2024-12-09 15:35:37 +08:00

688 lines
14 KiB
Python

from typing import Dict, List, Union
from msgspec import Struct, field
################
# ArknightsAttendanceCalendar Start
################
class ArknightsAttendanceRecord(Struct):
ts: str
resourceId: str
type_: str = field(name="type")
count: int
class ArknightsAttendanceCalendar(Struct):
resourceId: str
type_: str = field(name="type")
count: int
available: bool
done: bool
class ArknightsAttendanceStageDropListItem(Struct):
stageId: str
occPer: int
class ArknightsAttendanceBuildingProductListItem(Struct):
formulaId: str
roomType: str
class ArknightsAttendanceAwardResource(Struct):
id_: str = field(name="id")
type_: str = field(name="type")
name: str
rarity: int
sortId: int
otherSource: List[str]
classifyType: str
stageDropList: List[ArknightsAttendanceStageDropListItem]
buildingProductList: List[ArknightsAttendanceBuildingProductListItem]
class ArknightsAttendanceCalendarModel(Struct):
currentTs: str
calendar: List[ArknightsAttendanceCalendar]
records: List[Union[ArknightsAttendanceRecord, None]]
resourceInfoMap: Dict[str, ArknightsAttendanceAwardResource]
################
# ArknightsAttendance Start
################
class ArknightsAttendanceAward(Struct):
resource: ArknightsAttendanceAwardResource
count: int
type_: str = field(name="type")
class ArknightsAttendanceModel(Struct):
ts: str
awards: List[ArknightsAttendanceAward]
resourceInfoMap: dict
################
# ArknightsAttendance End
################
################
# ArknightsUserMeModel Start
################
class UserMeInfoApply(Struct):
nickname: str
profile: str
class UserMeModerator(Struct):
isModerator: bool
class UserGameStatusAp(Struct):
current: int
max_: int = field(name="max")
lastApAddTime: int
completeRecoveryTime: int
class UserGameStatusSecretary(Struct):
charId: str
skinId: str
class UserGameStatusAvatar(Struct):
type_: str = field(name="type")
id_: str = field(name="id")
class UserGameStatus(Struct):
uid: str
name: str
level: int
registerTs: int
mainStageProgress: str
secretary: UserGameStatusSecretary
resume: str
subscriptionEnd: int
ap: UserGameStatusAp
storeTs: int
lastOnlineTs: int
charCnt: int
furnitureCnt: int
skinCnt: int
avatar: Union[UserGameStatusAvatar, None] = None
class UserMeInfoRts(Struct):
liked: str
collect: str
comment: str
follow: str
fans: str
black: str
pub: str
class UserMeInfo(Struct):
id_: str = field(name="id")
nickname: str
profile: str
avatarCode: int
avatar: str
backgroundCode: int
isCreator: bool
creatorIdentifiers: List[str]
status: int
operationStatus: int
identity: int
kind: int
latestIpLocation: str
moderatorStatus: int
moderatorChangeTime: int
gender: int
birthday: str
class ArknightsUserMeModel(Struct, omit_defaults=True):
user: UserMeInfo
userRts: UserMeInfoRts
userSanctionList: List[str]
gameStatus: UserGameStatus
moderator: UserMeModerator
userInfoApply: UserMeInfoApply
################
# ArknightsUserMeModel End
################
################
# ArknightsPlayerInfoModel Start
################
class PlayerManufactureFormulaInfo(Struct):
id_: str = field(name="id")
itemId: str
count: int
weight: int
costPoint: int
costs: Union[List[str], None] = None
class PlayerEquipmentInfo(Struct):
id_: str = field(name="id")
name: str
typeIcon: str
shiningColor: str
desc: Union[str, None] = None
typeName1: Union[str, None] = None
class PlayerCampaignZoneInfo(Struct):
id_: str = field(name="id")
name: str
class PlayerMedalInfo(Struct):
pass
class PlayerCampaignInfo(Struct):
id_: str = field(name="id")
name: str
campaignZoneId: str
class PlayerRogueInfo(Struct):
id_: str = field(name="id")
name: str
sort: int
class PlayerTowerInfo(Struct):
id_: str = field(name="id")
name: str
subName: str
hasHard: Union[bool, None] = None
stageNum: Union[int, None] = None
class PlayerZoneInfo(Struct):
id_: str = field(name="id")
name: str
class PlayerActivityInfo(Struct):
id_: str = field(name="id")
name: str
startTime: int
endTime: int
rewardEndTime: int
isReplicate: bool
type_: str = field(name="type")
class PlayerStageInfo(Struct):
id_: str = field(name="id")
code: str
name: str
class PlayerSkinInfo(Struct):
id_: str = field(name="id")
brandId: str
sortId: int
displayTagId: str
name: Union[str, None] = None
brandName: Union[str, None] = None
brandCapitalName: Union[str, None] = None
illustId: Union[str, None] = None
dynIllustId: Union[str, None] = None
avatarId: Union[str, None] = None
portraitId: Union[str, None] = None
skinGroupId: Union[str, None] = None
class PlayerCharInfo(Struct):
id_: str = field(name="id")
name: str
nationId: str
groupId: str
displayNumber: str
rarity: int
profession: str
subProfessionId: str
class ActivityZoneStageStatus(Struct):
stageId: str
completed: bool
class ActivityZone(Struct):
zoneId: str
zoneReplicaId: str
clearedStage: int
totalStage: int
stageStatus: Union[List[ActivityZoneStageStatus], None] = None
class PlayerActivity(Struct):
actId: str
actReplicaId: str
zones: List[ActivityZone]
type_: Union[str, None] = field(name="type", default=None)
class RewoardItem(Struct):
current: int
total: int
class PlayerRoutine(Struct):
daily: RewoardItem
weekly: RewoardItem
class BankItem(Struct):
current: int
record: int
class RogueRecord(Struct):
rogueId: str
relicCnt: int
bank: BankItem
mission: Union[RewoardItem, None] = None
clearTime: Union[int, None] = None
class PlayerRogue(Struct):
records: List[RogueRecord]
class TowerReward(Struct):
higherItem: RewoardItem
lowerItem: RewoardItem
termTs: int
class TowerRecord(Struct):
towerId: str
best: int
hasHard: Union[bool, None] = None
stageNum: Union[int, None] = None
unlockHard: Union[bool, None] = None
hardBest: Union[int, None] = None
class PlayerTower(Struct):
records: List[TowerRecord]
reward: TowerReward
class CampaignReward(Struct):
current: int
total: int
class CampaignRecord(Struct):
campaignId: str
maxKills: int
class PlayerCampaign(Struct):
records: List[CampaignRecord]
reward: CampaignReward
class RecruitTag(Struct):
tagId: int
pick: int
class PlayerRecruit(Struct):
startTs: int
finishTs: int
state: int
duration: Union[int, None] = None
selectTags: Union[List[RecruitTag], None] = None
class BuildingTrainingTrainee(Struct):
charId: str
targetSkill: int
ap: int
lastApAddTime: int
class BuildingTrainingTrainer(Struct):
charId: str
ap: int
lastApAddTime: int
class BuildingClue(Struct):
own: int
received: int
dailyReward: bool
needReceive: int
board: List[str]
sharing: bool
shareCompleteTime: int
class BuildingCharBubbleInfo(Struct):
add: int
ts: int
class BuildingCharBubble(Struct):
normal: BuildingCharBubbleInfo
assist: BuildingCharBubbleInfo
class BuildingChar(Struct):
charId: str
ap: int
lastApAddTime: int
index: int
bubble: BuildingCharBubble
workTime: int
class BuildingControl(Struct):
slotId: str
slotState: int
level: int
chars: List[BuildingChar]
class BuildingCorridor(Struct):
slotId: str
slotState: int
level: int
class BuildingElevator(Struct):
slotId: str
slotState: int
level: int
class BuildingFurniture(Struct):
total: int
class BuildingLabor(Struct):
maxValue: int
value: int
lastUpdateTime: int
remainSecs: int
class BuildingTraining(Struct):
slotId: str
level: int
remainPoint: float
speed: float
lastUpdateTime: int
remainSecs: int
slotState: int
trainee: Union[BuildingTrainingTrainee, None]
trainer: Union[BuildingTrainingTrainer, None]
class BuildingHire(Struct):
slotId: str
level: int
chars: List[BuildingChar]
state: int
refreshCount: int
completeWorkTime: int
slotState: int
class BuildingMeeting(Struct):
slotId: str
level: int
chars: List[BuildingChar]
clue: BuildingClue
lastUpdateTime: int
completeWorkTime: int
class BuildingDormitories(Struct):
slotId: str
level: int
chars: List[BuildingChar]
comfort: int
class BuildingStockDelivery(Struct):
id_: str = field(name="id")
count: int
type_: str = field(name="type")
class BuildingStock(Struct):
instId: int
type_: str = field(name="type")
delivery: List[BuildingStockDelivery]
gain: BuildingStockDelivery
isViolated: bool
class BuildingTradings(Struct):
slotId: str
level: int
chars: List[BuildingChar]
completeWorkTime: int
lastUpdateTime: int
strategy: str
stock: List[BuildingStock]
stockLimit: int
class BuildingManufactures(Struct):
slotId: str
level: int
chars: List[BuildingChar]
completeWorkTime: int
lastUpdateTime: int
formulaId: str
capacity: int
weight: int
complete: int
remain: int
speed: float
class BuildingPower(Struct):
slotId: str
level: int
chars: List[BuildingChar]
class BuildingTiredChar(Struct):
charId: str
ap: int
lastApAddTime: int
roomSlotId: str
index: int
bubble: BuildingCharBubble
workTime: int
class PlayerBuilding(Struct):
tiredChars: Union[List[BuildingTiredChar], None]
powers: Union[List[BuildingPower], None]
manufactures: Union[List[BuildingManufactures], None]
tradings: Union[List[BuildingTradings], None]
dormitories: Union[List[BuildingDormitories], None]
meeting: Union[BuildingMeeting, None]
hire: Union[BuildingHire, None]
labor: BuildingLabor
furniture: BuildingFurniture
elevators: List[BuildingElevator]
corridors: Union[List[BuildingCorridor], None]
control: BuildingControl
training: Union[BuildingTraining, None] = None
class PlayerInfoSkin(Struct):
id_: str = field(name="id")
ts: int
class PlayerInfoCharSkill(Struct):
id_: str = field(name="id")
specializeLevel: int
class PlayerInfoCharEquip(Struct):
id_: str = field(name="id")
level: int
locked: bool
class PlayerInfoChar(Struct):
charId: str
skinId: str
level: int
evolvePhase: int
potentialRank: int
mainSkillLvl: int
skills: Union[List[PlayerInfoCharSkill], None]
equip: Union[List[PlayerInfoCharEquip], None]
favorPercent: int
defaultSkillId: str
gainTime: int
defaultEquipId: str
class PlayerAssistCharEquip(Struct):
id_: str = field(name="id")
level: int
locked: bool
class PlayerAssistChar(Struct):
charId: str
skinId: str
level: int
evolvePhase: int
potentialRank: int
skillId: str
mainSkillLvl: int
specializeLevel: int
equip: Union[PlayerAssistCharEquip, None]
class PlayerMedal(Struct):
type_: str = field(name="type")
template: str
templateMedalList: List[str]
customMedalLayout: List[Union[str, None]]
total: int
class PlayerStatusAp(Struct):
current: int
max: int
lastApAddTime: int
completeRecoveryTime: int
class PlayerStatusSecretary(Struct):
charId: str
skinId: str
class PlayerStatusAvatar(Struct):
type_: str = field(name="type")
id_: str = field(name="id")
url: str
class PlayerStatusExp(Struct):
current: int
max: int
class PlayerStatus(Struct):
uid: str
name: str
level: int
registerTs: int
mainStageProgress: str
secretary: PlayerStatusSecretary
resume: str
subscriptionEnd: int
ap: PlayerStatusAp
storeTs: int
lastOnlineTs: int
charCnt: int
furnitureCnt: int
skinCnt: int
avatar: Union[PlayerStatusAvatar, None] = None
exp: PlayerStatusExp
class DisplayShowConfig(Struct):
charSwitch: bool
skinSwitch: bool
standingsSwitch: bool
class PlayerActivityBannerList(Struct):
activityId: str
imgUrl: str
url: str
startTs: int
endTs: int
class ArknightsPlayerInfoModel(Struct, omit_defaults=True, gc=False):
currentTs: int
showConfig: DisplayShowConfig
status: PlayerStatus
assistChars: List[PlayerAssistChar]
chars: List[PlayerInfoChar]
skins: List[PlayerInfoSkin]
building: PlayerBuilding
recruit: List[PlayerRecruit]
campaign: PlayerCampaign
tower: PlayerTower
rogue: PlayerRogue
routine: PlayerRoutine
activity: List[PlayerActivity]
charInfoMap: Dict[str, PlayerCharInfo]
skinInfoMap: Dict[str, PlayerSkinInfo]
stageInfoMap: Dict[str, PlayerStageInfo]
activityInfoMap: Dict[str, PlayerActivityInfo]
towerInfoMap: Dict[str, PlayerTowerInfo]
rogueInfoMap: Dict[str, PlayerRogueInfo]
campaignInfoMap: Dict[str, PlayerCampaignInfo]
campaignZoneInfoMap: Dict[str, PlayerCampaignZoneInfo]
equipmentInfoMap: Dict[str, PlayerEquipmentInfo]
manufactureFormulaInfoMap: Dict[str, PlayerManufactureFormulaInfo]
charAssets: List[Union[str, None]]
skinAssets: List[Union[str, None]]
activityBannerList: Dict[str, List[PlayerActivityBannerList]]
medal: Union[PlayerMedal, None] = None
zoneInfoMap: Union[Dict[str, PlayerZoneInfo], None] = None
medalInfoMap: Union[Dict[str, PlayerMedalInfo], None] = None
################
# ArknightsPlayerInfoModel End
################