158 lines
5.1 KiB
C#
158 lines
5.1 KiB
C#
using System.Collections.Generic;
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namespace QuestValidator.Models
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{
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public class QuestRoot
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{
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public int err { get; set; }
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public object errmsg { get; set; }
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public List<Quest> data { get; set; }
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}
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public class Quest
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{
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public string QuestName { get; set; }
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public string _id { get; set; }
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public bool canShowNotificationsInGame { get; set; }
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public Conditions conditions { get; set; }
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public string traderId { get; set; }
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public string location { get; set; }
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public string image { get; set; }
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public string type { get; set; }
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public bool isKey { get; set; }
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public bool restartable { get; set; }
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public bool instantComplete { get; set; }
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public bool secretQuest { get; set; }
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public int min_level { get; set; }
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public Rewards rewards { get; set; }
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}
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public class Conditions
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{
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public string _parent { get; set; }
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public ConditionProps _props { get; set; }
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public List<AvailableFor> AvailableForFinish { get; set; }
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public List<AvailableFor> AvailableForStart { get; set; }
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public List<AvailableFor> Fail { get; set; }
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}
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public class ConditionProps
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{
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public string compareMethod { get; set; }
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public string id { get; set; }
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public object target { get; set; }
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public string value { get; set; }
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public Counter counter { get; set; }
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public int index { get; set; }
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public string parentId { get; set; }
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public string type { get; set; }
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public int? dogtagLevel { get; set; }
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public int? maxDurability { get; set; }
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public int? minDurability { get; set; }
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public List<object> visibilityConditions { get; set; }
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public List<int> status { get; set; }
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}
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public class Counter
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{
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public string id { get; set; }
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}
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public class AvailableFor
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{
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public string _parent { get; set; }
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public AvailableForProps _props { get; set; }
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}
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public class AvailableForProps
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{
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public object counter { get; set;}
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public int? dogtagLevel { get; set; }
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public string id { get; set; }
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public int? index { get; set; }
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public int? maxDurability { get; set; }
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public int? minDurability { get; set; }
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public string parentId { get; set; }
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public bool? resetOnSessionEnd { get; set; }
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public bool? onlyFoundInRaid { get; set; }
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public bool? oneSessionOnly { get; set; }
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public int? plantTime { get; set; }
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public string zoneId { get; set; }
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public object target { get; set; }
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public string type { get;set;}
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public object status { get; set;}
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public bool? unknown { get; set; }
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public bool? doNotResetIfCounterCompleted { get; set; }
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public object value { get; set; }
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public int? availableAfter { get; set; }
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public string compareMethod { get;set;}
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public List<object> visibilityConditions { get; set; }
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public SkillCondition baseAccuracy { get;set;}
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public SkillCondition durability { get; set; }
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public SkillCondition effectiveDistance { get; set; }
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public SkillCondition emptyTacticalSlot { get; set; }
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public SkillCondition ergonomics { get; set; }
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public SkillCondition height { get; set; }
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public SkillCondition magazineCapacity { get; set; }
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public SkillCondition muzzleVelocity { get; set; }
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public SkillCondition recoil { get; set; }
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public SkillCondition weight { get; set; }
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public SkillCondition width { get; set; }
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public object containsItems { get; set; }
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public object hasItemFromCategory { get; set; }
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}
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public class SkillCondition
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{
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public string compareMethod { get; set; }
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public object value { get; set; }
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}
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public class Rewards
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{
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public List<RewardStatus> Started { get; set; }
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public List<RewardStatus> Success { get; set; }
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public List<RewardStatus> Fail { get; set; }
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}
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public class RewardStatus
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{
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public string value { get; set; }
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public string id { get; set; }
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public string type { get; set; }
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public int index { get; set; }
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public string target { get; set; }
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public bool? unknown { get; set; }
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public List<QuestRewardItem> items { get; set; }
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public int? loyaltyLevel { get; set; }
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public string traderId { get; set; }
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}
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public class QuestRewardItem
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{
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public string _id { get; set; }
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public string _tpl { get; set; }
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public QuestRewardUpd upd { get; set; }
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public string parentId { get; set; }
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public string slotId { get; set; }
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}
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public class QuestRewardUpd
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{
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public int? StackObjectsCount { get; set; }
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public FireModeReward FireMode { get; set; }
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public FoldeableReward Foldable { get; set; }
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}
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public class FireModeReward
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{
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public string FireMode { get; set; }
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}
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public class FoldeableReward
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{
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public bool? Folded { get; set; }
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}
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}
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