🌱 幻想真境剧诗数据获取

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目棃
2024-11-08 17:24:54 +08:00
parent 8020d623e3
commit eea9287cfa
7 changed files with 377 additions and 22 deletions

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src/types/Game/Combat.d.ts vendored Normal file
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/**
* @file types/Game/Combat.d.ts
* @description 幻想真境剧诗类型定义
* @since Beta v0.6.2
*/
/**
* @description 幻想真境剧诗相关类型
* @since Beta v0.6.2
* @namespace TGApp.Game.Combat
* @memberOf TGApp.Game
*/
declare namespace TGApp.Game.Combat {
/**
* @description 幻想真境剧诗数据返回类型
* @interface Response
* @since Beta v0.6.2
* @extends TGApp.BBS.Response.BaseWithData
* @property {FullData} data
* @return Response
*/
interface Response extends TGApp.BBS.Response.BaseWithData {
data: FullData;
}
/**
* @description 返回完整数据类型
* @interface FullData
* @since Beta v0.6.2
* @property {boolean} is_unlock 是否解锁
* @property {Record<string,string>} links 相关链接
* @property {Array<Combat>} data 挑战数据
* @return FullData
*/
interface FullData {
is_unlock: boolean;
links: Record<string, string>;
data: Array<Combat>;
}
/**
* @description 角色数据
* @interface Avatar
* @since Beta v0.6.2
* @property {number} avatar_id 角色id
* @property {number} avatar_type 角色武器类型 // todo
* @property {string} name 角色名称
* @property {string} element 角色元素 // todo Dendro
* @property {string} image 角色图像
* @property {number} level 角色等级
* @property {number} rarity 角色稀有度
* @return Avatar
*/
interface Avatar {
avatar_id: number;
avatar_type: number;
name: string;
element: string;
image: string;
level: number;
rarity: number;
}
/**
* @description 简要角色
* @interface AvatarMini
* @since Beta v0.6.2
* @property {number} avatar_id 角色id
* @property {number} avatar_icon 角色图标
* @property {string} value 值
* @property {number} rarity 角色稀有度
* @return AvatarMini
*/
interface AvatarMini {
avatar_id: number;
avatar_icon: string;
value: string;
rarity: number;
}
/**
* @description Buff
* @interface Buff
* @since Beta v0.6.2
* @property {string} name 名称
* @property {string} icon 图标
* @property {number} level 等级
* @property {Array<BuffEffect>} level_effect 不同等级下的助益
* @return Buff
*/
interface Buff {
name: string;
icon: string;
level: number;
level_effect: Array<BuffEffect>;
}
/**
* @description Buff助益
* @interface BuffEffect
* @since Beta v0.6.2
* @property {string} icon 图标
* @property {string} name 名称
* @property {string} desc 描述
* @return BuffEffect
*/
interface BuffEffect {
icon: string;
name: string;
desc: string;
}
/**
* @description 卡片
* @interface Card
* @since Beta v0.6.2
* @property {string} icon 图标
* @property {string} name 名称
* @property {string} desc 描述 // todo 带 <color>
* @property {boolean} is_enhanced 是否加强
* @property {number} id ID
* @return Card
*/
interface Card {
icon: string;
name: string;
desc: string;
is_enhanced: boolean;
id: number;
}
/**
* @description 时间
* @interface DateTime
* @since Beta v0.6.2
* @property {number} year 年份
* @property {number} month 月份
* @property {number} day 日期
* @property {number} hour 小时
* @property {number} minute 分钟
* @property {number} second 秒
* @return DateTime
*/
interface DateTime {
year: number;
month: number;
day: number;
hour: number;
minute: number;
second: number;
}
/**
* @description 状态
* @interface Stat
* @since Beta v0.6.2
* @property {number} difficulty_id 难度等级
* @property {number} max_round_id 最多层数
* @property {number} heraldry 纹章数
* @property {Array<0|1>} get_medal_round_list 星章获取状况
* @property {number} medal_num 星章获取数
* @property {number} coin_num 硬币数
* @property {number} avatar_bonus_num 角色声援数
* @property {number} rent_cnt 出借次数
* @return Stat
*/
interface Stat {
difficulty_id: number;
max_round_id: number;
heraldry: number;
get_medal_round_list: Array<0 | 1>;
medal_num: number;
coin_num: number;
avatar_bonus_num: number;
rent_cnt: number;
}
/**
* @description 敌人
* @interface Enemy
* @since Beta v0.6.2
* @property {string} name 名称
* @property {string} icon 图标
* @property {number} level 等级
* @return Enemy
*/
interface Enemy {
name: string;
icon: string;
level: number;
}
/**
* @description 单期挑战数据
* @interface Combat
* @since Beta v0.6.2
* @property {Detail} detail 挑战详情
* @property {Stat} stat 挑战状态
* @property {Schedule} schedule 挑战期数
* @property {boolean} has_data 是否有数据
* @property {boolean} has_detail_data 是否有详细数据
* @return Combat
*/
interface Combat {
detail: Detail;
stat: Stat;
schedule: Schedule;
has_data: boolean;
has_detail_data: boolean;
}
/**
* @description 挑战详情
* @interface Detail
* @since Beta v0.6.2
* @property {Array<RoundData>} rounds_data 轮次数据
* @property {Stat} detail_stat 详细状态
* @property {string} lineup_link 未知链接
* @property {Array<Avatar>} backup_avatars 后备角色
* @property {FightStatisic} fight_statisic buff加成
* @return Detail
*/
interface Detail {
rounds_data: Array<RoundData>;
detail_stat: Stat;
lineup_link: string;
backup_avatars: Array<Avatar>;
fight_statisic: FightStatisic;
}
/**
* @description 轮次数据
* @since Beta v0.6.2
* @interface RoundData
* @property {Array<Avatar>} avatars 角色
* @property {Array<Card>} choice_cards 选中卡片
* @property {Array<Buff>} buffs 获得 助益
* @property {boolean} is_get_medal 是否获得星章
* @property {number} round_id 轮次ID
* @property {string} finish_time 完成时间(秒级时间戳)
* @property {DateTime} finish_date_time 完成时间
* @property {Array<Enemy>} enemies 敌人
* @property {SplendourBuff} splendour_buff 总体Buff
* @return RoundData
*/
interface RoundData {
avatars: Array<Avatar>;
choice_cards: Array<Card>;
buffs: Array<Buff>;
is_get_medal: boolean;
round_id: number;
finish_time: string;
finish_date_time: DateTime;
enemies: Array<Enemy>;
splendour_buff: SplendourBuff;
}
/**
* @description 总体buff
* @interface SplendourBuff
* @since Beta v0.6.2
* @property {object} summary 概况
* @property {number} summary.total_level 总等级
* @property {string} summary.desc 描述
* @property {Array<Buff>} buffs 助益
* @return SplendourBuff
*/
interface SplendourBuff {
summary: {
total_level: number;
desc: string;
};
buffs: Array<Buff>;
}
/**
* @description 战斗数据
* @interface FightStatisic
* @since Beta v0.6.2
* @property {AvatarMini} max_defeat_avatar 击败最多敌人
* @property {AvatarMini} max_damage_avatar 最高伤害输出
* @property {AvatarMini} max_take_damage_avatar 最高承受伤害
* @property {AvatarMini} total_coin_consumed 消耗幻剧之花
* @property {Array<AvatarMini>} shortest_avatar_list 最快完成演出队伍
* @property {number} total_use_time 总时间
* @property {boolean} is_show_battle_stats 是否展示
* @return FightStatisic
*/
interface FightStatisic {
max_defeat_avatar: AvatarMini;
max_damage_avatar: AvatarMini;
max_take_damage_avatar: AvatarMini;
total_coin_consumed: AvatarMini;
shortest_avatar_list: Array<AvatarMini>;
total_use_time: number;
is_show_battle_stats: boolean;
}
/**
* @description 期数
* @interface Schedule
* @since Beta v0.6.2
* @property {string} start_time 开始时间(秒级时间戳)
* @property {string} end_time 结束时间(秒级时间戳)
* @property {number} schedule_type 类型 // 1-本期。2-上期
* @property {number} schedule_id ID
* @property {DateTime} start_date_time 开始时间
* @property {DateTime} end_date_time 结束时间
* @return Schedule
*/
interface Schedule {
start_time: string;
end_time: string;
schedule_type: number;
schedule_id: number;
start_date_time: DateTime;
end_date_time: DateTime;
}
}