using System.Collections.Generic; namespace QuestValidator.Common.Models { public class ItemsLibRoot { public List<Dictionary<string, Item>> items { get; set; } } public class Item { public string _id { get; set; } public string _name { get; set; } public string _parent { get; set; } public string _type { get; set; } public Props _props { get; set; } } public class Props { public string Name { get; set; } public string ShortName { get; set; } public string Description { get; set; } public int SpawnChance { get;set;} public List<string> SpawnFilter { get; set; } public List<Grid> Grids { get; set; } public string Rarity { get; set; } public int ExtraSizeLeft { get; set; } public int ExtraSizeRight { get; set; } public int ExtraSizeUp { get; set; } public int ExtraSizeDown { get; set; } public int Width { get; set; } public int Height { get; set; } public int? StackMinRandom { get; set; } public int? StackMaxRandom { get; set; } public List<Chamber> Chambers { get; set; } public List<Slot> Slots { get; set; } public string defAmmo { get; set; } } public class Grid { public GridProps _props { get; set; } } public class GridProps { public int cellsH { get; set; } public int cellsV { get; set; } public int minCount{ get; set; } public int maxCount { get; set; } public List<GridFilter> filters {get;set;} } public class GridFilter { } public class Chamber { public string _name { get; set; } public string _id { get; set; } public string _parent { get; set; } public ChamberProps _props { get; set; } public bool _required { get; set; } public bool _mergeSlotWithChildren { get; set; } public string _proto { get; set; } } public class Slot { public string _name { get; set; } public bool _required { get; set; } } public class ChamberProps { public List<Filter> filters { get; set; } } public class Filter { public List<string> filter { get; set; } } }