import logging from pydantic import BaseModel, Field from typing import List, Any from .equipments import Equipments from .stats import CharacterStats from .assets import ( CharacterIconAsset ) from ..assets import Assets from ..enum import ElementType LOGGER = logging.getLogger(__name__) class CharacterSkill(BaseModel): id: int = 0 name: str = "" icon: str = "" level: int = 0 class CharacterConstellations(BaseModel): id: int = 0 name: str = "" icon: str = "" unlocked: bool = False # If character has this constellation. class CharacterInfo(BaseModel): """ API Response data """ id: int = Field(0, alias="avatarId") equipments: List[Equipments] = Field([], alias="equipList") stats: CharacterStats = Field({}, alias="fightPropMap") skill_data: List[int] = Field([], alias="inherentProudSkillList") skill_id: int = Field(0, alias="skillDepotId") """ Custom data """ name: str = "" # Get from name hash map friendship_level: int = 1 element: ElementType = ElementType.Unknown rarity: int = 0 image: CharacterIconAsset = CharacterIconAsset() skills: List[CharacterSkill] = [] constellations: List[CharacterConstellations] = [] # Prop Maps xp: int = 0 # AKA. propMap 1001 ascension: int = 0 # AKA. propMap 4001 level: int = 0 # AKA. propMap 1002 # Other max_level: int = 20 constellations_unlocked: int = 0 # Constellation is unlocked count def __init__(__pydantic_self__, **data: Any) -> None: super().__init__(**data) # Friendship level __pydantic_self__.friendship_level = data["fetterInfo"]["expLevel"] # Get prop map __pydantic_self__.xp = int( data["propMap"]["1001"]["ival"]) if "1001" in data["propMap"] else 0 # noqa: E501 __pydantic_self__.ascension = int( data["propMap"]["1002"]["ival"]) if "1002" in data["propMap"] else 0 # noqa: E501 __pydantic_self__.level = int( data["propMap"]["4001"]["ival"]) if "4001" in data["propMap"] else 0 # noqa: E501 # Constellation unlocked count __pydantic_self__.constellations_unlocked = len( data["talentIdList"]) if "talentIdList" in data else 0 # Get max character level __pydantic_self__.max_level = ( __pydantic_self__.ascension * 10) + (10 if __pydantic_self__.ascension > 0 else 0) + 20 # noqa: E501 # Get character LOGGER.debug("=== Character Data ===") avatarId = str(data["avatarId"]) avatarId += f"-{data['skillDepotId']}" if data["avatarId"] in [10000005, 10000007] else "" # noqa: E501 character = Assets.character(avatarId) # noqa: E501 # Check if character is founded if not character: return # Load icon if "costumeId" in data: _data = Assets.character_costume(str(data["costumeId"])) if _data: __pydantic_self__.image = _data.images else: __pydantic_self__.image = character.images else: __pydantic_self__.image = character.images # Get element __pydantic_self__.element = ElementType(character.element) # Check caulate rarity __pydantic_self__.rarity = character.rarity # Load constellation LOGGER.debug("=== Constellation ===") for constellation in character.constellations: _constellation = Assets.constellations(constellation) if not _constellation: continue # Get name hash map _name = Assets.get_hash_map(str(_constellation.hash_id)) if _name is None: continue __pydantic_self__.constellations.append(CharacterConstellations( id=int(constellation), name=_name, icon=_constellation.icon, unlocked=int( constellation) in data["talentIdList"] if "talentIdList" in data else False # noqa: E501 )) # Load skills LOGGER.debug("=== Skills ===") for skill in character.skills: _skill = Assets.skills(skill) if not _skill: continue # Get name hash map _name = Assets.get_hash_map(_skill.hash_id) if _name is None: continue __pydantic_self__.skills.append(CharacterSkill( id=skill, name=_name, icon=_skill.icon, level=data["skillLevelMap"].get(str(skill), 0) )) LOGGER.debug("=== Character Name ===") _name = Assets.get_hash_map(str(character.hash_id)) if _name is None: return # Get name from hash map __pydantic_self__.name = _name class Config: use_enum_values = True