python-genshin-artifact/python_genshin_artifact/enka/enka_parser.py

117 lines
4.9 KiB
Python

import re
from typing import Tuple, List, Optional
from python_genshin_artifact.enka.artifacts import artifacts_name_map, equip_type_map
from python_genshin_artifact.enka.assets import Assets
from python_genshin_artifact.enka.characters import characters_map
from python_genshin_artifact.enka.fight import fight_map, toFloat
from python_genshin_artifact.enka.weapon import weapon_name_map
from python_genshin_artifact.models.artifact import ArtifactInfo
from python_genshin_artifact.models.characterInfo import CharacterInfo
from python_genshin_artifact.models.weapon import WeaponInfo
assets = Assets()
def is_ascend(level: int, promote_level: int) -> bool:
if level < 20:
return False
if 20 <= level < 40:
return promote_level >= 1
expected_promote_level = level // 10 - 2
return promote_level >= expected_promote_level
def enka_parser(data: dict, avatar_id: int) -> Tuple[CharacterInfo, WeaponInfo, List[ArtifactInfo]]:
character_info = assets.get_character(avatar_id)
if character_info is None:
raise RuntimeError
_avatar_info_list = data["avatarInfoList"]
_avatar_info: dict = {}
for _value in _avatar_info_list:
if _value["avatarId"] == avatar_id:
_avatar_info = _value
break
else:
raise ValueError(f"avatarId={avatar_id} is not found")
_prop_map = _avatar_info.get("propMap", {})
level = int(_prop_map["4001"].get("ival", 0)) if "4001" in _prop_map else 0
talent_id_list = _avatar_info.get("talentIdList", []) # 命之座 ID 列 如果未解锁任何命之座则此数据不存在
_skill_level_map: "dict" = _avatar_info["skillLevelMap"]
skill_info = {"skill1": 1, "skill2": 1, "skill3": 1}
for _index, _value in enumerate(character_info["ProudMap"]):
_level = _skill_level_map.get(str(_value))
_key_name = "skill" + str(_index + 1)
skill_info[_key_name] = _level - 1 # mona 的角色等级是从 0 开始并非 1 估计是使用了List导致的
for _index, _value in enumerate(character_info["Consts"]):
if "UI_Talent_U_" in _value and len(talent_id_list) > _index:
if _value.endswith("01"):
skill_info["skill2"] += 3
if _value.endswith("02"):
skill_info["skill3"] += 3
character_name = characters_map.get(avatar_id)
character = CharacterInfo(
name=character_name,
level=level,
constellation=len(talent_id_list),
ascend=False,
skill1=skill_info["skill1"],
skill2=skill_info["skill2"],
skill3=skill_info["skill3"],
)
_equip_list = _avatar_info["equipList"]
weapon, artifacts = de_equip_list(_equip_list)
return character, weapon, artifacts
def de_equip_list(equip_list: list[dict]) -> Tuple[WeaponInfo, List[ArtifactInfo]]:
weapon: Optional[WeaponInfo] = None
artifacts: List[ArtifactInfo] = []
for _equip in equip_list:
_weapon = _equip.get("weapon")
_reliquary = _equip.get("reliquary")
if _reliquary:
sub_stats: List[Tuple[str, float]] = []
_flat = _equip["flat"]
artifact_id = int(re.findall(r"\d+", _flat["icon"])[0])
set_name = artifacts_name_map.get(artifact_id)
if set_name is None:
raise RuntimeError
_level = _reliquary["level"] - 1
_reliquary_main_stat = _flat["reliquaryMainstat"]
_main_prop_id = _reliquary_main_stat["mainPropId"]
stat_name = fight_map[_main_prop_id]
stat_value = toFloat(_main_prop_id, _reliquary_main_stat["statValue"])
_main_stat = (stat_name, stat_value)
for _reliquary_sub_stats in _flat["reliquarySubstats"]:
_append_prop_id = _reliquary_sub_stats["appendPropId"]
stat_name = fight_map[_append_prop_id]
stat_value = toFloat(_append_prop_id, _reliquary_sub_stats["statValue"])
_sub_stats = (stat_name, stat_value)
sub_stats.append(_sub_stats)
slot = equip_type_map[_flat["equipType"]]
star = _flat["rankLevel"]
artifacts.append(
ArtifactInfo(
set_name=set_name,
id=artifact_id,
level=_level,
main_stat=_main_stat,
sub_stats=sub_stats,
slot=slot,
star=star,
)
)
if _weapon:
weapon_id = _equip["itemId"]
weapon_name = weapon_name_map.get(weapon_id)
if weapon_name is None:
raise RuntimeError
_level = _weapon["level"]
refinement_level = next(iter(_weapon["affixMap"].values())) + 1
_promote_level = _weapon["promoteLevel"]
ascend = is_ascend(_level, _promote_level)
weapon = WeaponInfo(level=_level, refine=refinement_level, ascend=ascend, name=weapon_name)
return weapon, artifacts