using System.Text.Json.Serialization; using Newtonsoft.Json; namespace LootDumpProcessor.Model.Input { public class AdditionalHostilitySetting { [JsonProperty("BotRole", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("BotRole")] public string? BotRole { get; set; } [JsonProperty("AlwaysEnemies", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("AlwaysEnemies")] public List? AlwaysEnemies { get; set; } [JsonProperty("ChancedEnemies", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("ChancedEnemies")] public List? ChancedEnemies { get; set; } [JsonProperty("Warn", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("Warn")] public List? Warn { get; set; } [JsonProperty("Neutral", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("Neutral")] public List? Neutral { get; set; } [JsonProperty("AlwaysFriends", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("AlwaysFriends")] public List? AlwaysFriends { get; set; } [JsonProperty("SavagePlayerBehaviour", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("SavagePlayerBehaviour")] public string? SavagePlayerBehaviour { get; set; } [JsonProperty("BearPlayerBehaviour", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("BearPlayerBehaviour")] public string? BearPlayerBehaviour { get; set; } [JsonProperty("BearEnemyChance", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("BearEnemyChance")] public int? BearEnemyChance { get; set; } [JsonProperty("UsecPlayerBehaviour", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("UsecPlayerBehaviour")] public string? UsecPlayerBehaviour { get; set; } [JsonProperty("UsecEnemyChance", NullValueHandling = NullValueHandling.Ignore)] [JsonPropertyName("UsecEnemyChance")] public int? UsecEnemyChance { get; set; } } }