mirror of
https://github.com/PaiGramTeam/python-genshin-artifact.git
synced 2024-11-16 20:59:51 +00:00
117 lines
4.9 KiB
Python
117 lines
4.9 KiB
Python
import re
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from typing import Tuple, List, Optional
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from python_genshin_artifact.enka.artifacts import artifacts_name_map, equip_type_map
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from python_genshin_artifact.enka.assets import Assets
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from python_genshin_artifact.enka.characters import characters_map
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from python_genshin_artifact.enka.fight import fight_map, toFloat
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from python_genshin_artifact.enka.weapon import weapon_name_map
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from python_genshin_artifact.models.artifact import ArtifactInfo
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from python_genshin_artifact.models.characterInfo import CharacterInfo
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from python_genshin_artifact.models.weapon import WeaponInfo
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assets = Assets()
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def is_ascend(level: int, promote_level: int) -> bool:
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if level < 20:
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return False
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if 20 <= level < 40:
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return promote_level >= 1
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expected_promote_level = level // 10 - 2
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return promote_level >= expected_promote_level
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def enka_parser(data: dict, avatar_id: int) -> Tuple[CharacterInfo, WeaponInfo, List[ArtifactInfo]]:
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character_info = assets.get_character(avatar_id)
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if character_info is None:
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raise RuntimeError
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_avatar_info_list = data["avatarInfoList"]
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_avatar_info: dict = {}
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for _value in _avatar_info_list:
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if _value["avatarId"] == avatar_id:
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_avatar_info = _value
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break
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else:
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raise ValueError(f"avatarId={avatar_id} is not found")
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_prop_map = _avatar_info.get("propMap", {})
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level = int(_prop_map["4001"].get("ival", 0)) if "4001" in _prop_map else 0
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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
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_skill_level_map: "dict" = _avatar_info["skillLevelMap"]
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skill_info = {"skill1": 1, "skill2": 1, "skill3": 1}
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for _index, _value in enumerate(character_info["ProudMap"]):
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_level = _skill_level_map.get(str(_value))
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_key_name = "skill" + str(_index + 1)
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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
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for _index, _value in enumerate(character_info["Consts"]):
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if "UI_Talent_U_" in _value and len(talent_id_list) > _index:
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if _value.endswith("01"):
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skill_info["skill2"] += 3
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if _value.endswith("02"):
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skill_info["skill3"] += 3
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character_name = characters_map.get(avatar_id)
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character = CharacterInfo(
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name=character_name,
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level=level,
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constellation=len(talent_id_list),
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ascend=False,
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skill1=skill_info["skill1"],
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skill2=skill_info["skill2"],
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skill3=skill_info["skill3"],
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)
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_equip_list = _avatar_info["equipList"]
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weapon, artifacts = de_equip_list(_equip_list)
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return character, weapon, artifacts
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def de_equip_list(equip_list: list[dict]) -> Tuple[WeaponInfo, List[ArtifactInfo]]:
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weapon: Optional[WeaponInfo] = None
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artifacts: List[ArtifactInfo] = []
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for _equip in equip_list:
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_weapon = _equip.get("weapon")
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_reliquary = _equip.get("reliquary")
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if _reliquary:
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sub_stats: List[Tuple[str, float]] = []
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_flat = _equip["flat"]
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artifact_id = int(re.findall(r"\d+", _flat["icon"])[0])
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set_name = artifacts_name_map.get(artifact_id)
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if set_name is None:
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raise RuntimeError
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_level = _reliquary["level"] - 1
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_reliquary_main_stat = _flat["reliquaryMainstat"]
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_main_prop_id = _reliquary_main_stat["mainPropId"]
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stat_name = fight_map[_main_prop_id]
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stat_value = toFloat(_main_prop_id, _reliquary_main_stat["statValue"])
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_main_stat = (stat_name, stat_value)
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for _reliquary_sub_stats in _flat["reliquarySubstats"]:
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_append_prop_id = _reliquary_sub_stats["appendPropId"]
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stat_name = fight_map[_append_prop_id]
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stat_value = toFloat(_append_prop_id, _reliquary_sub_stats["statValue"])
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_sub_stats = (stat_name, stat_value)
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sub_stats.append(_sub_stats)
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slot = equip_type_map[_flat["equipType"]]
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star = _flat["rankLevel"]
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artifacts.append(
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ArtifactInfo(
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set_name=set_name,
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id=artifact_id,
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level=_level,
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main_stat=_main_stat,
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sub_stats=sub_stats,
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slot=slot,
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star=star,
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)
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)
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if _weapon:
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weapon_id = _equip["itemId"]
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weapon_name = weapon_name_map.get(weapon_id)
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if weapon_name is None:
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raise RuntimeError
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_level = _weapon["level"]
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refinement_level = next(iter(_weapon["affixMap"].values())) + 1
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_promote_level = _weapon["promoteLevel"]
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ascend = is_ascend(_level, _promote_level)
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weapon = WeaponInfo(level=_level, refine=refinement_level, ascend=ascend, name=weapon_name)
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return weapon, artifacts
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