class EquipmentModel(AutoFilledDataModel): DATA_SOURCE = EquipmentSource Equipment = Structure(id=IntT, iconPath=StringT, description=StringT, equipmentName=StringT) SCHEME = Structure(equipments=List(Equipment))
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 OffenseDefenceUiSettingsModel(AutoFilledDataModel): DATA_SOURCE = OffenseDefenceUiSettingsSource UiSettings = Structure(viewTeamIndex=IntT, isShowSetorsView=BoolT, isShowDominationView=BoolT, isShowTeamRespawnsView=BoolT) SCHEME = Structure(settings=List(UiSettings), title=StringT)
class SectorItemsModel(AutoFilledDataModel): DATA_SOURCE = SectorItemsSource SectorItem = Structure(id=IntT, nameLocalID=StringT, iconPath=StringT, itemType=StringT) SCHEME = Structure(sectorItems=List(SectorItem))
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))
class SkillsModel(AutoFilledDataModel): DATA_SOURCE = SkillsSource Skill = Structure(id=IntT, iconPath=StringT, isActive=BoolT, title=StringT, description=StringT) SCHEME = Structure(skills=List(Skill))
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))
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))
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))
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 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)
class CrosshairBomberModel(AutoFilledDataModel): DATA_SOURCE = CrosshairBomberSource SCHEME = Structure(sightAngle=FloatT, compassAngle=FloatT, zoomIndex=IntT, markerPosition=DictT, isLock=BoolT)
class HotKeysModel(AutoFilledDataModel): DATA_SOURCE = HotKeysSource SCHEME = Structure(helpKey=StringT, teamInfoKey=StringT, moreInfoKey=StringT, sniperModeKey=StringT, bomberModeKey=StringT, turretModeKey=StringT, specialKey=StringT, skipKey=StringT, spectatorKey=StringT, tacticalSpectatorKey=StringT, changeCameraKey=StringT, exitKey=StringT, backKey=StringT, enterKey=StringT, isGunnerEnable=BoolT, isBomberModeEnable=BoolT, isSniperModeEnable=BoolT, intentionsKey=StringT, supportKey=StringT, offenseDefenseKey=StringT, affirmativeKey=StringT, negativeKey=StringT, dangerKey=StringT, goodJobKey=StringT, showTeamsKey=StringT, showPlayersInfoKey=StringT, minimapSizeIncKey=StringT, minimapSizeDecKey=StringT, radarZoomInKey=StringT, radarZoomOutKey=StringT)
class CrosshairSniperModel(AutoFilledDataModel): DATA_SOURCE = CrosshairSniperSource SCHEME = Structure(toggleForsage=BoolT, scopeSize=FloatT, scopeMaxSize=IntT, pulsation=FloatT, scopeShakeLength=IntT)
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)
class LoadingModel(AutoFilledDataModel): DATA_SOURCE = LoadingSource CONTROLLER = LoadingController SCHEME = Structure(progress=IntT, commonHint=StringT, planeHint=StringT, preBattleHintAvailable=BoolT, preBattleHintSkipKey=StringT, timeBetweenFinishLoadingAndStartBattle=IntT)
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))
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))
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)
class ResourcePointsModel(AutoFilledDataModel): DATA_SOURCE = ResourcePointsSource SCHEME = Structure(victimID=IntT, killerID=IntT, killPoints=IntT, enemyPoints=IntT, allyPoints=IntT, enemyMaxPoints=IntT, allyMaxPoints=IntT, allyMultiply=FloatT, enemyMultiply=FloatT)
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 CrosshairTurretModel(AutoFilledDataModel): DATA_SOURCE = CrosshairTurretSource SCHEME = Structure(sightPosition=DictT, sightAccuracy=FloatT, sightMinSize=IntT, onTarget=BoolT, crossRadius=IntT, isFiring=BoolT, shadePosition=DictT, isZoomed=BoolT, crossImage=StringT, critEndTime=IntT, rpm=IntT, pulsStrength=FloatT)
class GameModel(DataModel): SCHEME = Structure(time=TimeModel, arena=ArenaModel, loading=LoadingModel, crosshair=CrosshairModel, respawn=RespawnModel, deathInfo=DeathInfoModel, control=ControlModel, combatLog=CombatLogModel, parameters=ParametersModel, player=PlayerModel, domination=GameModeModel, systemInfo=SystemInfoModel, hotkeys=HotKeysModel, planeScheme=PlaneSchemeModel, ammunitions=AmmunitionModel, consumables=ConsumableModel, equipments=EquipmentModel, skills=SkillsModel, crews=CrewModel, battlePoints=BattleLogModel, battleNotifications=BattleNotificationsModel, battleAlerts=BattleAlertsModel, entities=EntitiesModel, target=TargetModel, ammoBelts=AmmoBeltsModel, sectorItems=SectorItemsModel, Intro=IntroModel, outro=OutroModel, spectator=SpectatorModel, fastCommand=FastCommandModel, measurementSystem=MeasurementModel, radar=RadarModel, hudSettings=HudSettingsModel, planeCharacteristics=PlaneCharacteristicsModel, denunciation=DenunciationModel, friends=FriendsModel, planes=BasePlaneDataModel, healthRepair=HealthRepairModel, currentPlayerInfo=PlayerInfoModel, ranks=RanksModel, achievements=AchievementsModel, classTasks=PlaneTypeObjectivesModel, battleReplay=BattleReplayModel, utils=UtilsModel, minimap=MinimapModel, attitudeIndicator=AttitudeIndicatorModel, gameplayHints=GameplayHintsModel, resourcePoints=ResourcePointsModel)
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 RadarModel(AutoFilledDataModel): DATA_SOURCE = RadarSource CONTROLLER = RadarController SCHEME = Structure(radarState=IntT, visibilityDistance=FloatT, radarRadius=FloatT, radarRadiusInformationCoefficient=FloatT, radarScale=FloatT, radarSize=FloatT, radarSizeState=IntT, radarSizeStateMax=IntT, radarZoomInKey=StringT, radarZoomOutKey=StringT, onIncreaseMapKey=StringT, onDecreaseMapKey=StringT, isShowDetectedDefenders=BoolT, isPlayerLocked=BoolT, backgroundMapInfo=DictT) source = None
class AttitudeIndicatorModel(AutoFilledDataModel): DATA_SOURCE = AttitudeIndicatorSource SCHEME = Structure(attitudeMode=IntT)
class TimeModel(AutoFilledDataModel): DATA_SOURCE = TimeSource SCHEME = Structure(time=IntT, timeMax=IntT)
class FastCommandModel(AutoFilledDataModel): DATA_SOURCE = FastCommandSource CONTROLLER = FactCommandController Sector = Structure(call=IntT, radiusCoef=FloatT) Plane = Structure(call=IntT, radiusCoef=FloatT) SCHEME = Structure(commandData=DictT, sector=Sector, plane=Plane)