Beispiel #1
0
class FriendsModel(AutoFilledDataModel):
    DATA_SOURCE = FriendsSource
    CONTROLLER = FriendsController
    FriendsIDStruct = Structure(id=IntT, status=IntT)
    MuteIDStruct = Structure(id=IntT)
    SCHEME = Structure(userList=List(FriendsIDStruct),
                       muteList=List(MuteIDStruct))
class EntitiesModel(AutoFilledDataModel):
    DATA_SOURCE = EntitiesSource
    planeScoreData = Structure(planeID=IntT, planeType=IntT, planeName=UnicodeT, battlePoints=IntT, rankID=IntT)
    Avatar = Structure(id=IntT, clanName=UnicodeT, playerName=UnicodeT, planeGlobalID=IntT, squadIndex=IntT, teamIndex=IntT, previewIconPath=StringT, planeName=UnicodeT, planeType=IntT, planeLevel=IntT, isDefender=BoolT, isBot=BoolT, health=IntT, maxHealth=IntT, isRepair=BoolT, inWorld=BoolT, isLost=BoolT, state=IntT, points=IntT, rankID=IntT, planeScoresData=List(planeScoreData))
    Bomber = Structure(id=IntT, teamIndex=IntT, playerName=UnicodeT, planeName=UnicodeT, health=IntT, maxHealth=IntT, inWorld=BoolT, state=IntT)
    Part = Structure(id=IntT, partType=IntT, isDead=BoolT)
    TeamObject = Structure(id=IntT, position=DictT, parts=List(Part), objectName=UnicodeT, teamIndex=IntT, isAliveOutOfAOI=BoolT, objectType=IntT, featureRadius=FloatT, turretName=StringT, groupName=StringT, underRocketAttack=BoolT, health=IntT, maxHealth=IntT, inWorld=BoolT, state=IntT)
    TemporaryVisibleObject = Structure(id=IntT, position=DictT, yaw=FloatT, isAbovePlayer=BoolT)
    SCHEME = Structure(avatars=List(Avatar), teamObjects=List(TeamObject), bombers=List(Bomber), tempVisibleObjects=List(TemporaryVisibleObject), addTVObject=IntT, removeTVObject=IntT)
Beispiel #3
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class GameModeModel(AutoFilledDataModel):
    DATA_SOURCE = GameModeSource
    PlaneEffectiveness = Structure(planeType=IntT, effectiveness=IntT)
    Sector = Structure(entityID=IntT,
                       entityPosition=DictT,
                       description=StringT,
                       sectorID=StringT,
                       radius=FloatT,
                       maxPoints=IntT,
                       currentPoints=IntT,
                       isAttack=IntT,
                       teamIndex=IntT,
                       pointsInTick=IntT,
                       sectorTypeIconPath=StringT,
                       featuresIconPath=StringT,
                       miniMapSectorIconPath=StringT,
                       miniMapFeaturesIconPath=StringT,
                       sectorName=StringT,
                       featureName=StringT,
                       lockEndTime=IntT,
                       bonusEndTime=IntT,
                       playerSpawnEnabled=BoolT,
                       gameplayType=StringT,
                       isNeedToShowTimer=BoolT,
                       sectorItems=DictT,
                       descriptionList=DictT,
                       planeEffectiveness=List(PlaneEffectiveness),
                       zOrder=IntT,
                       isPermanentLock=BoolT,
                       isBig=BoolT,
                       isMulticolorInPermanentLockState=BoolT,
                       isFeatureDisable=BoolT)
    Base = Structure(entityID=IntT,
                     sectorID=StringT,
                     sectorName=StringT,
                     radius=FloatT,
                     teamIndex=IntT,
                     gameplayType=StringT,
                     descriptionList=DictT)
    SCHEME = Structure(globalScoreAlly=IntT,
                       tickScoreAlly=IntT,
                       globalScoreEnemy=IntT,
                       tickScoreEnemy=IntT,
                       tickTime=IntT,
                       pointsToWin=IntT,
                       isAllSectorsCapture=BoolT,
                       sectors=List(Sector),
                       sectorsGameEffects=SectorsGameEffectsModel,
                       bases=List(Base),
                       currentSector=CurrentSectorModel,
                       offenseDefenceUiSettings=OffenseDefenceUiSettingsModel)
Beispiel #4
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class EquipmentModel(AutoFilledDataModel):
    DATA_SOURCE = EquipmentSource
    Equipment = Structure(id=IntT,
                          iconPath=StringT,
                          description=StringT,
                          equipmentName=StringT)
    SCHEME = Structure(equipments=List(Equipment))
Beispiel #5
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class OffenseDefenceUiSettingsModel(AutoFilledDataModel):
    DATA_SOURCE = OffenseDefenceUiSettingsSource
    UiSettings = Structure(viewTeamIndex=IntT,
                           isShowSetorsView=BoolT,
                           isShowDominationView=BoolT,
                           isShowTeamRespawnsView=BoolT)
    SCHEME = Structure(settings=List(UiSettings), title=StringT)
Beispiel #6
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class SectorItemsModel(AutoFilledDataModel):
    DATA_SOURCE = SectorItemsSource
    SectorItem = Structure(id=IntT,
                           nameLocalID=StringT,
                           iconPath=StringT,
                           itemType=StringT)
    SCHEME = Structure(sectorItems=List(SectorItem))
Beispiel #7
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class PlaneSchemeModel(AutoFilledDataModel):
    DATA_SOURCE = PlaneSchemeSource
    Damage = Structure(partName=StringT,
                       state=IntT,
                       normal=StringT,
                       damage=StringT,
                       crit=StringT)
    SCHEME = Structure(scheme=StringT, damage=List(Damage))
Beispiel #8
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class SkillsModel(AutoFilledDataModel):
    DATA_SOURCE = SkillsSource
    Skill = Structure(id=IntT,
                      iconPath=StringT,
                      isActive=BoolT,
                      title=StringT,
                      description=StringT)
    SCHEME = Structure(skills=List(Skill))
class ParametersModel(AutoFilledDataModel):
    DATA_SOURCE = ParametersSource
    Range = Structure(start=FloatT, end=FloatT)
    SCHEME = Structure(speed=IntT,
                       speedState=IntT,
                       speedMetric=UnicodeT,
                       speedMax=IntT,
                       speedRanges=List(Range),
                       stallSpeed=IntT,
                       altitude=IntT,
                       altitudeState=IntT,
                       altitudeMetric=UnicodeT,
                       altitudeMax=IntT,
                       altitudeRanges=List(Range),
                       force=FloatT,
                       forceMax=FloatT,
                       isForce=BoolT)
Beispiel #10
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class RanksModel(AutoFilledDataModel):
    DATA_SOURCE = RanksDataSource
    RankItem = Structure(id=IntT,
                         title=StringT,
                         description=StringT,
                         iconPath=StringT,
                         orderIndex=IntT,
                         requiredProgress=IntT)
    SCHEME = Structure(ranks=List(RankItem))
Beispiel #11
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class AchievementsModel(AutoFilledDataModel):
    DATA_SOURCE = AchievementsDataSource
    AchievementItem = Structure(id=IntT,
                                iconPath=StringT,
                                title=UnicodeT,
                                description=UnicodeT,
                                direction=StringT,
                                priority=IntT)
    SCHEME = Structure(achievements=List(AchievementItem))
class PlaneCharacteristicsModel(AutoFilledDataModel):
    DATA_SOURCE = PlaneCharacteristicsSource
    CONTROLLER = PlaneCharacteristicsController
    Characteristic = Structure(id=IntT,
                               hp=IntT,
                               dps=IntT,
                               speed=IntT,
                               maneuverability=IntT,
                               altitude=IntT)
    SCHEME = Structure(planes=List(Characteristic))
Beispiel #13
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class EquipmentModel(DataModel):
    SCHEME = Structure(Consumables=List(
        Structure(ID=IntT,
                  IcoPath=StringT,
                  IcoPathBig=StringT,
                  Description=StringT,
                  ChargesCount=IntT,
                  CoolDownTill=IntT,
                  CoolDownTillMax=IntT,
                  ActiveTill=IntT,
                  ActiveTillMax=IntT)))
class PlaneTypeObjectivesModel(AutoFilledDataModel):
    DATA_SOURCE = PlaneTypeObjectivesDataSource
    ObjectiveItem = Structure(id=IntT,
                              title=StringT,
                              countDescription=StringT,
                              description=StringT,
                              maxProgress=IntT,
                              progress=IntT,
                              value=IntT,
                              requiredValue=IntT)
    SCHEME = Structure(classTasks=List(ObjectiveItem))
Beispiel #15
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class BasePlaneDataModel(AutoFilledDataModel):
    DATA_SOURCE = BasePlaneDataSource
    CONTROLLER = BasePlaneDataController
    Plane = Structure(planeID=IntT,
                      planeNameShort=UnicodeT,
                      planeLevel=IntT,
                      prevIconPath=StringT,
                      planeType=IntT,
                      nation=IntT,
                      planeStatus=IntT,
                      typeIconPath=StringT)
    SCHEME = Structure(planes=List(Plane))
class SectorsGameEffectsModel(AutoFilledDataModel):
    DATA_SOURCE = SectorsGameEffectsSource
    CONTROLLER = SectorsGameEffectsController
    BomberIDStateStruct = Structure(id=IntT, state=IntT)
    BomberEffect = Structure(sectorID=StringT,
                             targetSectorID=StringT,
                             teamIndex=IntT,
                             waveID=StringT,
                             bomberIDsStates=List(BomberIDStateStruct),
                             startPoint=DictT,
                             endPoint=DictT,
                             strikeTime=IntT,
                             strikeState=IntT)
    RocketEffect = Structure(id=IntT,
                             sectorID=StringT,
                             targetSectorID=StringT,
                             startPoint=DictT,
                             endPoint=DictT,
                             teamIndex=IntT,
                             flyingTime=FloatT,
                             startTime=FloatT)
    SCHEME = Structure(airStrikes=List(BomberEffect),
                       rockets=List(RocketEffect),
                       selectedPoint=DictT)
class ConsumableModel(AutoFilledDataModel):
    DATA_SOURCE = ConsumableSource
    CONTROLLER = ConsumableController
    Consumable = Structure(id=IntT,
                           iconPath=StringT,
                           description=StringT,
                           consumableName=StringT,
                           amount=IntT,
                           coolDownTime=IntT,
                           key=StringT,
                           respawnEndTime=IntT,
                           respawnStartTime=IntT,
                           activeEndTime=IntT,
                           isAuto=BoolT,
                           isPassive=BoolT,
                           isEmpty=BoolT,
                           isReadyOnRespawn=BoolT,
                           status=IntT)
    SCHEME = Structure(consumables=List(Consumable))
Beispiel #18
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class PlayerInfoModel(AutoFilledDataModel):
    DATA_SOURCE = PlayerInfoSource
    planeScoreData = Structure(planeID=IntT,
                               planeType=IntT,
                               planeName=UnicodeT,
                               battlePoints=IntT,
                               rankID=IntT)
    SCHEME = Structure(clanName=UnicodeT,
                       nickName=UnicodeT,
                       planeName=UnicodeT,
                       planeType=IntT,
                       planeGlobalID=IntT,
                       planeLevel=IntT,
                       squadIndex=IntT,
                       teamIndex=IntT,
                       id=IntT,
                       state=IntT,
                       rank=IntT,
                       planeScoresData=List(planeScoreData))
Beispiel #19
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class ArenaModel(AutoFilledDataModel):
    DATA_SOURCE = ArenaSource
    ArenaSector = Structure(sectorId=StringT,
                            sectorPosX=IntT,
                            sectorPosY=IntT,
                            sectorLineHeight=IntT)
    SCHEME = Structure(bounds=DictT,
                       arenaAllSectors=List(ArenaSector),
                       arenaMapPath=StringT,
                       arenaMapPathF1=StringT,
                       arenaMiniMapPath=StringT,
                       radarPath=StringT,
                       radarOutlandPath=StringT,
                       arenaName=StringT,
                       arenaSecondName=StringT,
                       arenaId=IntT,
                       arenaDescription=StringT,
                       trainingRoomDescription=StringT,
                       gameTypeName=StringT,
                       gameTypeDescription=StringT,
                       battleType=IntT)
class AmmunitionModel(AutoFilledDataModel):
    DATA_SOURCE = AmmunitionSource
    TagStruct = Structure(tagName=StringT, tagType=IntT)
    Ammunition = Structure(id=IntT, iconPath=StringT, shellIcon=StringT, ammoName=StringT, amount=IntT, cluster=IntT, amountMax=IntT, key=StringT, componentType=IntT, cooldownEndTime=IntT, cooldownStartTime=IntT, isAvailable=BoolT, isInstalled=BoolT, explosionRadius=IntT, explosionDamage=IntT, propsList=List(TagStruct))
    SCHEME = Structure(ammunitions=List(Ammunition))
Beispiel #21
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class RespawnModel(AutoFilledDataModel):
    DATA_SOURCE = RespawnSource
    CONTROLLER = RespawnController
    Skill = Structure(id=IntT,
                      iconPath=StringT,
                      isActive=BoolT,
                      title=StringT,
                      description=StringT)
    Equipment = Structure(id=IntT, iconPath=StringT)
    Consumable = Structure(id=IntT,
                           iconPath=StringT,
                           isActive=BoolT,
                           amount=IntT,
                           key=StringT,
                           respawnEndTime=IntT,
                           respawnStartTime=IntT,
                           activeEndTime=IntT,
                           isAuto=BoolT,
                           isEmpty=BoolT,
                           status=IntT)
    Crew = Structure(specialization=IntT,
                     specializationResearchPercent=IntT,
                     skills=List(Skill))
    AmmoBelt = Structure(id=IntT,
                         iconPath=StringT,
                         status=IntT,
                         count=IntT,
                         caliber=FloatT)
    Ammunition = Structure(id=IntT,
                           iconPath=StringT,
                           ammoName=StringT,
                           amount=IntT,
                           cluster=IntT,
                           amountMax=IntT,
                           key=StringT,
                           componentType=IntT,
                           cooldownEndTime=IntT,
                           cooldownStartTime=IntT,
                           isAvailable=BoolT,
                           isInstalled=BoolT)
    RespawnPlaneData = Structure(planeID=IntT,
                                 planeNameShort=UnicodeT,
                                 planeLevel=IntT,
                                 iconPath=StringT,
                                 planeType=IntT,
                                 nation=IntT,
                                 planeStatus=IntT,
                                 isPrimary=BoolT,
                                 typeIconPath=StringT,
                                 crews=List(Crew),
                                 consumables=List(Consumable),
                                 equipments=List(Equipment),
                                 ammunitions=List(Ammunition),
                                 ammoBelts=List(AmmoBelt))
    SCHEME = Structure(timeToRespawnPossibility=IntT,
                       timeToAutoRespawn=IntT,
                       respawnAmount=IntT,
                       deathTime=IntT,
                       respawnUnlimited=BoolT,
                       respawnIsAvailableBySector=BoolT,
                       selectedPlaneID=IntT,
                       spawnSectorID=StringT,
                       planes=List(RespawnPlaneData),
                       changeRespawnTimeData=DictT,
                       allyResp=IntT,
                       enemyResp=IntT,
                       availablePlaneTypes=DictT)
Beispiel #22
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class AmmoBeltsModel(AutoFilledDataModel):
    DATA_SOURCE = AmmoBeltsSource
    AmmoBeltSpec = Structure(specName=StringT, specType=IntT, value=FloatT)
    TagStruct = Structure(tagName=StringT, tagType=IntT)
    AmmoBelt = Structure(id=IntT, iconPath=StringT, status=IntT, count=IntT, caliber=FloatT, dps=IntT, rpm=IntT, effectiveDistance=IntT, gunName=StringT, beltName=StringT, beltType=StringT, beltIconSmall=StringT, specs=List(AmmoBeltSpec), propsList=List(TagStruct))
    SCHEME = Structure(ammoBelts=List(AmmoBelt))
Beispiel #23
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class CrewModel(AutoFilledDataModel):
    DATA_SOURCE = CrewSource
    PenaltyData = Structure(tagName=StringT, tagType=IntT, isTooltip=BoolT)
    Skill = Structure(id=IntT, iconPath=StringT, isActive=BoolT, title=StringT, description=StringT)
    Crew = Structure(specialization=IntT, specializationResearchPercent=IntT, skills=List(Skill), firstName=UnicodeT, lastName=UnicodeT, ranks=UnicodeT, planeSpecializedID=IntT, currentPlaneID=IntT, skillPenaltyPrc=IntT, penaltyPrc=IntT, propsList=List(PenaltyData))
    SCHEME = Structure(crews=List(Crew))
Beispiel #24
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class OutroModel(AutoFilledDataModel):
    DATA_SOURCE = OutroSource
    ObjectiveItem = Structure(id=IntT, title=StringT, description=StringT, maxProgress=IntT, progress=IntT, value=IntT, requiredValue=IntT)
    SCHEME = Structure(winnerTeamIndex=IntT, reason=StringT, goToHangarTime=IntT, battleTime=IntT, allyPoints=IntT, enemyPoints=IntT, battlePoints=IntT, masteryPoints=IntT, playerLevel=IntT, bestPlane=UnicodeT, bestClass=UnicodeT, bestPlaneType=IntT, bestRank=IntT, bestTasks=List(ObjectiveItem))