namespace Elisa.Common.Models; public class Airbone { public int from_spot_id; public int to_spot_id; } public class AirborneParent { public Airbone airbone; public List spot_teleport_result; } public class AllyBattle { public List ally_before_battle; public int ally_boss_hp; public decimal ally_enemy_hp_percent; public int boss_hp; public decimal enemy_hp_percent; public int enemy_instance_id; public int enemy_team_id; public int spot_id; public int survive_force; public int win_ally_instance_id; } public class AllyInstanceBetray { public int ai; public int ai_para; public int ally_boss_hp; public int ally_enemy; public double ally_enemy_hp_percent; public int ally_instance_id; public int ally_type; public int condition_type; public int old_ally_type; public int spot_id; } public class AllyInstanceInfo { public int ai; public string ai_para; public int ally_boss_hp; public int ally_enemy; public decimal ally_enemy_hp_percent; public Dictionary ally_guns; public int ally_instance_id; public int ally_team_id; public int ally_type; public int battleskill_switch; public string betray_condition; public int duration_end_turn; public int move_turn; public int no_battle_damage; public MissionResource supply_resource; public int target_type; public Dictionary team_guns_life; public MissionResource team_resource; public Dictionary team_sangvis_life; public string transform_condition; } public class AllyInstanceTransform { public int ally_instance_id; public int condition_type; public string hostage_info; public int spot_id; public int transform_result; } public class AllyMove { public int ally_instance_id; public int from_spot_id; public int to_hostage_hp; public int to_hostage_id; public int to_spot_id; } public class AllyteamSummoner { public int ally_instance_id; public AllyInstanceInfo ally_instance_info; public int spot_id; public List spot_teleport_result; } public class AutoMissionAct { public int auto_mission_id; public int end_time; public long id; public int number; public string team_ids; public long user_id; } public class BattleGetPrize { public long[] equips; public long[] fairys; public long[] furniture; public long gun_with_user_id; public int prize_id; public RealPrizeInfo real_prize_info; public long sangvis_with_user_id; } public class BuildingInfo { public int belong; public int building_id; public int defender; public int spot; } public class DiedThisSection { public List ally; public List enemy; } public class EnemyInstanceInfo { public int boss_hp; public int enemy_ai; public string enemy_ai_para; public int enemy_birth_turn; public decimal enemy_hp_percent; public int enemy_team_id; } public class EnemyMove { public int enemy_ai; public string enemy_ai_para; public int from_spot_id; public int hostage_hp; public int hostage_id; public int squad_instance_id; public int to_spot_id; } public class FairyEffect { public int aim_spot; public int aim_stc_id; public int aim_type; public int origin_key; public int origin_spot; public int origin_stc_id; public int origin_type; } public class FairySkillOnAlly { public int ally; public int battle_count; public int buff_id; public int building_spot_id; public int fairy_team_id; public int mission_skill_config_id; public int squad_instance_id; public int start_turn; } public class FairySkillOnEnemy { public int battle_count; public int battle_finish_count; public int buff_id; public int building_spot_id; public int enemy_instance_id; public int fairy_team_id; public int mission_skill_config_id; public int person_move_count; public int person_shift_count; public int source_type; public int source_value; public int squad_instance_id; public int start_turn; } public class FairySkillOnSpot { public int battle_count; public int building_spot_id; public int conflict_type; public int[] detect_spots; public int[] effect_spots; public int engine_spot_id; public int fairy_team_id; public int mission_skill_config_id; public int move_count; public int priority; public int source_type; public int source_value; public int special_spot_config_id; public int squad_instance_id; public int start_turn; } public class FairySkillOnTeam { public int battle_count; public int battle_finish_count; public int buff_id; public int building_spot_id; public int fairy_team_id; public int mission_skill_config_id; public int person_move_count; public int person_shift_count; public int source_type; public int source_value; public int squad_instance_id; public int start_turn; public int team_id; } public class FairySkillPerform { public int building_spot_id; public int fairy_team_id; public int mission_skill_config_id; public int next_skill_cd_turn; public int perform_spot_id; public int source_type; public int source_value; public int squad_instance_id; } public class FairySkillReturn { public List airborne_2; public List allyteam_summoner; public Dictionary fairy_effect; public List mission_hurt; } public class FightEnvironmentSkillInfo { public int duration; public long fight_environment_skill_id; } public class GrowEnemy { public int enemy_instance_id; public int enemy_team_id; public int spot_id; } public class GunExp { public int exp; public long id; } public class GunExp2 { public int exp; public long gun_with_user_id; } public class GunLife { public long id; public int life; } public class GunLife2 { public long gun_with_user_id; public int life; } public class GunsLife { public long gun_with_user_id; public int life; } public class LifeChange { public double enemy_hp_percent; } public class MissionAct { public string accomplish_win_steps; public string ally_instance_info; public string allydie_this_turn; public int ap; public int battle_count; public string building_info; public int defend_line_start_turn; public string died_ally; public string died_ally_type; public string died_enemy; public string died_enemy_b; public string died_this_section; public int end_ally_instance_id; public int end_enemy_instance_id; public int end_mission_skill_perform_id; public int end_skill_id; public int end_squad_instance_id; public string enemy_instance_info; public int enemydie_num; public int enemydie_num_killbyfriend; public int enemydie_num_killbyhostage; public string enemydie_this_turn; public string enemydie_tigger_team_colour; public string enter_assisttype_squads; public string fairy_skill_on_ally; public string fairy_skill_on_enemy; public string fairy_skill_on_friend_sangvis; public string fairy_skill_on_friend_team; public string fairy_skill_on_sangvis; public string fairy_skill_on_spot; public string fairy_skill_on_squad; public string fairy_skill_on_team; public string fairy_skill_perform; public string fight_environment_count; public string fight_environment_group; public int force1_battle_count; public string friend_sangvises_life; public string friend_team_fairy; public string friend_team_sangvis_chips; public string friend_team_sangvises; public string friend_team_sangvisteams; public string get_guns; public int growenemy_with_enemydie; public int growotherside_with_enemydie; public string gun_average_level; public int gundie_num; public string gunid_gunlv; public string hidden_spots; public string join_editable_allys; public string join_sangvis_teams; public string join_teams; public int last_battle_finish_time; public string last_battle_info; public string mica_log; public string mission_control; public string mission_control_trigger_spot_id; public int mission_id; public string mission_trigger_count; public string mission_win_step_control_ids; public int mysquad_die_num; public int pass_missionevent; public int reinforce_friend_team_num; public string reinforce_sangvis_teams; public string reinforce_squads; public string reinforce_targets; public string reinforce_teams; public string reinforce_uneditable_allys; public string sangvis_teams_info; public int sangvisdie_num; public int save_hostage; public string special_skill_102_enemy; public string special_skill_203_info; public string spot; public int spot_belong_remain_reset_count; public string spot_trans_info; public string spots_change; public string squad_info; public string target_moved_step; public string team_effect; public int turn; public int turn_belong; public int type5_score; public long user_id; public string vehicle_info; } public class MissionEvent { public int after_days; public string draw_event_id; public int end_time; public int id; public Dictionary item_limit_with_user; public int mission_campaign; public int start_time; public int tomorrow_unix; } public class MissionHurt { public double ally_enemy_hp_percent; public int ally_instance_id; public int building_defender; public int building_spot_id; public double enemy_hp_percent; public int enemy_instance_id; public List guns_life; public int hostage_hp; public int hostage_id; public int hurt_id; public int mission_skill_config_id; public int spot_id; public int squad_instance_id; public int squad_life; public int team_id; } public class MissionInfo { public int enemydie_num; public int enemydie_num_killbyfriend; public int gundie_num; public int turn; } public class MissionLoseResult { public int enemydie_num; public int enemydie_num_killbyfriend; public int gundie_num; public int mysquad_die_num; public int sangvisdie_num; public int turn; public int type5_score; } public class MissionResource { public int ammo; public int mre; } public class MissionWinResult { public List after_duplicate1_gun_exp; public int free_exp; public int gift_item200001_add; public int medal4; public MissionInfo mission_info; public Dictionary open; public int rank; public int recover_bp_and_item603; public List reward_component; public List reward_equip; public List reward_gun; public List reward_prize; public int user_exp; } public class MissionWithUser { public int bestrank; public int counter; public int cycle_win_count; public string drop_item_count; public long id; public int is_close; public int is_drop_draw_event; public int is_open; public int mapped_win_counter; public int medal1; public int medal2; public int medal4; public int mission_id; public double shortest_in_coinmission; public int type5_score; public long user_id; public int win_counter; } public class NewSpotChange { public int can_use_count; public int end_turn; public int spot_id; public int start_turn; public int type; public int use_count; } public class NightAlly { public int ally_instance_id; public int ally_team_id; public int from_spot_id; public int hostage_hp; public int hostage_id; public int to_hostage_hp; public int to_hostage_id; public int to_spot_id; } public class NightEnemy { public int ally_instance_id; public int[] ally_instance_ids; public int boss_hp; public int enemy_ai; public string enemy_ai_para; public int enemy_birth_turn; public double enemy_hp_percent; public int enemy_instance_id; public int enemy_team_id; public int from_spot_id; public int hostage_hp; public int hostage_id; public int squad_instance_id; public int[] squad_instance_ids; public int to_spot_id; } public class NightSpot { public int belong; public int seed; public int spot_id; } public class SangvisBattleExp { public int exp; public long sangvis_with_user_id; } public class SangvisLife { public long id; public int life; } public class SangvisLife2 { public int life; public long sangvis_with_user_id; } public class SangvisSpot { public int sangvis_team_id; public int spot_id; } public class SangvisTeamResource { public int ammo; public int mre; } public class SangvisTeamsInfo { public int ally_instance_id; public int battleskill_switch; public int sangvis_team_id; } public class Spot { public int spot_id; public int team_id; } public class SpotActInfo { public object ally_instance_ids; public int belong; public int boss_hp; public int enemy_ai; public string enemy_ai_para; public int enemy_birth_turn; public decimal enemy_hp_percent; public int enemy_instance_id; public int enemy_team_id; public int fix_count; public int hostage_hp; public int hostage_id; public int hostage_max_hp; public int if_random; public int reinforce_count; public int sangvis_team_id; public int seed; public int spot_id; public int[] squad_instance_ids; public int supply_count; public int team_id; public int vehicle_with_user_id; } public class SpotTeleportResult { public int from_spot_id; public int target_id; public int target_type; public int to_spot_id; } public class SpotTransInfo { public int belong; public int[] route; public int type; } public class SquadExp { public int exp; public int life; public int squad; } public class SquadInstanceInfo { public int against_force_life; public int attack_next_turn; public int battleskill_switch; public int belong; public int squad_id; public int squad_instance_id; } public class SquadSpot { public int battleskill_switch; public int spot_id; public long squad_with_user_id; } public class TeamGunsLife { public long id; public int life; } public class TeamSangvisLife { public long id; public int life; } public class VehicleInfo { public int atk_building_next_turn; public int battleskill_switch; public int id; }