using System.Collections.Generic; using System.ComponentModel.DataAnnotations; namespace Pal.Client.Database { internal sealed class ClientLocation { [Key] public int LocalId { get; set; } public ushort TerritoryType { get; set; } public EType Type { get; set; } public float X { get; set; } public float Y { get; set; } public float Z { get; set; } /// /// Whether we have encountered the trap/coffer at this location in-game. /// public bool Seen { get; set; } /// /// Which account ids this marker was seen. This is a list merely to support different remote endpoints /// (where each server would assign you a different id). /// public List RemoteEncounters { get; set; } = new(); /// /// To keep track of which markers were imported through a downloaded file, we save the associated import-id. /// /// Importing another file for the same remote server will remove the old import-id, and add the new import-id here. /// public List ImportedBy { get; set; } = new(); /// /// Whether this location was originally imported. /// public bool Imported { get; set; } /// /// To make rollbacks of local data easier, keep track of the plugin version which was used to create this location initially. /// public string SinceVersion { get; set; } = "0.0"; public enum EType { Trap = 1, Hoard = 2, } } }