using System.Collections.Generic; namespace AssortValidator.Models { public class QuestRoot { public int err { get; set; } public object errmsg { get; set; } public List<Quest> data { get; set; } } public class Quest { public string _id { get; set; } public bool canShowNotificationsInGame { get; set; } public Conditions conditions { get; set; } public string traderId { get; set; } public string location { get; set; } public string image { get; set; } public string type { get; set; } public bool? isKey { get; set; } public bool restartable { get; set; } public bool instantComplete { get; set; } public bool secretQuest { get; set; } public int min_level { get; set; } public Rewards rewards { get; set; } } public class Conditions { public string _parent { get; set; } public ConditionProps _props { get; set; } public List<AvailableFor> AvailableForFinish { get; set; } public List<AvailableFor> AvailableForStart { get; set; } //public List<object> Fail { get; set; } } public class ConditionProps { public string compareMethod { get; set; } public string id { get; set; } public object target { get; set; } public string value { get; set; } public Counter counter { get; set; } public int index { get; set; } public string parentId { get; set; } public string type { get; set; } public int? dogtagLevel { get; set; } public int? maxDurability { get; set; } public int? minDurability { get; set; } public List<object> visibilityConditions { get; set; } public List<int> status { get; set; } } public class Counter { //public List<Condition> conditions { get; set; } public string id { get; set; } } public class AvailableFor { public string _parent { get; set; } public AvailableForProps _props { get; set; } } public class AvailableForProps { public int dogtagLevel { get; set; } public string id { get; set; } public int? index { get; set; } public int? maxDurability { get; set; } public int? minDurability { get; set; } public string parentId { get; set; } public bool resetOnSessionEnd { get; set; } public object target { get; set; } //public int value { get; set; } public List<object> visibilityConditions { get; set; } } public class Rewards { public List<RewardStatus> Started { get; set; } public List<RewardStatus> Success { get; set; } public List<RewardStatus> Fail { get; set; } } public class RewardStatus { public object value { get; set; } public string id { get; set; } public string type { get; set; } public int index { get; set; } public string target { get; set; } public List<QuestRewardItem> items { get; set; } public int? loyaltyLevel { get; set; } public string traderId { get; set; } } public class QuestRewardItem { public string _id { get; set; } public string _tpl { get; set; } public QuestRewardUpd upd { get; set; } public string parentId { get; set; } public string slotId { get; set; } } public class QuestRewardUpd { public int StackObjectsCount { get; set; } } }