from decimal import Decimal from enum import Enum from typing import Optional, List, NewType from pydantic import BaseModel, Field, validator # TODO: 考虑自动生成Enum Character = NewType("Character", str) Weapon = NewType("Weapon", str) Set = NewType("Set", str) class DigitType(Enum): NUMERIC = "numeric" PERCENT = "percent" class Digit(BaseModel): type: DigitType value: Decimal class WeaponType(Enum): BOW = "bow" CLAYMORE = "claymore" CATALYST = "catalyst" POLEARM = "polearm" SWORD = "sword" class ArtifactPosition(Enum): FLOWER = "flower" PLUME = "plume" SANDS = "sands" GOBLET = "goblet" CIRCLET = "circlet" class ArtifactAttributeType(Enum): HP = "hp" ATK = "atk" DEF = "def" HP_PERCENT = "hp_percent" ATK_PERCENT = "atk_percent" DEF_PERCENT = "def_percent" ELEMENTAL_MASTERY = "elemental_mastery" ENERGY_RECHARGE = "energy_recharge" CRIT_RATE = "crit_rate" CRIT_DMG = "crit_dmg" HEALING_BONUS = "healing_bonus" PYRO_DMG_BONUS = "pyro_dmg_bonus" HYDRO_DMG_BONUS = "hydro_dmg_bonus" DENDRO_DMG_BONUS = "dendro_dmg_bonus" ELECTRO_DMG_BONUS = "electro_dmg_bonus" ANEMO_DMG_BONUS = "anemo_dmg_bonus" CRYO_DMG_BONUS = "cryo_dmg_bonus" GEO_DMG_BONUS = "geo_dmg_bonus" PHYSICAL_DMG_BONUS = "physical_dmg_bonus" class ArtifactAttribute(BaseModel): type: ArtifactAttributeType digit: Digit class WeaponInfo(BaseModel): id: int = 0 weapon: Weapon = "" type: WeaponType level: int = 0 max_level: int = 0 refinement: int = 0 ascension: int = 0 @validator("max_level") def validate_max_level(cls, v, values): if v == 0: return values["level"] if v < values["level"]: raise ValueError("max_level must be greater than or equal to level") return v @validator("refinement") def validate_refinement(cls, v): if v < 0 or v > 5: raise ValueError("refinement must be between 1 and 5") return v class Artifact(BaseModel): id: int = 0 set: Set = "" position: ArtifactPosition level: int = 0 rarity: int = 0 main_attribute: ArtifactAttribute sub_attributes: List[ArtifactAttribute] = [] @validator("level") def validate_level(cls, v): if v < 0 or v > 20: raise ValueError("level must be between 0 and 20") return v @validator("rarity") def validate_rarity(cls, v): if v < 0 or v > 5: raise ValueError("rarity must be between 0 and 5") return v @validator("sub_attributes") def validate_sub_attributes(cls, v): if len(v) > 4: raise ValueError("sub_attributes must not be greater than 4") return v class CharacterStats(BaseModel): BASE_HP: Digit = Digit(type=DigitType.NUMERIC, value=Decimal(0)) HP: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_HP") HP_PERCENT: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_HP_PERCENT") BASE_ATTACK: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_BASE_ATTACK") ATTACK: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_ATTACK") ATTACK_PERCENT: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ATTACK_PERCENT") BASE_DEFENSE: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_BASE_DEFENSE") DEFENSE: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_DEFENSE") DEFENSE_PERCENT: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_DEFENSE_PERCENT") ELEMENTAL_MASTERY: Digit = Field( Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_ELEMENT_MASTERY" ) CRIT_RATE: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_CRITICAL") CRIT_DMG: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_CRITICAL_HURT") HEALING_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_HEAL_ADD") INCOMING_HEALING_BONUS: Digit = Field( Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_HEALED_ADD" ) ENERGY_RECHARGE: Digit = Field( Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_CHARGE_EFFICIENCY" ) CD_REDUCTION: Digit = Field( Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_SKILL_CD_MINUS_RATIO" ) SHIELD_STRENGTH: Digit = Field( Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_SHIELD_COST_MINUS_RATIO" ) PYRO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_FIRE_ADD_HURT") PYRO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_FIRE_SUB_HURT") HYDRO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_WATER_ADD_HURT") HYDRO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_WATER_SUB_HURT") DENDRO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_GRASS_ADD_HURT") DENDRO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_GRASS_SUB_HURT") ELECTRO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ELEC_ADD_HURT") ELECTRO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ELEC_SUB_HURT") ANEMO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_WIND_ADD_HURT") ANEMO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_WIND_SUB_HURT") CRYO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ICE_ADD_HURT") CRYO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ICE_SUB_HURT") GEO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ROCK_ADD_HURT") GEO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ROCK_SUB_HURT") PHYSICAL_DMG_BONUS: Digit = Field( Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_PHYSICAL_SUB_HURT" ) PHYSICAL_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_PHYSICAL_ADD_HURT") CURRENT_HP: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_CUR_HP") MAX_HP: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_MAX_HP") CURRENT_ATTACK: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_CUR_ATTACK") CURRENT_DEFENSE: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_CUR_DEFENSE") class CharacterInfo(BaseModel): id: int = 0 character: Character = "" weapon_info: Optional[WeaponInfo] = None artifacts: List[Artifact] = [] level: int = 0 max_level: int = 0 constellation: int = 0 ascension: int = 0 skills: List[int] = [] rarity: int = 0 stats: CharacterStats = CharacterStats() @validator("max_level") def validate_max_level(cls, v, values): if v == 0: return values["level"] if v < values["level"]: raise ValueError("max_level must be greater than or equal to level") return v @validator("skills") def validate_skills(cls, v): if len(v) > 3: raise ValueError("skills must not be greater than 3") return v