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https://github.com/PaiGramTeam/PaiGram.git
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031198b08d
Signed-off-by: Lei Shi <me@leishi.io> Co-authored-by: 洛水居室 <luoshuijs@outlook.com> Co-authored-by: CHxCOOH <chxcooh@googlemail.com> Co-authored-by: xtaodada <xtao@xtaolink.cn> Co-authored-by: Nahida <53059854+NahidaBuer@users.noreply.github.com> Co-authored-by: omg-xtao <100690902+omg-xtao@users.noreply.github.com>
199 lines
7.7 KiB
Python
199 lines
7.7 KiB
Python
from decimal import Decimal
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from enum import Enum
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from typing import Optional, List, NewType
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from pydantic import BaseModel, Field, validator
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# TODO: 考虑自动生成Enum
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Character = NewType("Character", str)
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Weapon = NewType("Weapon", str)
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Set = NewType("Set", str)
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class DigitType(Enum):
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NUMERIC = "numeric"
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PERCENT = "percent"
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class Digit(BaseModel):
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type: DigitType
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value: Decimal
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class WeaponType(Enum):
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BOW = "bow"
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CLAYMORE = "claymore"
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CATALYST = "catalyst"
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POLEARM = "polearm"
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SWORD = "sword"
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class ArtifactPosition(Enum):
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FLOWER = "flower"
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PLUME = "plume"
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SANDS = "sands"
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GOBLET = "goblet"
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CIRCLET = "circlet"
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class ArtifactAttributeType(Enum):
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HP = "hp"
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ATK = "atk"
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DEF = "def"
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HP_PERCENT = "hp_percent"
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ATK_PERCENT = "atk_percent"
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DEF_PERCENT = "def_percent"
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ELEMENTAL_MASTERY = "elemental_mastery"
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ENERGY_RECHARGE = "energy_recharge"
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CRIT_RATE = "crit_rate"
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CRIT_DMG = "crit_dmg"
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HEALING_BONUS = "healing_bonus"
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PYRO_DMG_BONUS = "pyro_dmg_bonus"
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HYDRO_DMG_BONUS = "hydro_dmg_bonus"
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DENDRO_DMG_BONUS = "dendro_dmg_bonus"
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ELECTRO_DMG_BONUS = "electro_dmg_bonus"
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ANEMO_DMG_BONUS = "anemo_dmg_bonus"
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CRYO_DMG_BONUS = "cryo_dmg_bonus"
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GEO_DMG_BONUS = "geo_dmg_bonus"
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PHYSICAL_DMG_BONUS = "physical_dmg_bonus"
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class ArtifactAttribute(BaseModel):
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type: ArtifactAttributeType
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digit: Digit
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class WeaponInfo(BaseModel):
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id: int = 0
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weapon: Weapon = ""
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type: WeaponType
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level: int = 0
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max_level: int = 0
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refinement: int = 0
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ascension: int = 0
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@validator("max_level")
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def validate_max_level(cls, v, values):
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if v == 0:
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return values["level"]
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if v < values["level"]:
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raise ValueError("max_level must be greater than or equal to level")
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return v
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@validator("refinement")
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def validate_refinement(cls, v):
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if v < 0 or v > 5:
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raise ValueError("refinement must be between 1 and 5")
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return v
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class Artifact(BaseModel):
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id: int = 0
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set: Set = ""
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position: ArtifactPosition
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level: int = 0
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rarity: int = 0
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main_attribute: ArtifactAttribute
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sub_attributes: List[ArtifactAttribute] = []
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@validator("level")
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def validate_level(cls, v):
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if v < 0 or v > 20:
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raise ValueError("level must be between 0 and 20")
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return v
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@validator("rarity")
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def validate_rarity(cls, v):
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if v < 0 or v > 5:
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raise ValueError("rarity must be between 0 and 5")
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return v
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@validator("sub_attributes")
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def validate_sub_attributes(cls, v):
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if len(v) > 4:
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raise ValueError("sub_attributes must not be greater than 4")
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return v
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class CharacterStats(BaseModel):
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BASE_HP: Digit = Digit(type=DigitType.NUMERIC, value=Decimal(0))
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HP: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_HP")
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HP_PERCENT: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_HP_PERCENT")
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BASE_ATTACK: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_BASE_ATTACK")
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ATTACK: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_ATTACK")
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ATTACK_PERCENT: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ATTACK_PERCENT")
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BASE_DEFENSE: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_BASE_DEFENSE")
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DEFENSE: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_DEFENSE")
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DEFENSE_PERCENT: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_DEFENSE_PERCENT")
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ELEMENTAL_MASTERY: Digit = Field(
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Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_ELEMENT_MASTERY"
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)
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CRIT_RATE: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_CRITICAL")
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CRIT_DMG: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_CRITICAL_HURT")
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HEALING_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_HEAL_ADD")
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INCOMING_HEALING_BONUS: Digit = Field(
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Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_HEALED_ADD"
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)
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ENERGY_RECHARGE: Digit = Field(
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Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_CHARGE_EFFICIENCY"
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)
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CD_REDUCTION: Digit = Field(
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Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_SKILL_CD_MINUS_RATIO"
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)
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SHIELD_STRENGTH: Digit = Field(
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Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_SHIELD_COST_MINUS_RATIO"
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)
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PYRO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_FIRE_ADD_HURT")
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PYRO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_FIRE_SUB_HURT")
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HYDRO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_WATER_ADD_HURT")
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HYDRO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_WATER_SUB_HURT")
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DENDRO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_GRASS_ADD_HURT")
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DENDRO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_GRASS_SUB_HURT")
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ELECTRO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ELEC_ADD_HURT")
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ELECTRO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ELEC_SUB_HURT")
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ANEMO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_WIND_ADD_HURT")
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ANEMO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_WIND_SUB_HURT")
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CRYO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ICE_ADD_HURT")
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CRYO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ICE_SUB_HURT")
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GEO_DMG_BONUS: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ROCK_ADD_HURT")
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GEO_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_ROCK_SUB_HURT")
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PHYSICAL_DMG_BONUS: Digit = Field(
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Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_PHYSICAL_SUB_HURT"
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)
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PHYSICAL_RES: Digit = Field(Digit(type=DigitType.PERCENT, value=Decimal(0)), alias="FIGHT_PROP_PHYSICAL_ADD_HURT")
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CURRENT_HP: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_CUR_HP")
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MAX_HP: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_MAX_HP")
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CURRENT_ATTACK: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_CUR_ATTACK")
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CURRENT_DEFENSE: Digit = Field(Digit(type=DigitType.NUMERIC, value=Decimal(0)), alias="FIGHT_PROP_CUR_DEFENSE")
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class CharacterInfo(BaseModel):
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id: int = 0
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character: Character = ""
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weapon_info: Optional[WeaponInfo] = None
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artifacts: List[Artifact] = []
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level: int = 0
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max_level: int = 0
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constellation: int = 0
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ascension: int = 0
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skills: List[int] = []
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rarity: int = 0
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stats: CharacterStats = CharacterStats()
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@validator("max_level")
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def validate_max_level(cls, v, values):
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if v == 0:
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return values["level"]
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if v < values["level"]:
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raise ValueError("max_level must be greater than or equal to level")
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return v
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@validator("skills")
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def validate_skills(cls, v):
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if len(v) > 3:
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raise ValueError("skills must not be greater than 3")
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return v
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