Implement phase 6 critical effect normalization
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@@ -14,4 +14,5 @@ public sealed class CriticalBranch
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public string ParsedJson { get; set; } = "{}";
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public int SortOrder { get; set; }
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public CriticalResult CriticalResult { get; set; } = null!;
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public List<CriticalEffect> Effects { get; set; } = [];
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}
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22
src/RolemasterDb.App/Domain/CriticalEffect.cs
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22
src/RolemasterDb.App/Domain/CriticalEffect.cs
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@@ -0,0 +1,22 @@
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namespace RolemasterDb.App.Domain;
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public sealed class CriticalEffect
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{
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public int Id { get; set; }
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public int? CriticalResultId { get; set; }
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public int? CriticalBranchId { get; set; }
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public string EffectCode { get; set; } = string.Empty;
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public string? Target { get; set; }
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public int? ValueInteger { get; set; }
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public decimal? ValueDecimal { get; set; }
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public string? ValueExpression { get; set; }
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public int? DurationRounds { get; set; }
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public int? PerRound { get; set; }
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public int? Modifier { get; set; }
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public string? BodyPart { get; set; }
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public bool IsPermanent { get; set; }
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public string SourceType { get; set; } = "symbol";
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public string? SourceText { get; set; }
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public CriticalResult? CriticalResult { get; set; }
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public CriticalBranch? CriticalBranch { get; set; }
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}
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13
src/RolemasterDb.App/Domain/CriticalEffectCodes.cs
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13
src/RolemasterDb.App/Domain/CriticalEffectCodes.cs
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@@ -0,0 +1,13 @@
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namespace RolemasterDb.App.Domain;
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public static class CriticalEffectCodes
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{
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public const string DirectHits = "direct_hits";
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public const string MustParryRounds = "must_parry_rounds";
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public const string NoParryRounds = "no_parry_rounds";
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public const string StunnedRounds = "stunned_rounds";
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public const string BleedPerRound = "bleed_per_round";
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public const string FoePenalty = "foe_penalty";
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public const string AttackerBonusNextRound = "attacker_bonus_next_round";
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public const string PowerPointModifier = "power_point_modifier";
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}
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@@ -17,4 +17,5 @@ public sealed class CriticalResult
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public CriticalColumn CriticalColumn { get; set; } = null!;
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public CriticalRollBand CriticalRollBand { get; set; } = null!;
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public List<CriticalBranch> Branches { get; set; } = [];
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public List<CriticalEffect> Effects { get; set; } = [];
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}
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