- Fix bank deposit/withdraw paths: /bank/deposit → /bank/deposit/item (and withdraw) - Fix cooldown error handling: 498 is "character not found" (raise immediately), 499 is "character in cooldown" (wait and retry) — was previously swapped - Fix events endpoint: use /events/active instead of /events for active game events - Fix action rate limiter: 7/2s → 20/2s to match actual API limits - Use page_size=10000 for static data pagination (items/monsters/resources/maps) to minimize API round-trips during cache refresh - Add missing character fields from API: wisdom, prospecting, initiative, threat, dmg, layer, map_id, effects, rune_slot, bag_slot, and *_max_xp for all skills - Fix skill bars to use actual max_xp from API instead of xp % 100 - Add rune_slot and bag_slot to equipment constants https://claude.ai/code/session_015BJtuNcKqcdqSJETj5xRjX
238 lines
4.8 KiB
Python
238 lines
4.8 KiB
Python
from datetime import datetime
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from typing import Any
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from pydantic import BaseModel, Field, model_validator
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# --- Inventory ---
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class InventorySlot(BaseModel):
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slot: int
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code: str
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quantity: int
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# --- Crafting ---
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class CraftItem(BaseModel):
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code: str
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quantity: int
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class CraftSchema(BaseModel):
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skill: str | None = None
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level: int | None = None
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items: list[CraftItem] = Field(default_factory=list)
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quantity: int | None = None
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# --- Effects ---
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class EffectSchema(BaseModel):
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name: str = ""
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value: int = 0
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# --- Items ---
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class ItemSchema(BaseModel):
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name: str
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code: str
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level: int = 0
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type: str = ""
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subtype: str = ""
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description: str = ""
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effects: list[EffectSchema] = Field(default_factory=list)
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craft: CraftSchema | None = None
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# --- Drops ---
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class DropSchema(BaseModel):
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code: str
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rate: int = 0
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min_quantity: int = 0
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max_quantity: int = 0
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# --- Monsters ---
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class MonsterSchema(BaseModel):
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name: str
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code: str
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level: int = 0
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hp: int = 0
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attack_fire: int = 0
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attack_earth: int = 0
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attack_water: int = 0
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attack_air: int = 0
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res_fire: int = 0
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res_earth: int = 0
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res_water: int = 0
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res_air: int = 0
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min_gold: int = 0
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max_gold: int = 0
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drops: list[DropSchema] = Field(default_factory=list)
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# --- Resources ---
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class ResourceSchema(BaseModel):
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name: str
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code: str
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skill: str = ""
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level: int = 0
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drops: list[DropSchema] = Field(default_factory=list)
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# --- Maps ---
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class ContentSchema(BaseModel):
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type: str
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code: str
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class MapSchema(BaseModel):
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name: str = ""
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skin: str = ""
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x: int
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y: int
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layer: str = "overworld"
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content: ContentSchema | None = None
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@model_validator(mode="before")
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@classmethod
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def _extract_interactions(cls, data: Any) -> Any:
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"""The Artifacts API nests content under interactions.content."""
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if isinstance(data, dict) and "interactions" in data:
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interactions = data.get("interactions") or {}
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if "content" not in data or data["content"] is None:
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data["content"] = interactions.get("content")
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return data
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# --- Characters ---
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class CharacterSchema(BaseModel):
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name: str
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account: str = ""
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skin: str = ""
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level: int = 0
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xp: int = 0
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max_xp: int = 0
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gold: int = 0
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speed: int = 0
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hp: int = 0
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max_hp: int = 0
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haste: int = 0
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critical_strike: int = 0
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stamina: int = 0
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wisdom: int = 0
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prospecting: int = 0
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initiative: int = 0
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threat: int = 0
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# Attack stats
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attack_fire: int = 0
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attack_earth: int = 0
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attack_water: int = 0
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attack_air: int = 0
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# Damage stats
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dmg: int = 0
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dmg_fire: int = 0
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dmg_earth: int = 0
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dmg_water: int = 0
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dmg_air: int = 0
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# Resistance stats
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res_fire: int = 0
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res_earth: int = 0
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res_water: int = 0
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res_air: int = 0
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# Position
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x: int = 0
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y: int = 0
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layer: str = "overworld"
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map_id: int = 0
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# Cooldown
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cooldown: int = 0
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cooldown_expiration: datetime | None = None
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# Active effects
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effects: list[EffectSchema] = Field(default_factory=list)
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# Equipment slots
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weapon_slot: str = ""
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rune_slot: str = ""
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shield_slot: str = ""
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helmet_slot: str = ""
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body_armor_slot: str = ""
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leg_armor_slot: str = ""
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boots_slot: str = ""
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ring1_slot: str = ""
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ring2_slot: str = ""
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amulet_slot: str = ""
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artifact1_slot: str = ""
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artifact2_slot: str = ""
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artifact3_slot: str = ""
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utility1_slot: str = ""
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utility1_slot_quantity: int = 0
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utility2_slot: str = ""
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utility2_slot_quantity: int = 0
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bag_slot: str = ""
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# Inventory
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inventory_max_items: int = 0
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inventory: list[InventorySlot] = Field(default_factory=list)
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# Task
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task: str = ""
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task_type: str = ""
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task_progress: int = 0
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task_total: int = 0
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# Skill levels and XP (includes max_xp for progress calculation)
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mining_level: int = 0
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mining_xp: int = 0
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mining_max_xp: int = 0
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woodcutting_level: int = 0
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woodcutting_xp: int = 0
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woodcutting_max_xp: int = 0
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fishing_level: int = 0
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fishing_xp: int = 0
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fishing_max_xp: int = 0
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weaponcrafting_level: int = 0
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weaponcrafting_xp: int = 0
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weaponcrafting_max_xp: int = 0
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gearcrafting_level: int = 0
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gearcrafting_xp: int = 0
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gearcrafting_max_xp: int = 0
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jewelrycrafting_level: int = 0
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jewelrycrafting_xp: int = 0
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jewelrycrafting_max_xp: int = 0
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cooking_level: int = 0
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cooking_xp: int = 0
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cooking_max_xp: int = 0
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alchemy_level: int = 0
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alchemy_xp: int = 0
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alchemy_max_xp: int = 0
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# --- Dashboard ---
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class DashboardData(BaseModel):
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characters: list[CharacterSchema] = Field(default_factory=list)
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server_status: dict | None = None
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