cs
2026-05-26 09:16:21 -04:00

34 lines
1.2 KiB
C#

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