def text(self, converter: ASTextConverter) -> str: return converter.enhance_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.self_att_nuke_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.poison_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.match_disable_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.skyfall_lock(self)
def text(self, converter: ASTextConverter) -> str: return converter.unlock_board_path_toragon(self)
def text(self, converter: ASTextConverter) -> str: return converter.suicide_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.extra_combo_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.true_gravity_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.change_enemies_attribute_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.random_orb_change_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.heal_active_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.attack_attr_x_team_atk_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.spawn_orb_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.no_skyfall_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.unlock_all_orbs(self)
def text(self, converter: ASTextConverter) -> str: return converter.multi_hit_laser_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.absorb_mechanic_void_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.void_mechanic_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.fixed_pos_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.fixed_attr_nuke_convert(self)
def __init__(self, jp_database: Database, na_database: Database, kr_database: Database): self.all_cards = build_cross_server_cards( jp_database, na_database, kr_database) # type: List[CrossServerCard] self.ownable_cards = list( filter(lambda c: 0 < c.monster_id < 19999, self.all_cards)) # type: List[CrossServerCard] self.leader_skills = build_cross_server_skills( jp_database.leader_skills, na_database.leader_skills, kr_database.leader_skills) ls_converter = EnLSTextConverter() for ls in self.leader_skills: ls.en_text = ls.jp_skill.full_text(ls_converter) ls.skill_type_tags = list( skill_text_typing.parse_ls_conditions(ls.en_text)) ls.skill_type_tags.sort(key=lambda x: x.value) self.active_skills = build_cross_server_skills( jp_database.active_skills, na_database.active_skills, kr_database.active_skills) as_converter = EnASTextConverter() for ask in self.active_skills: ask.en_text = ask.jp_skill.full_text(as_converter) ask.skill_type_tags = list( skill_text_typing.parse_as_conditions(ask.en_text)) ask.skill_type_tags.sort(key=lambda x: x.value) self.dungeons = build_cross_server_dungeons( jp_database, na_database, kr_database) # type: List[CrossServerDungeon] self.enemy_skills = build_cross_server_enemy_skills( jp_database.raw_enemy_skills, na_database.raw_enemy_skills, kr_database.raw_enemy_skills) self.jp_bonuses = jp_database.bonuses self.na_bonuses = na_database.bonuses self.kr_bonuses = kr_database.bonuses self.jp_exchange = jp_database.exchange self.na_exchange = na_database.exchange self.kr_exchange = kr_database.exchange self.jp_egg_machines = jp_database.egg_machines self.na_egg_machines = na_database.egg_machines self.kr_egg_machines = kr_database.egg_machines self.jp_exchange = jp_database.exchange self.na_exchange = na_database.exchange self.kr_exchange = kr_database.exchange self.monster_id_to_card = {c.monster_id: c for c in self.all_cards} self.leader_id_to_leader = {s.skill_id: s for s in self.leader_skills} self.active_id_to_active = {s.skill_id: s for s in self.active_skills} self.dungeon_id_to_dungeon = {d.dungeon_id: d for d in self.dungeons} self.hq_image_monster_ids = [] # type: List[MonsterId] self.animated_monster_ids = [] # type: List[MonsterId] for csc in self.ownable_cards: if csc.leader_skill: csc.leader_skill = self.leader_id_to_leader[ csc.leader_skill.skill_id] if csc.active_skill: csc.active_skill = self.active_id_to_active[ csc.active_skill.skill_id] csc.load_text()
def text(self, converter: ASTextConverter) -> str: return converter.change_monster(self)
def load_text(self): self.en_ls_text = self.leader_skill.jp_skill.full_text( EnLSTextConverter()) if self.leader_skill else None self.en_as_text = self.active_skill.jp_skill.full_text( EnASTextConverter()) if self.active_skill else None
def text(self, converter: ASTextConverter) -> str: return converter.spawn_spinner(self.turns, self.speed, self.count)
import argparse import os import pathlib import padtools from pad.common import pad_util from pad.common.shared_types import Server from pad.raw.skills import skill_text_typing from pad.raw.skills.en.active_skill_text import EnASTextConverter from pad.raw.skills.jp.active_skill_text import JpASTextConverter from pad.raw.skills.en.leader_skill_text import EnLSTextConverter from pad.raw.skills.jp.leader_skill_text import JpLSTextConverter from pad.raw.skills.jp.enemy_skill_text import JpESTextConverter from pad.raw.skills.en.enemy_skill_text import EnESTextConverter from pad.raw.skills.leader_skill_info import LeaderSkill AS_CONVERTERS = (JpASTextConverter(), EnASTextConverter(), EnASTextConverter()) LS_CONVERTERS = (JpLSTextConverter(), EnLSTextConverter(), EnLSTextConverter()) ES_CONVERTERS = (JpESTextConverter(), EnESTextConverter(), EnESTextConverter()) from pad.raw_processor import merged_database from pad.raw_processor.crossed_data import CrossServerDatabase from pad.raw.skills.enemy_skill_info import BEHAVIOR_MAP def parse_args(): parser = argparse.ArgumentParser(description="Runs the integration test.", add_help=False) input_group = parser.add_argument_group("Input") input_group.add_argument("--input_dir", required=True, help="Path to a folder where the input data is")
def text(self, converter: ASTextConverter) -> str: return converter.shield_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.auto_heal_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.ctw_convert(self)
def text(self, converter: ASTextConverter) -> str: return converter.move_time_buff_convert(self)