🗃️ Added ranged weapons
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4 changed files with 77 additions and 1 deletions
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@ -22,6 +22,14 @@ class Shield(db.Entity):
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stats = Required(int)
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stats = Required(int)
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class Ranged(db.Entity):
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name = Required(str)
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description = Optional(str)
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mechanism = Optional(str)
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icon = Required(bytes)
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stats = Required(int)
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if __name__ == "__main__":
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if __name__ == "__main__":
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db.bind(provider="sqlite", filename="../../clean/31-2/data.sqlite3")
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db.bind(provider="sqlite", filename="../../clean/31-2/data.sqlite3")
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db.generate_mapping(create_tables=True)
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db.generate_mapping(create_tables=True)
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68
data/convert/31-2/ranged.py
Executable file
68
data/convert/31-2/ranged.py
Executable file
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@ -0,0 +1,68 @@
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#!/usr/bin/env python3
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# # -*- coding: utf-8 -*-
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import json
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import re
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import io
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from db import *
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from PIL import Image
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with open("../../extraction/raw-31-2/data.cdb.json") as f:
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raw = json.load(f)
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with open("../../clean/31-2/main.zh.mo.json") as f:
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trans = json.load(f)
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img = Image.open("../../extraction/raw-31-2/cardIcons.png")
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db.bind(provider="sqlite", filename="../../clean/31-2/data.sqlite3")
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db.generate_mapping()
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lines = raw["sheets"][1]["lines"]
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with db_session:
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for i in lines:
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if i["group"] == 5:
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i["name"] = trans[i["name"].strip()]["msgstr"][0]
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if "ambiantDesc" in i:
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i["ambiantDesc"] = trans[i["ambiantDesc"].strip()]["msgstr"][0]
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else:
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i["ambiantDesc"] = ""
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if "gameplayDesc" in i:
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i["gameplayDesc"] = trans[i["gameplayDesc"].strip()]["msgstr"][0]
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if i["props"]:
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def replace_props(m):
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prop_name = m.group(1)
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if prop_name == "ShockAffectDuration":
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prop_name = "duration" # 雷盾带电手动触发
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result = i["props"][prop_name]
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if isinstance(result, list):
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result = result[0]
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if not isinstance(result, str):
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result = str(result)
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return result
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i["gameplayDesc"], _ = re.subn(
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r"::[\+|\*]?(.*?)::", replace_props, i["gameplayDesc"]
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)
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else:
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i["gameplayDesc"] = ""
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x = i["icon"]["x"] * 24
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y = i["icon"]["y"] * 24
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box = (x, y, x + 24, y + 24)
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region = img.crop(box)
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region_arr = io.BytesIO()
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region.save(region_arr, format="PNG")
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stats_map = {"Brutality": 1, "Survival": 2, "Tactic": 4}
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stats = 0
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for t in ["tier1", "tier2"]:
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if t in i:
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stats += stats_map[i[t]]
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Ranged(
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name=i["name"],
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description=i["ambiantDesc"],
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mechanism=i["gameplayDesc"],
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icon=region_arr.getbuffer().tobytes(),
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stats=stats,
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)
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@ -15,7 +15,7 @@ db.generate_mapping()
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@route("/<name>")
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@route("/<name>")
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@view("weapon")
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@view("weapon")
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def melee(name):
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def weapon(name):
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with db_session:
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with db_session:
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query = select(w for w in Melee if w.name == name)
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query = select(w for w in Melee if w.name == name)
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if query.count() > 0:
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if query.count() > 0:
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