194 lines
7.2 KiB
C#

using System.Collections.Generic;
namespace QuestValidator.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 QuestName { get; set; }
public string _id { get; set; }
public bool canShowNotificationsInGame { get; set; }
public string acceptPlayerMessage { get;set;}
public string changeQuestMessageText { get;set;}
public string completePlayerMessage { get; set; }
public QuestConditions conditions { get; set; }
public string description { get;set;}
public string failMessageText { get; set; }
public string name { get; set; }
public string note { get; set; }
public object? questStatus { 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 string startedMessageText { get; set; }
public string successMessageText { get; set; }
public string templateId { get; set; }
public Rewards rewards { get; set; }
public string? side { get; set; }
}
public class QuestConditions
{
public List<AvailableFor> AvailableForFinish { get; set; }
public List<AvailableFor> AvailableForStart { get; set; }
public List<AvailableFor> Fail { get; set; }
}
public class Counter
{
public string id { get; set; }
public object conditions { get; set; }
}
public class AvailableFor
{
public string conditionType { get; set; }
public Counter counter { get; set; }
public object dogtagLevel { get; set; }
public string id { get; set; }
public int? index { get; set; }
public object maxDurability { get; set; }
public object minDurability { get; set; }
public string parentId { get; set; }
public bool? resetOnSessionEnd { get; set; }
public bool? isEncoded { get; set; }
public bool? onlyFoundInRaid { get; set; }
public bool? oneSessionOnly { get; set; }
public bool dynamicLocale { get; set; }
public object? plantTime { get; set; }
public string zoneId { get; set; }
public object target { get; set; }
public string type { get; set; }
public bool? countInRaid { get; set; }
public object status { get; set; }
public bool? unknown { get; set; }
public bool? doNotResetIfCounterCompleted { get; set; }
public object value { get; set; }
public int? availableAfter { get; set; }
public int? dispersion { get; set; }
public string compareMethod { get; set; }
public List<object> visibilityConditions { get; set; }
public SkillCondition baseAccuracy { get; set; }
public SkillCondition durability { get; set; }
public SkillCondition effectiveDistance { get; set; }
public SkillCondition emptyTacticalSlot { get; set; }
public SkillCondition ergonomics { get; set; }
public SkillCondition height { get; set; }
public SkillCondition magazineCapacity { get; set; }
public SkillCondition muzzleVelocity { get; set; }
public SkillCondition recoil { get; set; }
public SkillCondition weight { get; set; }
public SkillCondition width { get; set; }
public object containsItems { get; set; }
public object hasItemFromCategory { get; set; }
}
public class AvailableForProps
{
public Counter counter { get; set;}
public object dogtagLevel { get; set; }
public string id { get; set; }
public int? index { get; set; }
public object maxDurability { get; set; }
public object minDurability { get; set; }
public string parentId { get; set; }
public bool? resetOnSessionEnd { get; set; }
public bool? isEncoded { get;set; }
public bool? onlyFoundInRaid { get; set; }
public bool? oneSessionOnly { get; set; }
public bool dynamicLocale { get;set;}
public object? plantTime { get; set; }
public string zoneId { get; set; }
public object target { get; set; }
public string type { get;set;}
public bool? countInRaid { get;set;}
public object status { get; set;}
public bool? unknown { get; set; }
public bool? doNotResetIfCounterCompleted { get; set; }
public object value { get; set; }
public int? availableAfter { get; set; }
public int? dispersion { get; set; }
public string compareMethod { get;set;}
public List<object> visibilityConditions { get; set; }
public SkillCondition baseAccuracy { get;set;}
public SkillCondition durability { get; set; }
public SkillCondition effectiveDistance { get; set; }
public SkillCondition emptyTacticalSlot { get; set; }
public SkillCondition ergonomics { get; set; }
public SkillCondition height { get; set; }
public SkillCondition magazineCapacity { get; set; }
public SkillCondition muzzleVelocity { get; set; }
public SkillCondition recoil { get; set; }
public SkillCondition weight { get; set; }
public SkillCondition width { get; set; }
public object containsItems { get; set; }
public object hasItemFromCategory { get; set; }
}
public class SkillCondition
{
public string compareMethod { get; set; }
public object value { 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 bool? unknown { get; set; }
public bool? findInRaid {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; }
public FireModeReward FireMode { get; set; }
public FoldeableReward Foldable { get; set; }
public bool? SpawnedInSession { get; set; }
public object? Repairable { get; set; }
}
public class FireModeReward
{
public string FireMode { get; set; }
}
public class FoldeableReward
{
public bool? Folded { get; set; }
}
}