2022-07-05 08:46:47 +00:00
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import logging
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2022-07-05 06:39:17 +00:00
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from pydantic import BaseModel, Field
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from typing import List, Any
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2022-06-22 06:14:31 +00:00
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2022-07-05 06:39:17 +00:00
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from .equipments import Equipments
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from .combats import CharacterCombat
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from .assets import (
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CharacterIconAsset
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)
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from ..assets import Assets
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from ..utils import create_ui_path
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from ..enum import ElementType
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LOGGER = logging.getLogger(__name__)
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2022-06-22 06:14:31 +00:00
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class ChatacterFriendshipLevel(BaseModel):
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level: int = Field(0, alias="expLevel")
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class CharacterSkill(BaseModel):
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id: int = 0
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name: str = ""
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icon: str = ""
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level: int = 0
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class CharacterConstellations(BaseModel):
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id: int = 0
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name: str = ""
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icon: str = ""
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unlocked: bool = False # If character has this constellation.
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class CharacterInfo(BaseModel):
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"""
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API Response data
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"""
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id: int = Field(0, alias="avatarId")
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friendship: ChatacterFriendshipLevel = Field({},alias="fetterInfo")
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equipments: List[Equipments] = Field([], alias="equipList")
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combat: CharacterCombat = Field({}, alias="fightPropMap")
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skill_data: List[int] = Field([], alias="inherentProudSkillList")
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skill_id: int = Field(0, alias="skillDepotId")
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"""
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Custom data
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"""
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name: str = "" # Get from name hash map
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element: ElementType = ElementType.Unknown
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image: CharacterIconAsset = CharacterIconAsset()
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skills: List[CharacterSkill] = []
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constellations: List[CharacterConstellations] = []
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# Prop Maps
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xp: int = 0 # AKA. propMap 1001
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ascension: int = 0 # AKA. propMap 4001
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level: int = 0 # AKA. propMap 1002
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# Other
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max_level: int = 20
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def __init__(__pydantic_self__, **data: Any) -> None:
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super().__init__(**data)
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# Get prop map
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__pydantic_self__.xp = int(data["propMap"]["1001"]["ival"]) if "1001" in data["propMap"] else 0
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__pydantic_self__.ascension = int(data["propMap"]["1002"]["ival"]) if "1002" in data["propMap"] else 0
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__pydantic_self__.level = int(data["propMap"]["4001"]["ival"]) if "4001" in data["propMap"] else 0
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# Get max character level
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__pydantic_self__.max_level = (__pydantic_self__.ascension * 10) + (10 if __pydantic_self__.ascension > 0 else 0) + 20
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# Get character
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LOGGER.debug(f"=== Character Data ===")
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character = Assets.character(str(data["avatarId"]))
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# Check if character is founded
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if not character:
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return
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# Load icon
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__pydantic_self__.image = character.images
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# Get element
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__pydantic_self__.element = ElementType(character.element).name
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# Load constellation
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LOGGER.debug(f"=== Constellation ===")
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for constellation in character.constellations:
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_constellation = Assets.constellations(constellation)
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if not _constellation:
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continue
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# Get name hash map
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_name = Assets.get_hash_map(str(_constellation.hash_id))
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if _name is None:
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continue
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__pydantic_self__.constellations.append(CharacterConstellations(
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id=int(constellation),
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name=_name,
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icon=_constellation.icon,
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unlocked=int(constellation) in data["talentIdList"] if "talentIdList" in data else False
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))
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# Load skills
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LOGGER.debug(f"=== Skills ===")
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for skill in character.skills:
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_skill = Assets.skills(skill)
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if not _skill:
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continue
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# Get name hash map
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_name = Assets.get_hash_map(_skill.hash_id)
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if _name is None:
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LOGGER.error(f"Name hash map not found.")
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continue
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__pydantic_self__.skills.append(CharacterSkill(
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id=skill,
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name=_name,
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icon=_skill.icon,
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level=data["skillLevelMap"].get(str(skill), 0)
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))
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LOGGER.debug(f"=== Character Name ===")
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_name = Assets.get_hash_map(str(character.hash_id))
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if _name is None:
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return
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# Get name from hash map
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__pydantic_self__.name = _name
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class Config:
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use_enum_values = True
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