From e318033b21e386cf762fd4e9b8f64534d1dededa Mon Sep 17 00:00:00 2001 From: Kyle873 Date: Sat, 25 May 2024 04:20:13 -0400 Subject: [PATCH] More table stuff --- Elisa/Data/Table.cs | 62 ++- Elisa/Data/Tables/CatchData.cs | 4 +- Elisa/Data/Tables/STC.cs | 748 ++++++++++++++++++++++++++++++++- 3 files changed, 792 insertions(+), 22 deletions(-) diff --git a/Elisa/Data/Table.cs b/Elisa/Data/Table.cs index 2372fd7..35513ae 100644 --- a/Elisa/Data/Table.cs +++ b/Elisa/Data/Table.cs @@ -22,11 +22,67 @@ public class LoadDataAttribute(string fileName, LoadDataType dataType) : Attribu public static class Table { - [LoadData("gun_exp_info.json", LoadDataType.CatchData)] - public static List gun_exp_info { get; private set; } = null!; + #region CatchData + [LoadData("gun_exp_info.json", LoadDataType.CatchData)] + public static List gun_exp_info { get; private set; } = null!; + + #endregion + + #region STC + + [LoadData("daily.json", LoadDataType.STC)] + public static List daily { get; private set; } = null!; + + [LoadData("equip.json", LoadDataType.STC)] + public static List equip { get; private set; } = null!; + + [LoadData("fairy.json", LoadDataType.STC)] + public static List fairy { get; private set; } = null!; + + [LoadData("furniture.json", LoadDataType.STC)] + public static List furniture { get; private set; } = null!; + + [LoadData("gift_item.json", LoadDataType.STC)] + public static List gift_item { get; private set; } = null!; + + [LoadData("gun.json", LoadDataType.STC)] + public static List gun { get; private set; } = null!; + + [LoadData("item.json", LoadDataType.STC)] + public static List item { get; private set; } = null!; + + [LoadData("mission.json", LoadDataType.STC)] + public static List mission { get; private set; } = null!; + + [LoadData("present.json", LoadDataType.STC)] + public static List present { get; private set; } = null!; + + [LoadData("prize.json", LoadDataType.STC)] + public static List prize { get; private set; } = null!; + + [LoadData("sangvis.json", LoadDataType.STC)] + public static List sangvis { get; private set; } = null!; + + [LoadData("skin.json", LoadDataType.STC)] + public static List skin { get; private set; } = null!; + [LoadData("spot.json", LoadDataType.STC)] - public static List spot { get; private set; } = null!; + public static List spot { get; private set; } = null!; + + [LoadData("squad.json", LoadDataType.STC)] + public static List squad { get; private set; } = null!; + + [LoadData("vehicle.json", LoadDataType.STC)] + public static List vehicle { get; private set; } = null!; + + [LoadData("vehicle_component.json", LoadDataType.STC)] + public static List vehicle_component { get; private set; } = null!; + + [LoadData("weekly.json", LoadDataType.STC)] + public static List weekly { get; private set; } = null!; + + #endregion public static void Load() { diff --git a/Elisa/Data/Tables/CatchData.cs b/Elisa/Data/Tables/CatchData.cs index 4b68725..2c32491 100644 --- a/Elisa/Data/Tables/CatchData.cs +++ b/Elisa/Data/Tables/CatchData.cs @@ -1,7 +1,7 @@ namespace Elisa.Data.Tables; -public class gun_exp_info : Model +public class GunExpInfo : Model { - public string lv; public string exp; + public string lv; } diff --git a/Elisa/Data/Tables/STC.cs b/Elisa/Data/Tables/STC.cs index 560558d..e06cd29 100644 --- a/Elisa/Data/Tables/STC.cs +++ b/Elisa/Data/Tables/STC.cs @@ -1,31 +1,745 @@ namespace Elisa.Data.Tables; -public class spot : Model +public class Daily : Model { + public int ammo; + public string content; + public int core; + public int count; + public int exchange_prize_id; + public int function_control_id; + public int gem; + public int goto_page_id; + public int gun_id; + public int identity; + public string item_ids; + public int mission_type; + public int mp; + public int mre; + public int part; + public int prize_id; + public string title; + public string type; + public int user_exp; +} + +public class Equip : Model +{ + public string armor; + public string armor_piercing; + public int auto_select_id; + public string bonus_type; + public string bullet_number_up; + public int category; + public string code; + public string company; + public string critical_harm_rate; + public string critical_percent; + public string damage_amplify; + public string damage_reduction; + public string description; + public int description_skill; + public int develop_duration; + public string dodge; + public int dot_damage; + public int dot_percent; + public int dot_time; + public string equip_introduction; + public double exclusive_rate; + public string fit_guns; + public string group_id; + public string hit; public int id; - public int mission_id; + public int is_addition; + public int is_show; + public int max_level; + public string name; + public string night_view_percent; + public string obtain_ids; + public string passive_skill; + public string pow; + public double powerup_ammo; + public double powerup_mp; + public double powerup_mre; + public double powerup_part; + public int rank; + public string rate; + public int retire_ammo; + public int retire_mp; + public int retire_mre; + public int retire_part; + public string shield; + public int skill; + public int skill_effect; + public int skill_effect_per; + public int skill_level_up; + public int slow_down_percent; + public int slow_down_rate; + public int slow_down_time; + public string sp_description; + public string speed; public int type; - public int special_eft; - public string route; +} + +public class Fairy : Model +{ + public int ai; + public int armor; + public int armor_mod; + public int armor_piercing; + public string avatar_offset; + public string avatar_scale; + public int category; + public string code; + public int critical_harm_rate; + public int critical_harm_rate_mod; + public string description; + public int develop_duration; + public int dodge; + public int dodge_mod; + public int grow; + public int hit; + public int hit_mod; + public int id; + public int if_mod; + public string introduce; + public int is_additional; + public int mod_exp; + public string name; + public string obtain_ids; + public int org_id; + public string passive_skill_mod; + public string picture_offset; + public string picture_scale; + public int pow; + public int pow_mod; + public int powerup_ammo; + public int powerup_mp; + public int powerup_mre; + public int powerup_part; + public string proportion; + public int quality_exp; + public string quality_need_number; + public int retireammo; + public int retiremp; + public int retiremre; + public int retirepart; + public string skill_id; + public string skill_id_mod; + public int type; +} + +public class Furniture : Model +{ + public int ai; + public int bonus_id; + public int classes; + public string code; + public int deco_rate; + public int decompose_gift; + public string description; + public string furniture_bgm; + public int id; + public string interact_point; + public string interact_point_offset; + public string name; + public string offset; + public string position; + public string rotate; + public string sorting; + public string space; + public string texture_type; + public string touch_area; + public int type; +} + +public class GiftItem : Model +{ + public string bonus_description; + public string code; + public string description; + public string detail_introduction; + public int exp; + public int favor; + public int fit_gun; + public int id; + public int is_hidden; + public string item_access; + public string name; + public string normal_description; + public int poster; + public int profile_pic; + public int rank; + public int skin; + public int sort; + public int type; +} + +public class Gun : Model +{ + public int ai; + public int ammo_add_withnumber; + public int armor_piercing; + public int atk_speed_max; + public int baseammo; + public int basemre; + public string character; + public string code; + public int crit; + public int develop_duration; + public string dialogue; + public string dynamic_passive_skill; + public int eat_ratio; + public int effect_grid_center; + public string effect_grid_effect; + public string effect_grid_pos; + public string effect_guntype; + public string en_introduce; + public string en_name; + public string explore_tag; + public string extra; + public string gun_detail_bg; + public string gun_tag_ids; + public int id; + public string introduce; + public int is_additional; + public string item_id; + public string launch_time; + public int max_equip; + public string mindupdate_consume; + public int mre_add_withnumber; + public string name; + public int normal_attack; + public string obtain_ids; + public int org_id; + public string passive_skill; + public int prize_id; + public int rank; + public int rank_display; + public int ratio_armor; + public int ratio_dodge; + public int ratio_hit; + public int ratio_life; + public int ratio_pow; + public int ratio_range; + public int ratio_rate; + public int ratio_rec; + public int ratio_speed; + public string recommended_team_ids; + public int related_story_id; + public int retireammo; + public int retiremp; + public int retiremre; + public int retirepart; + public string show_damage_skin; + public int skill1; + public int skill2; + public int special; + public int type; + public string type_equip1; + public string type_equip2; + public string type_equip3; + public string type_equip4; +} + +public class Item : Model +{ + public string arg; + public string code; + public int consume_type; + public string daily_limit; + public string detail_introduction; + public int id; + public string initial_num; + public string introduction; + public int is_hide_info; + public string item_access; + public string item_name; + public int rank; + public int sort; + public int type; + public int upper_limit; +} + +public class Mission : Model +{ + public string adaptive_gun; + public string ally_boss_team_id; + public string ally_code; + public int auto_battle; + public string boss_team_id; + public string branch_next_mission_id; + public int campaign; + public string close_mission_control; + public string close_missions; + public int coin_ap; + public int coin_type; + public string color_change_number; + public string color_change_result; + public string color_change_type; + public int costbp; + public string daily_demand; + public int difficulty; + public string difficulty_recommend; + public string difficulty_recommend_addendum; + public string draw_code; + public string draw_event_s_id; + public string drop_item_count; + public string drop_key_info; + public string drop_mission_item; + public string drop_mission_key; + public int duplicate_type; + public int endless_mode; + public int enemy_ai_type; + public int enemy_quickmove; + public string environment_transform_config; + public string event_score; + public int exp_parameter; + public int expect_defend_line_turn; + public int expect_enemy_die_num; + public int expect_gun_die_num; + public string expect_hostage_num; + public int expect_turn; + public string fight_environment_group; + public string fog_color; + public string fog_length; + public string force_type; + public string getcoin; + public string getcoin_parameter; + public string guide_cdn; + public int id; + public int if_emergency; + public string integration_switch; + public int is_hide; + public string is_snow; + public string limit_component_pool; + public string limit_equip_pool; + public string limit_gun_pool; + public int limit_sangvis; + public int limit_squad; + public string limit_team; + public int limit_vehicle; + public string lose_type; + public string map_information; + public string map_res_name; + public int mapped_mission_id; + public string medal_type_silver; + public string mission_describe; + public string mission_group_draw_event; + public int mission_group_id; + public string mission_intensify_item_config; + public string mission_tip; + public string name; + public string open_mission_items; + public string open_mission_keys; + public int order; + public string random_line_spot; + public int recommend_gun_level; + public string recommended_team_ids; + public string reinforce_ally_spot; + public string reinforce_ally_team; + public int reinforce_ally_turn; + public int reset_drop_key_once; + public int restart_hide; + public string round_config; + public string score_prize; + public string special_spot_id; + public int special_type; + public string spot_reset; + public int sub; + public string supply_parameter; + public int support_available; + public string title_logo; + public long turn_duration; + public int turn_limit; + public string type; + public string win_spot_id; + public string win_step; + public int win_turn; + public string win_type; +} + +public class Present : Model +{ + public int drop_package_id; + public int due_prize_id; + public string due_time; + public int function; + public int item_id; + public int multi_num; + public string poster; + public string present_info; + public int prize_id; + public int type; +} + +public class Prize : Model +{ + public int ammo; + public int bp_pay; + public string chip; + public string coins; + public string commander_uniform; + public string content; + public int core; + public string equip_ids; + public string fairy_ids; + public string furniture; + public int gem; + public int gem_pay; + public string gift; + public string gun_id; + public string icon; + public int id; + public string item_ids; + public int mp; + public int mre; + public string name; + public int part; + public string sangvis; + public int send_limit; + public int skin; + public int user_exp; + public string vehicle_component; +} + +public class Sangvis : Model +{ + public int ai; + public int ammo_add_withnumber; + public int ap_add; + public int ap_cost; + public int armor_piercing; + public int assist_attack_range; + public int attack_range_type; + public int baseammo; + public int basemre; + public string character; + public string code; + public int crit; + public int crit_dmg; + public string dialogue; + public int display_enemy_team; + public int dorm_scale; + public string dynamic_passive_skill; + public int eat_ratio; + public string effect_grid_effect; + public string en_introduce; + public string en_name; + public string extra; + public int forces; + public int formation; + public string gun_tag_ids; + public int id; + public int illustration_id; + public string introduce; + public int is_additional; + public string launch_time; + public int mre_add_withnumber; + public string name; + public int normal_attack; + public string obtain_ids; + public int org_id; + public string passive_skill2; + public string picture_offset; + public string picture_scale; + public int rank; + public int ratio_armor; + public int ratio_dodge; + public int ratio_hit; + public int ratio_hp; + public int ratio_pow; + public int ratio_range; + public int ratio_rate; + public int ratio_rec; + public int ratio_speed; + public string recommended_team_ids; + public int resolution; + public int search_range; + public string shape_scale; + public int skill_advance; + public string skill_resolution; + public int skill1; + public int skill2; + public int skill2_type; + public int skill3; + public int special; + public int type; + public string type_chip1; + public string type_chip2; + public string type_chip3; +} + +public class Skin : Model +{ + public int ai; + public int class_id; + public string dialog; + public string explore_tag; + public int extra; + public int fit_gun; + public string gift_position; + public int id; + public string illustrator_cv; + public int is_hidden; + public string name; + public string note; + public int order; + public int skin_source; + public string substitute_voice; + public int voice; +} + +public class Spot : Model +{ + public string access_type; + public string active_cycle; + public int ally_team_id; + public string auto_teleport; + public int belong; + public int building_id; + public string code; public int coordinator_x; public int coordinator_y; - public int enemy_team_id; - public int ally_team_id; - public int belong; - public string random_get; - public int map_type; public string curve_control; - public string active_cycle; public string durability; - public string map_route; - public string map_code; - public string hostage_info; - public int building_id; + public int enemy_team_id; public string forbid_specialspot; + public string hostage_info; + public int id; + public string map_code; public int map_num; + public string map_route; + public int map_type; + public int mission_id; public int package; - public string auto_teleport; + public string random_get; + public string route; + public int special_eft; public string spot_effect; - public string access_type; - public string code; + public int type; } + +public class Squad : Model +{ + public int advanced_bonus; + public int ammo_part; + public int armor_piercing; + public int assist_armor_piercing; + public int assist_attack_round; + public int assist_damage; + public int assist_damage_destroy_coef; + public int assist_def_break; + public int assist_hit; + public int assist_reload; + public int assist_type; + public int atk_speed; + public int attack_range; + public int attack_round; + public int baseammo; + public int basemre; + public int basic_rate; + public string battle_assist_range; + public string code; + public int cpu_id; + public int cpu_rate; + public int crit_damage; + public int crit_rate; + public int damage; + public int deploy_round; + public int destroy_coef; + public int develop_duration; + public string dialogue; + public int display_assist_area_coef; + public int display_assist_damage_area; + public int dodge; + public string dorm_ai; + public string dynamic_passive_skill; + public string en_introduce; + public string en_name; + public string extra; + public int hit; + public int hp; + public int id; + public string introduce; + public int is_additional; + public int is_piece_only; + public int is_show; + public string launch_time; + public string mission_skill_repair; + public int move; + public int mre_part; + public string name; + public int night_vision; + public int normal_attack; + public int normal_attack_description; + public string obtain_ids; + public int org_id; + public string passive_skill; + public int performance_skill; + public int piece_item_id; + public int population; + public int skill1; + public int skill2; + public int skill3; + public int type; +} + +public class Vehicle : Model +{ + public int ammo_part; + public int assist_attack_round; + public int assist_damage_destroy_coef; + public int assist_type; + public string assit_passive_skill; + public int assit_skill; + public int attack_round; + public int baseammo; + public int basemre; + public int basic_armor; + public int basic_atk_speed; + public int basic_dodge; + public int basic_effect; + public int basic_heavy_damage; + public int basic_hit; + public int basic_hp; + public int basic_light_damage; + public int basic_precision; + public int basic_reload; + public string battle_assist_range; + public string C_off; + public int capacity; + public string code; + public int common_component_num; + public string crew_ids; + public int crit; + public int crit_dmg; + public int def_break; + public int deploy_round; + public int destroy_coef; + public int display_assist_damage_area; + public string dorm_interact; + public string dynamic_passive_skill; + public string effect_rank; + public string en_name; + public int energy_bak_max; + public int energy_cost; + public int energy_max; + public int H_armor_piercing; + public int H_attack_rang; + public int id; + public string interact_point; + public string interact_point_offset; + public string introduce; + public int L_armor_piercing; + public int L_attack_rang; + public string launch_times; + public string long_attack_range; + public string mission_skill; + public int mission_skill_repair; + public int move; + public int mre_part; + public string name; + public string name_component1; + public string name_component2; + public string name_component3; + public string name_component4; + public string name_component5; + public int night_vision; + public int normal_attack; + public int original_component1; + public int original_component2; + public int original_component3; + public string passive_skill; + public int performance_skill; + public int population; + public string talent_skill; + public int type; + public string type_component1; + public string type_component2; + public string type_component3; + public string type_component4; + public string type_component5; + public string unlock_mission; +} + +public class VehicleComponent : Model +{ + public int armor; + public int atk_speed; + public int atk_speed_ratio; + public int att_roll; + public int attack_type; + public string basic_effect; + public string bonus_type; + public string code; + public int critical_harm_rate; + public int critical_percent; + public string custom_type; + public int def_break; + public string description; + public int dodge; + public string effect_range; + public int energy; + public int energy_bak; + public int exp_provide; + public int group; + public int H_armor_piercing; + public int h_weapon_ratio; + public int heavy_damage; + public int hit; + public int hit_ratio; + public int id; + public string inherent_mission_skill; + public string interact_point; + public string interact_point_offset; + public string introduction; + public int is_addition; + public int is_show; + public int L_armor_piercing; + public int l_weapon_ratio; + public int light_damage; + public string name; + public int night_view_percent; + public int normal_attack; + public string obtain_ids; + public int precision; + public int precision_ratio; + public int rank; + public int reload; + public int reload_ratio; + public int search_range; + public string skill; + public string skill_group; + public string sp_description; + public int speed; + public string turn_mission_skill; + public int type; + public string unable_buff_id; + public string unable_buff_type; + public string unlock_lv; +} + +public class Weekly : Model +{ + public int ammo; + public string content; + public int core; + public int count; + public int exchange_prize_id; + public int function_control_id; + public int gem; + public int goto_page_id; + public int gun_id; + public int identity; + public string item_ids; + public int mp; + public int mre; + public int part; + public int prize_id; + public string title; + public string type; + public int user_exp; +} + +