114 lines
3.5 KiB
C#

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 string 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; }
}
}