using System.Text.Json.Serialization; namespace NeonSprawl.Server.Game.Targeting; /// JSON body for GET /game/players/{{id}}/target and nested targetState on select (NEO-23). public sealed class PlayerTargetStateResponse { public const int CurrentSchemaVersion = 1; [JsonPropertyName("schemaVersion")] public int SchemaVersion { get; init; } = CurrentSchemaVersion; [JsonPropertyName("playerId")] public required string PlayerId { get; init; } /// Lowercase registry id when locked; JSON null when no lock (key always serialized). [JsonPropertyName("lockedTargetId")] [JsonIgnore(Condition = JsonIgnoreCondition.Never)] public string? LockedTargetId { get; init; } /// One of string constants. [JsonPropertyName("validity")] public required string Validity { get; init; } [JsonPropertyName("sequence")] public int Sequence { get; init; } } /// POST body for POST /game/players/{{id}}/target/select (NEO-23). /// /// Omit targetId or send JSON null to clear the lock. Whitespace-only after trim → HTTP 400. /// public sealed class TargetSelectRequest { public const int CurrentSchemaVersion = 1; [JsonPropertyName("schemaVersion")] public int SchemaVersion { get; init; } /// Registry key after trim + case-insensitive lookup; null or omitted ⇒ clear intent. [JsonPropertyName("targetId")] public string? TargetId { get; init; } } /// POST response for target selection (NEO-23). public sealed class TargetSelectResponse { public const int CurrentSchemaVersion = 1; [JsonPropertyName("schemaVersion")] public int SchemaVersion { get; init; } = CurrentSchemaVersion; [JsonPropertyName("selectionApplied")] public bool SelectionApplied { get; init; } [JsonPropertyName("targetState")] public required PlayerTargetStateResponse TargetState { get; init; } /// Required when is false; omitted on success. [JsonPropertyName("reasonCode")] [JsonIgnore(Condition = JsonIgnoreCondition.WhenWritingNull)] public string? ReasonCode { get; init; } }