- Created 17 Player DTOs for PlayerController compilation resolution - Created 24 Combat DTOs for CombatController compilation resolution - Full support for field interception system and anti-pay-to-win mechanics - Comprehensive dragon integration with skills and equipment DTOs - Proper validation attributes and extensible Dictionary properties - Complete XML documentation and established file header format Player DTOs: UpdatePlayerProfileRequestDto, PlayerRankingsResponseDto, CastleInfoResponseDto, VipAdvancementRequestDto/ResponseDto, ResourceCollectionResponseDto, ResourceSpendingRequestDto/ResponseDto, CombatResultsRequestDto/ResponseDto, AllianceJoinResponseDto, AllianceLeaveRequestDto/ResponseDto, ExperienceProcessingResponseDto, AchievementsResponseDto, ActionValidationRequestDto/ResponseDto Combat DTOs: FieldInterceptionResponseDto, InterceptionValidationRequestDto/ResponseDto, OptimalRoutesResponseDto, RouteOptimizationRequestDto, MarchInitiationResponseDto, MarchSpeedRequestDto, MarchCancellationResponseDto, MarchArrivalRequestDto/ResponseDto, BattleExecutionRequestDto, BattlePredictionRequestDto/ResponseDto, CasualtyProcessingRequestDto/ResponseDto, RewardDistributionRequestDto/ResponseDto, DragonValidationResponseDto, DragonSkillRequestDto/ResponseDto, DragonEquipmentRequestDto/ResponseDto, CombatEffectivenessResponseDto, KingdomTrendsResponseDto Resolves PlayerController and CombatController compilation errors.
91 lines
2.8 KiB
C#
91 lines
2.8 KiB
C#
/*
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* File: D:\shadowed-realms-mobile\ShadowedRealmsMobile\src\server\ShadowedRealms.Shared\DTOs\Combat\DragonSkillResponseDto.cs
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* Created: 2025-10-23
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* Last Modified: 2025-10-23
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* Description: Response DTO for dragon skill operations and effects
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* Last Edit Notes: Individual file implementation for dragon skill results
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*/
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namespace ShadowedRealms.Shared.DTOs.Combat
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{
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/// <summary>
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/// Response DTO for dragon skill operations and effects
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/// </summary>
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public class DragonSkillResponseDto
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{
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/// <summary>
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/// Player ID who owns the dragon
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/// </summary>
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public int PlayerId { get; set; }
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/// <summary>
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/// Dragon unique identifier
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/// </summary>
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public int DragonId { get; set; }
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/// <summary>
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/// Skill that was activated or queried
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/// </summary>
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public string SkillName { get; set; } = string.Empty;
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/// <summary>
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/// Current skill level and progression
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/// </summary>
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public Dictionary<string, int> SkillProgression { get; set; } = new();
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/// <summary>
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/// Skill effects and bonuses applied
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/// </summary>
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public Dictionary<string, decimal> SkillEffects { get; set; } = new();
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/// <summary>
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/// Duration of skill effects
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/// </summary>
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public Dictionary<string, TimeSpan> EffectDurations { get; set; } = new();
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/// <summary>
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/// Resource costs for skill activation
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/// </summary>
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public Dictionary<string, long> SkillCosts { get; set; } = new();
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/// <summary>
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/// Cooldown period before skill can be used again
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/// </summary>
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public TimeSpan SkillCooldown { get; set; }
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/// <summary>
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/// Next available use time
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/// </summary>
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public DateTime? NextAvailableTime { get; set; }
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/// <summary>
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/// Combat bonuses provided by the skill
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/// </summary>
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public Dictionary<string, decimal> CombatBonuses { get; set; } = new();
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/// <summary>
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/// Skill-based alternatives to premium features
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/// </summary>
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public List<Dictionary<string, object>> SkillAlternatives { get; set; } = new();
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/// <summary>
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/// Experience gained from skill usage
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/// </summary>
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public long SkillExperience { get; set; }
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/// <summary>
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/// Whether skill activation was successful
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/// </summary>
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public bool ActivationSuccess { get; set; }
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/// <summary>
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/// When skill was activated or queried
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/// </summary>
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public DateTime SkillTime { get; set; }
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/// <summary>
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/// Additional skill-related data and analytics
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/// </summary>
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public Dictionary<string, object> SkillMetadata { get; set; } = new();
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}
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} |