예제 #1
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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))
예제 #2
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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))
예제 #3
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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)
예제 #4
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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))
예제 #5
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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))
예제 #6
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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))
예제 #7
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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))
예제 #8
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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))
예제 #10
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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))
예제 #12
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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))
예제 #13
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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)
예제 #14
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class CrosshairBomberModel(AutoFilledDataModel):
    DATA_SOURCE = CrosshairBomberSource
    SCHEME = Structure(sightAngle=FloatT,
                       compassAngle=FloatT,
                       zoomIndex=IntT,
                       markerPosition=DictT,
                       isLock=BoolT)
예제 #15
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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)
예제 #16
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class CrosshairSniperModel(AutoFilledDataModel):
    DATA_SOURCE = CrosshairSniperSource
    SCHEME = Structure(toggleForsage=BoolT,
                       scopeSize=FloatT,
                       scopeMaxSize=IntT,
                       pulsation=FloatT,
                       scopeShakeLength=IntT)
예제 #17
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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)
예제 #18
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class LoadingModel(AutoFilledDataModel):
    DATA_SOURCE = LoadingSource
    CONTROLLER = LoadingController
    SCHEME = Structure(progress=IntT,
                       commonHint=StringT,
                       planeHint=StringT,
                       preBattleHintAvailable=BoolT,
                       preBattleHintSkipKey=StringT,
                       timeBetweenFinishLoadingAndStartBattle=IntT)
예제 #19
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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))
예제 #20
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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))
예제 #21
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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)
예제 #22
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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)
예제 #23
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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)
예제 #24
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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)
예제 #25
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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)
예제 #27
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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)
예제 #29
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class TimeModel(AutoFilledDataModel):
    DATA_SOURCE = TimeSource
    SCHEME = Structure(time=IntT, timeMax=IntT)
예제 #30
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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)