SIMNet/simnet/models/genshin/calculator.py

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"""Genshin calculator models."""
import collections
from typing import Dict, Any, Literal, Optional, List
from pydantic import Field, validator
from simnet.models.base import APIModel
from simnet.models.genshin.character import BaseCharacter
__all__ = (
"CALCULATOR_ARTIFACTS",
"CALCULATOR_ELEMENTS",
"CALCULATOR_WEAPON_TYPES",
"CalculatorArtifact",
"CalculatorArtifactResult",
"CalculatorCharacter",
"CalculatorCharacterDetails",
"CalculatorConsumable",
"CalculatorFurnishing",
"CalculatorFurnishingResults",
"CalculatorResult",
"CalculatorTalent",
"CalculatorWeapon",
)
CALCULATOR_ELEMENTS: Dict[int, str] = {
1: "Pyro",
2: "Anemo",
3: "Geo",
4: "Dendro",
5: "Electro",
6: "Hydro",
7: "Cryo",
}
CALCULATOR_WEAPON_TYPES: Dict[int, str] = {
1: "Sword",
10: "Catalyst",
11: "Claymore",
12: "Bow",
13: "Polearm",
}
CALCULATOR_ARTIFACTS: Dict[int, str] = {
1: "Flower of Life",
2: "Plume of Death",
3: "Sands of Eon",
4: "Goblet of Eonothem",
5: "Circlet of Logos",
}
class CalculatorCharacter(BaseCharacter):
"""Character meant to be used with calculators.
Attributes:
rarity (int): The rarity of the character.
element (str): The element of the character.
weapon_type (str): The type of weapon used by the character.
level (int): The current level of the character.
max_level (int): The maximum level of the character.
"""
rarity: int = Field(alias="avatar_level")
element: str = Field(alias="element_attr_id")
weapon_type: str = Field(alias="weapon_cat_id")
level: int = Field(alias="level_current", default=0)
max_level: int
@validator("element", pre=True)
def parse_element(cls, v: Any) -> str:
"""Parse the element of a character.
Args:
v (Any): The value of the element.
Returns:
str: The parsed element.
"""
if isinstance(v, str):
return v
return CALCULATOR_ELEMENTS[int(v)]
@validator("weapon_type", pre=True)
def parse_weapon_type(cls, v: Any) -> str:
"""Parse the weapon type of character.
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Args:
v (Any): The value of the weapon type.
Returns:
str: The parsed weapon type.
"""
if isinstance(v, str):
return v
return CALCULATOR_WEAPON_TYPES[int(v)]
class CalculatorWeapon(APIModel):
"""Weapon meant to be used with calculators.
Attributes:
id (int): The ID of the weapon.
name (str): The name of the weapon.
icon (str): The icon of the weapon.
rarity (int): The rarity of the weapon.
type (str): The type of weapon.
level (int): The current level of the weapon.
max_level (int): The maximum level of the weapon.
"""
id: int
name: str
icon: str
rarity: int = Field(alias="weapon_level")
type: str = Field(alias="weapon_cat_id")
level: int = Field(alias="level_current", default=0)
max_level: int
@validator("type", pre=True)
def parse_weapon_type(cls, v: Any) -> str:
"""
Parse the type of weapon.
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Args:
v (Any): The value of the weapon type.
Returns:
str: The parsed weapon type.
"""
if isinstance(v, str):
return v
return CALCULATOR_WEAPON_TYPES[int(v)]
class CalculatorArtifact(APIModel):
"""Artifact meant to be used with calculators.
Attributes:
id (int): The ID of the artifact.
name (str): The name of the artifact.
icon (str): The icon of the artifact.
rarity (int): The rarity of the artifact.
pos (int): The position of the artifact.
level (int): The current level of the artifact.
max_level (int): The maximum level of the artifact.
"""
id: int
name: str
icon: str
rarity: int = Field(alias="reliquary_level")
pos: int = Field(alias="reliquary_cat_id")
level: int = Field(alias="level_current", default=0)
max_level: int
@property
def pos_name(self) -> str:
"""The name of the artifact position.
Returns:
str: The name of the artifact position.
"""
return CALCULATOR_ARTIFACTS[self.pos]
class CalculatorTalent(APIModel):
"""Talent of a character meant to be used with calculators.
Attributes:
id (int): The ID of the talent.
group_id (int): The group ID of the talent.
name (str): The name of the talent.
icon (str): The icon of the talent.
level (int): The current level of the talent.
max_level (int): The maximum level of the talent.
"""
id: int
group_id: int # proudSkillGroupId
name: str
icon: str
level: int = Field(alias="level_current", default=0)
max_level: int
@property
def type(self) -> Optional[Literal["attack", "skill", "burst", "passive", "dash"]]:
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"""The type of the talent, parsed from the group ID.
Returns:
Optional[Literal["attack", "skill", "burst", "passive", "dash"]]: The type of the talent.
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Returns `None` if the type cannot be determined.
"""
# special cases
if self.id == self.group_id:
return "passive" # maybe hoyo does this for upgradable?
if len(str(self.id)) == 6: # in candSkillDepotIds
return "attack"
# 4139 -> group=41 identifier=3 order=9
_, relevant = divmod(self.group_id, 100)
identifier, order = divmod(relevant, 10)
if identifier == 2:
return "passive"
if order == 1:
return "attack"
if order == 2:
return "skill"
if order == 9:
return "burst"
if order == 3:
return "dash"
return None
@property
def upgradeable(self) -> bool:
"""Whether this talent can be leveled up.
Returns:
bool: Whether this talent can be leveled up.
"""
return self.type not in ("passive", "dash")
class CalculatorFurnishing(APIModel):
"""Furnishing meant to be used with calculators.
Attributes:
id (int): The ID of the furnishing.
name (str): The name of the furnishing.
icon (str): The icon URL of the furnishing.
rarity (int): The rarity level of the furnishing.
amount (int, optional): The amount of the furnishing, if applicable.
"""
id: int
name: str
icon: str = Field(alias="icon_url")
rarity: int = Field(alias="level")
amount: Optional[int] = Field(alias="num")
class CalculatorCharacterDetails(APIModel):
"""Details of a synced calculator
Attributes:
weapon (CalculatorWeapon, optional): The calculator weapon.
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talents (List[CalculatorTalent]): A list of calculator talents.
artifacts (List[CalculatorArtifact]): A list of calculator artifacts.
"""
weapon: Optional[CalculatorWeapon] = Field(alias="weapon")
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talents: List[CalculatorTalent] = Field(alias="skill_list")
artifacts: List[CalculatorArtifact] = Field(alias="reliquary_list")
@validator("talents")
def correct_talent_current_level(cls, v: List[CalculatorTalent]) -> List[CalculatorTalent]:
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"""Validates the current level of each calculator talent in the talents list and sets it to 1 if it is 0.
Args:
cls: The class.
v (List[CalculatorTalent]): The list of calculator talents to validate.
Returns:
List[CalculatorTalent]: The list of validated calculator talents.
"""
# passive talent have current levels at 0 for some reason
talents: List[CalculatorTalent] = []
for talent in v:
if talent.max_level == 1 and talent.level == 0:
raw = talent.dict()
raw["level"] = 1
talent = CalculatorTalent(**raw)
talents.append(talent)
return v
@property
def upgradeable_talents(self) -> List[CalculatorTalent]:
"""Returns a list of all calculator talents that can be leveled up.
Returns:
List[CalculatorTalent]: A list of all calculator talents that can be leveled up.
"""
if self.talents[2].type == "dash":
return [self.talents[0], self.talents[1], self.talents[3]]
return [self.talents[0], self.talents[1], self.talents[2]]
class CalculatorConsumable(APIModel):
"""Item consumed when upgrading.
Attributes:
id (int): The ID of the consumable.
name (str): The name of the consumable.
icon (str): The URL of the icon of the consumable.
amount (int): The number of this consumable used.
"""
id: int
name: str
icon: str
amount: int = Field(alias="num")
class CalculatorArtifactResult(APIModel):
"""Calculation result for a specific artifact.
Attributes:
artifact_id (int): The ID of the artifact.
consumable_list (List[CalculatorConsumable]): A list of CalculatorConsumable objects representing the
consumables used by this artifact.
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"""
artifact_id: int = Field(alias="reliquary_id")
consumable_list: List[CalculatorConsumable] = Field(alias="id_consume_list")
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class CalculatorResult(APIModel):
"""
Calculation result.
Attributes:
character (List[CalculatorConsumable]): Consumables used by characters.
weapon (List[CalculatorConsumable]): Consumables used by weapons.
talents (List[CalculatorConsumable]): Consumables used by talents.
artifacts (List[CalculatorArtifactResult]): Artifacts used.
"""
character: List[CalculatorConsumable] = Field(alias="avatar_consume")
weapon: List[CalculatorConsumable] = Field(alias="weapon_consume")
talents: List[CalculatorConsumable] = Field(alias="avatar_skill_consume")
artifacts: List[CalculatorArtifactResult] = Field(alias="reliquary_consume")
@property
def total(self) -> List[CalculatorConsumable]:
"""Returns the total consumables used across all categories.
Returns:
List[CalculatorConsumable]: A list of CalculatorConsumable objects representing the total
consumables used across all categories.
"""
artifacts = [i for a in self.artifacts for i in a.consumable_list] # skipcq: PYL-E1133
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combined = self.character + self.weapon + self.talents + artifacts
grouped: Dict[int, List[CalculatorConsumable]] = collections.defaultdict(list)
for i in combined:
grouped[i.id].append(i)
total = [
CalculatorConsumable(
id=x[0].id,
name=x[0].name,
icon=x[0].icon,
num=sum(i.amount for i in x),
)
for x in grouped.values()
]
return total
class CalculatorFurnishingResults(APIModel):
"""Furnishing calculation result.
Attributes:
furnishings (List[CalculatorConsumable]): A list of CalculatorConsumable objects representing the
furnishings used.
"""
furnishings: List[CalculatorConsumable] = Field(alias="list")
@property
def total(self) -> List[CalculatorConsumable]:
"""Returns the total furnishings used.
Returns:
List[CalculatorConsumable]: A list of CalculatorConsumable objects representing the total
furnishings used.
"""
return self.furnishings