feat: All models added to game service
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16
Models/Database/Dialogue.cs
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16
Models/Database/Dialogue.cs
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namespace GamificationService.Models.Database;
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public class Dialogue
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{
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public Guid Id { get; set; }
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public Guid MissionId { get; set; }
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public required Mission Mission { get; set; }
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public Guid InitialDialogueMessageId { get; set; }
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public Dialogue? InitialDialogueMessage { get; set; }
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public Guid InterimDialogueMessageId { get; set; }
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public Dialogue? InterimDialogueMessage { get; set; }
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public Guid EndDialogueMessageId { get; set; }
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public Dialogue? EndDialogueMessage { get; set; }
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}
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27
Models/Database/DialogueMessage.cs
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27
Models/Database/DialogueMessage.cs
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using GamificationService.Models.Enums;
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namespace GamificationService.Models.Database;
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public class DialogueMessage
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{
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public Guid Id { get; set; }
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public Character CharacterLeft { get; set; } = Character.None;
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public Character CharacterRight { get; set; } = Character.None;
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public CharacterAnimation CharacterLeftAnim { get; set; } = CharacterAnimation.Neutral;
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public CharacterAnimation CharacterRightAnim { get; set; } = CharacterAnimation.Neutral;
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public string CharacterLeftMessage { get; set; } = string.Empty;
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public string CharacterRightMessage { get; set; } = string.Empty;
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public MessageStyle CharacterLeftMessageStyle { get; set; } = MessageStyle.Normal;
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public MessageStyle CharacterRightMessageStyle { get; set; } = MessageStyle.Normal;
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public bool AllowMessageAi { get; set; }
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public string MessageAiButtonText { get; set; } = string.Empty;
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public Guid InitialDialogueId { get; set; }
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public Dialogue? InitialDialogue { get; set; }
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public Guid InterimDialogueId { get; set; }
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public Dialogue? InterimDialogue { get; set; }
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public Guid EndDialogueId { get; set; }
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public Dialogue? EndDialogue { get; set; }
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public ICollection<DialogueMessageResponseOption> DialogueMessageResponseOptions = new List<DialogueMessageResponseOption>();
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}
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16
Models/Database/DialogueMessageResponseOption.cs
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16
Models/Database/DialogueMessageResponseOption.cs
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using GamificationService.Models.Enums;
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namespace GamificationService.Models.Database;
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public class DialogueMessageResponseOption
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{
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public Guid Id { get; set; }
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public string Message { get; set; } = "...";
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public MessageStyle MessageStyle { get; set; } = MessageStyle.Normal;
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public int z { get; set; }
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public Guid ParentDialogueMessageId { get; set; }
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public required DialogueMessage ParentDialogueMessage { get; set; }
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public Guid DestinationDialogueMessageId { get; set; }
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public DialogueMessage? DestinationDialogueMessage { get; set; }
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}
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@@ -11,7 +11,10 @@ public class Mission
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public long ParentMissionId { get; set; }
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public int ExpReward { get; set; }
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public int ManaReward { get; set; }
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public Guid DialogueId { get; set; }
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public Dialogue? Dialogue { get; set; }
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public ICollection<Mission> ChildMissions { get; set; } = new List<Mission>();
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public ICollection<PlayerMission> PlayerMissions { get; set; } = new List<PlayerMission>();
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public ICollection<MissionItemReward> MissionItemRewards { get; set; } = new List<MissionItemReward>();
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11
Models/Enums/Character.cs
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11
Models/Enums/Character.cs
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namespace GamificationService.Models.Enums;
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public enum Character
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{
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None,
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Assistant,
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Pilot,
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Janitor,
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Administrator,
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Mechanic
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}
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18
Models/Enums/CharacterAnimation.cs
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18
Models/Enums/CharacterAnimation.cs
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namespace GamificationService.Models.Enums;
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public enum CharacterAnimation
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{
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Neutral,
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Happy,
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Laughter,
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Mock,
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Sad,
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Crying,
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Annoyed,
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Angry,
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Threats,
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Wave,
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Silhouette,
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Scared,
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Embarassed
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}
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9
Models/Enums/MessageStyle.cs
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9
Models/Enums/MessageStyle.cs
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namespace GamificationService.Models.Enums;
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public enum MessageStyle
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{
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Normal,
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Loud,
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Think,
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Action
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}
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