Elisa/Elisa.Common/Models/Mission.cs

648 lines
15 KiB
C#

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<SpotTeleportResult> spot_teleport_result;
}
public class AllyBattle
{
public List<AllyInstanceInfo> 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<int, Gun> 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<int, TeamGunsLife> team_guns_life;
public MissionResource team_resource;
public Dictionary<int, TeamSangvisLife> 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<SpotTeleportResult> 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<int> ally;
public List<int> 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<AirborneParent> airborne_2;
public List<AllyteamSummoner> allyteam_summoner;
public Dictionary<int, FairyEffect> fairy_effect;
public List<MissionHurt> 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<int, ItemLimit> 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<GunsLife> 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<GunExp> after_duplicate1_gun_exp;
public int free_exp;
public int gift_item200001_add;
public int medal4;
public MissionInfo mission_info;
public Dictionary<int, string> open;
public int rank;
public int recover_bp_and_item603;
public List<VehicleComponent> reward_component;
public List<Equip> reward_equip;
public List<Gun> reward_gun;
public List<Prize> 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;
}