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9731216a08
Update the function signature of `CalculatorTalent.type` to support `None` as a valid value in Python 3.9.
389 lines
11 KiB
Python
389 lines
11 KiB
Python
"""Genshin calculator models."""
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import collections
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from typing import Dict, Any, Literal, Optional, List
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from pydantic import Field, validator
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from simnet.models.base import APIModel
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from simnet.models.genshin.character import BaseCharacter
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__all__ = (
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"CALCULATOR_ARTIFACTS",
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"CALCULATOR_ELEMENTS",
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"CALCULATOR_WEAPON_TYPES",
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"CalculatorArtifact",
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"CalculatorArtifactResult",
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"CalculatorCharacter",
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"CalculatorCharacterDetails",
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"CalculatorConsumable",
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"CalculatorFurnishing",
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"CalculatorFurnishingResults",
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"CalculatorResult",
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"CalculatorTalent",
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"CalculatorWeapon",
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)
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CALCULATOR_ELEMENTS: Dict[int, str] = {
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1: "Pyro",
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2: "Anemo",
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3: "Geo",
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4: "Dendro",
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5: "Electro",
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6: "Hydro",
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7: "Cryo",
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}
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CALCULATOR_WEAPON_TYPES: Dict[int, str] = {
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1: "Sword",
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10: "Catalyst",
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11: "Claymore",
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12: "Bow",
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13: "Polearm",
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}
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CALCULATOR_ARTIFACTS: Dict[int, str] = {
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1: "Flower of Life",
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2: "Plume of Death",
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3: "Sands of Eon",
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4: "Goblet of Eonothem",
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5: "Circlet of Logos",
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}
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class CalculatorCharacter(BaseCharacter):
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"""Character meant to be used with calculators.
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Attributes:
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rarity (int): The rarity of the character.
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element (str): The element of the character.
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weapon_type (str): The type of weapon used by the character.
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level (int): The current level of the character.
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max_level (int): The maximum level of the character.
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"""
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rarity: int = Field(alias="avatar_level")
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element: str = Field(alias="element_attr_id")
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weapon_type: str = Field(alias="weapon_cat_id")
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level: int = Field(alias="level_current", default=0)
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max_level: int
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@validator("element", pre=True)
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def parse_element(cls, v: Any) -> str:
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"""Parse the element of a character.
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Args:
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v (Any): The value of the element.
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Returns:
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str: The parsed element.
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"""
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if isinstance(v, str):
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return v
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return CALCULATOR_ELEMENTS[int(v)]
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@validator("weapon_type", pre=True)
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def parse_weapon_type(cls, v: Any) -> str:
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"""Parse the weapon type of a character.
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Args:
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v (Any): The value of the weapon type.
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Returns:
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str: The parsed weapon type.
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"""
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if isinstance(v, str):
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return v
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return CALCULATOR_WEAPON_TYPES[int(v)]
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class CalculatorWeapon(APIModel):
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"""Weapon meant to be used with calculators.
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Attributes:
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id (int): The ID of the weapon.
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name (str): The name of the weapon.
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icon (str): The icon of the weapon.
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rarity (int): The rarity of the weapon.
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type (str): The type of weapon.
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level (int): The current level of the weapon.
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max_level (int): The maximum level of the weapon.
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"""
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id: int
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name: str
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icon: str
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rarity: int = Field(alias="weapon_level")
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type: str = Field(alias="weapon_cat_id")
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level: int = Field(alias="level_current", default=0)
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max_level: int
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@validator("type", pre=True)
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def parse_weapon_type(cls, v: Any) -> str:
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"""
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Parse the type of a weapon.
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Args:
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v (Any): The value of the weapon type.
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Returns:
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str: The parsed weapon type.
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"""
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if isinstance(v, str):
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return v
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return CALCULATOR_WEAPON_TYPES[int(v)]
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class CalculatorArtifact(APIModel):
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"""Artifact meant to be used with calculators.
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Attributes:
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id (int): The ID of the artifact.
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name (str): The name of the artifact.
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icon (str): The icon of the artifact.
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rarity (int): The rarity of the artifact.
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pos (int): The position of the artifact.
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level (int): The current level of the artifact.
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max_level (int): The maximum level of the artifact.
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"""
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id: int
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name: str
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icon: str
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rarity: int = Field(alias="reliquary_level")
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pos: int = Field(alias="reliquary_cat_id")
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level: int = Field(alias="level_current", default=0)
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max_level: int
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@property
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def pos_name(self) -> str:
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"""The name of the artifact position.
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Returns:
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str: The name of the artifact position.
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"""
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return CALCULATOR_ARTIFACTS[self.pos]
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class CalculatorTalent(APIModel):
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"""Talent of a character meant to be used with calculators.
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Attributes:
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id (int): The ID of the talent.
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group_id (int): The group ID of the talent.
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name (str): The name of the talent.
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icon (str): The icon of the talent.
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level (int): The current level of the talent.
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max_level (int): The maximum level of the talent.
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"""
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id: int
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group_id: int # proudSkillGroupId
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name: str
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icon: str
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level: int = Field(alias="level_current", default=0)
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max_level: int
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@property
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def type(self) -> Optional[Literal["attack", "skill", "burst", "passive", "dash"]]:
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"""The type of the talent, parsed from the group ID.
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Returns:
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Optional[Literal["attack", "skill", "burst", "passive", "dash"]]: The type of the talent.
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Returns `None` if the type cannot be determined.
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"""
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# special cases
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if self.id == self.group_id:
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return "passive" # maybe hoyo does this for upgradable?
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if len(str(self.id)) == 6: # in candSkillDepotIds
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return "attack"
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# 4139 -> group=41 identifier=3 order=9
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_, relevant = divmod(self.group_id, 100)
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identifier, order = divmod(relevant, 10)
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if identifier == 2:
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return "passive"
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if order == 1:
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return "attack"
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if order == 2:
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return "skill"
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if order == 9:
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return "burst"
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if order == 3:
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return "dash"
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return None
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@property
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def upgradeable(self) -> bool:
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"""Whether this talent can be leveled up.
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Returns:
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bool: Whether this talent can be leveled up.
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"""
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return self.type not in ("passive", "dash")
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class CalculatorFurnishing(APIModel):
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"""Furnishing meant to be used with calculators.
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Attributes:
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id (int): The ID of the furnishing.
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name (str): The name of the furnishing.
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icon (str): The icon URL of the furnishing.
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rarity (int): The rarity level of the furnishing.
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amount (int, optional): The amount of the furnishing, if applicable.
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"""
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id: int
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name: str
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icon: str = Field(alias="icon_url")
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rarity: int = Field(alias="level")
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amount: Optional[int] = Field(alias="num")
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class CalculatorCharacterDetails(APIModel):
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"""Details of a synced calculator
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Attributes:
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weapon (CalculatorWeapon): The calculator weapon.
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talents (List[CalculatorTalent]): A list of calculator talents.
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artifacts (List[CalculatorArtifact]): A list of calculator artifacts.
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"""
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weapon: CalculatorWeapon = Field(alias="weapon")
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talents: List[CalculatorTalent] = Field(alias="skill_list")
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artifacts: List[CalculatorArtifact] = Field(alias="reliquary_list")
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@validator("talents")
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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.
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Args:
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cls: The class.
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v (List[CalculatorTalent]): The list of calculator talents to validate.
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Returns:
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List[CalculatorTalent]: The list of validated calculator talents.
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"""
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# passive talent have current levels at 0 for some reason
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talents: List[CalculatorTalent] = []
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for talent in v:
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if talent.max_level == 1 and talent.level == 0:
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raw = talent.dict()
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raw["level"] = 1
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talent = CalculatorTalent(**raw)
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talents.append(talent)
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return v
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@property
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def upgradeable_talents(self) -> List[CalculatorTalent]:
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"""Returns a list of all calculator talents that can be leveled up.
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Returns:
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List[CalculatorTalent]: A list of all calculator talents that can be leveled up.
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"""
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if self.talents[2].type == "dash":
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return [self.talents[0], self.talents[1], self.talents[3]]
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return [self.talents[0], self.talents[1], self.talents[2]]
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class CalculatorConsumable(APIModel):
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"""Item consumed when upgrading.
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Attributes:
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id (int): The ID of the consumable.
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name (str): The name of the consumable.
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icon (str): The URL of the icon of the consumable.
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amount (int): The number of this consumable used.
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"""
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id: int
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name: str
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icon: str
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amount: int = Field(alias="num")
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class CalculatorArtifactResult(APIModel):
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"""Calculation result for a specific artifact.
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Attributes:
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artifact_id (int): The ID of the artifact.
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list (List[CalculatorConsumable]): A list of CalculatorConsumable objects representing the consumables
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used by this artifact.
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"""
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artifact_id: int = Field(alias="reliquary_id")
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list: List[CalculatorConsumable] = Field(alias="id_consume_list")
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class CalculatorResult(APIModel):
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"""
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Calculation result.
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Attributes:
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character (List[CalculatorConsumable]): Consumables used by characters.
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weapon (List[CalculatorConsumable]): Consumables used by weapons.
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talents (List[CalculatorConsumable]): Consumables used by talents.
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artifacts (List[CalculatorArtifactResult]): Artifacts used.
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"""
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character: List[CalculatorConsumable] = Field(alias="avatar_consume")
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weapon: List[CalculatorConsumable] = Field(alias="weapon_consume")
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talents: List[CalculatorConsumable] = Field(alias="avatar_skill_consume")
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artifacts: List[CalculatorArtifactResult] = Field(alias="reliquary_consume")
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@property
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def total(self) -> List[CalculatorConsumable]:
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"""Returns the total consumables used across all categories.
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Returns:
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List[CalculatorConsumable]: A list of CalculatorConsumable objects representing the total
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consumables used across all categories.
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"""
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artifacts = [i for a in self.artifacts for i in a.list]
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combined = self.character + self.weapon + self.talents + artifacts
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grouped: Dict[int, List[CalculatorConsumable]] = collections.defaultdict(list)
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for i in combined:
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grouped[i.id].append(i)
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total = [
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CalculatorConsumable(
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id=x[0].id,
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name=x[0].name,
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icon=x[0].icon,
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num=sum(i.amount for i in x),
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)
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for x in grouped.values()
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]
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return total
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class CalculatorFurnishingResults(APIModel):
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"""Furnishing calculation result.
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Attributes:
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furnishings (List[CalculatorConsumable]): A list of CalculatorConsumable objects representing the
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furnishings used.
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"""
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furnishings: List[CalculatorConsumable] = Field(alias="list")
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@property
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def total(self) -> List[CalculatorConsumable]:
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"""Returns the total furnishings used.
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Returns:
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List[CalculatorConsumable]: A list of CalculatorConsumable objects representing the total
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furnishings used.
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"""
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return self.furnishings
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