package fortnite import ( "encoding/json" "io" "math/rand" "net/http" "strings" "github.com/ectrc/snow/aid" "github.com/ectrc/snow/storage" ) type FortniteAPI struct { URL string C *http.Client } type FAPI_Response struct { Status int `json:"status"` Data []FAPI_Cosmetic `json:"data"` } type FAPI_Error struct { Status int `json:"status"` Error string `json:"error"` } type FAPI_Cosmetic struct { ID string `json:"id"` Name string `json:"name"` Description string `json:"description"` Type struct { Value string `json:"value"` DisplayValue string `json:"displayValue"` BackendValue string `json:"backendValue"` } `json:"type"` Rarity struct { Value string `json:"value"` DisplayValue string `json:"displayValue"` BackendValue string `json:"backendValue"` } `json:"rarity"` Series struct { Value string `json:"value"` Image string `json:"image"` BackendValue string `json:"backendValue"` } `json:"series"` Set struct { Value string `json:"value"` Text string `json:"text"` BackendValue string `json:"backendValue"` } `json:"set"` Introduction struct { Chapter string `json:"chapter"` Season string `json:"season"` Text string `json:"text"` BackendValue int `json:"backendValue"` } `json:"introduction"` Images struct { Icon string `json:"icon"` Featured string `json:"featured"` SmallIcon string `json:"smallIcon"` Other map[string]string `json:"other"` } `json:"images"` Variants []struct { Channel string `json:"channel"` Type string `json:"type"` Options []struct { Tag string `json:"tag"` Name string `json:"name"` Image string `json:"image"` } `json:"options"` } `json:"variants"` GameplayTags []string `json:"gameplayTags"` SearchTags []string `json:"searchTags"` MetaTags []string `json:"metaTags"` ShowcaseVideo string `json:"showcaseVideo"` DynamicPakID string `json:"dynamicPakId"` DisplayAssetPath string `json:"displayAssetPath"` DisplayAssetPath2 string ItemPreviewHeroPath string `json:"itemPreviewHeroPath"` Backpack string `json:"backpack"` Path string `json:"path"` Added string `json:"added"` ShopHistory []string `json:"shopHistory"` BattlePass bool `json:"battlePass"` } type Set struct { Items map[string]FAPI_Cosmetic `json:"items"` Name string `json:"name"` BackendName string `json:"backendName"` } type CosmeticData struct { Items map[string]FAPI_Cosmetic `json:"items"` Sets map[string]Set `json:"sets"` } func (c *CosmeticData) GetRandomItem() FAPI_Cosmetic { randomInt := rand.Intn(len(c.Items)) i := 0 for _, item := range c.Items { if i == randomInt { return item } i++ } return c.GetRandomItem() } func (c *CosmeticData) GetRandomItemByType(itemType string) FAPI_Cosmetic { randomInt := rand.Intn(len(c.Items)) i := 0 for _, item := range c.Items { if item.Type.BackendValue != itemType { continue } if i == randomInt { return item } i++ } return c.GetRandomItemByType(itemType) } func (c *CosmeticData) GetRandomItemByNotType(itemType string) FAPI_Cosmetic { randomInt := rand.Intn(len(c.Items)) i := 0 for _, item := range c.Items { if item.Type.BackendValue == itemType { continue } if i == randomInt { return item } i++ } return c.GetRandomItemByNotType(itemType) } func (c *CosmeticData) GetRandomSet() Set { randomInt := rand.Intn(len(c.Sets)) i := 0 for _, set := range c.Sets { if i == randomInt { return set } i++ } return c.GetRandomSet() } var ( StaticAPI = NewFortniteAPI() Cosmetics = CosmeticData{ Items: make(map[string]FAPI_Cosmetic), Sets: make(map[string]Set), } ) func NewFortniteAPI() *FortniteAPI { return &FortniteAPI{ URL: "https://fortnite-api.com", C: &http.Client{}, } } func (f *FortniteAPI) Get(path string) (*FAPI_Response, error) { req, err := http.NewRequest("GET", f.URL + path, nil) if err != nil { return nil, err } resp, err := f.C.Do(req) if err != nil { return nil, err } bodyBytes, err := io.ReadAll(resp.Body) if err != nil { return nil, err } var data FAPI_Response err = json.Unmarshal(bodyBytes, &data) if err != nil { return nil, err } return &data, nil } func (f *FortniteAPI) GetAllCosmetics() ([]FAPI_Cosmetic, error) { resp, err := f.Get("/v2/cosmetics/br") if err != nil { return nil, err } return resp.Data, nil } func (f *FortniteAPI) GetPlaylistImage(playlist string) (any, error) { return nil, nil } func PreloadCosmetics(max int) error { aid.Print("Fortnite Assets from", StaticAPI.URL) list, err := StaticAPI.GetAllCosmetics() if err != nil { return err } battlePassSkins := make([]FAPI_Cosmetic, 0) for _, item := range list { if item.Introduction.BackendValue > max { continue } if len(item.ShopHistory) == 0 && item.Type.Value == "outfit" { item.BattlePass = true battlePassSkins = append(battlePassSkins, item) } Cosmetics.Items[item.ID] = item if item.Set.BackendValue != "" { if _, ok := Cosmetics.Sets[item.Set.BackendValue]; !ok { Cosmetics.Sets[item.Set.BackendValue] = Set{ Items: make(map[string]FAPI_Cosmetic), Name: item.Set.Value, BackendName: item.Set.BackendValue, } } Cosmetics.Sets[item.Set.BackendValue].Items[item.ID] = item } } found := make([]string, 0) characters := make([]string, 0) for id, item := range Cosmetics.Items { if item.Type.Value == "outfit" { characters = append(characters, id) } if item.Type.Value != "backpack" { continue } if item.ItemPreviewHeroPath == "" { continue } previewHeroPath := strings.Split(item.ItemPreviewHeroPath, "/") characterId := previewHeroPath[len(previewHeroPath)-1] character, ok := Cosmetics.Items[characterId] if !ok { continue } character.Backpack = id Cosmetics.Items[characterId] = character if _, ok := Cosmetics.Sets[character.Set.BackendValue]; !ok { Cosmetics.Sets[character.Set.BackendValue] = Set{ Items: make(map[string]FAPI_Cosmetic), Name: character.Set.Value, BackendName: character.Set.BackendValue, } } Cosmetics.Sets[character.Set.BackendValue].Items[characterId] = character found = append(found, id) } aid.Print("Preloaded", len(found), "backpacks with characters", "(", float64(len(found))/float64(len(characters))*100, "% ) coverage") assets := storage.HttpAsset("QKnwROGzQjYm1W9xu9uL3VrbSA0tnVj6NJJtEChUdAb3DF8uN.json") if assets == nil { panic("Failed to load assets") } var assetData []string err = json.Unmarshal(*assets, &assetData) if err != nil { return err } withDisplayAssets := 0 for _, asset := range assetData { asset := strings.ReplaceAll(asset, "DAv2_", "") parts := strings.Split(asset, "_") if strings.Contains(asset, "Bundle") { withDisplayAssets++ continue } switch { case parts[0] == "CID": addCharacterAsset(parts) case parts[0] == "Character": addCharacterAsset(parts) case parts[0] == "BID": addBackpackAsset(parts) case parts[0] == "EID": addEmoteAsset(parts) case parts[0] == "Emote": addEmoteAsset(parts) case parts[0] == "Pickaxe": addPickaxeAsset(parts) case parts[0] == "Wrap": addWrapAsset(parts) case parts[0] == "Glider": addGliderAsset(parts) case parts[0] == "MusicPack": addMusicAsset(parts) } } for _, item := range Cosmetics.Items { if item.DisplayAssetPath2 == "" { continue } withDisplayAssets++ } aid.Print("Preloaded", len(Cosmetics.Items), "cosmetics with", withDisplayAssets, "display assets", "(", float64(withDisplayAssets)/float64(len(assetData))*100, "% ) coverage" ) return nil } func addCharacterAsset(parts []string) { character := FAPI_Cosmetic{} for _, item := range Cosmetics.Items { if item.Type.Value != "outfit" { continue } if parts[0] == "CID" { cid := "" if parts[1] != "A" { cid = parts[0] + "_" + parts[1] } if parts[1] == "A" { cid = parts[0] + "_A_" + parts[2] } if strings.Contains(item.ID, cid) { character = item break } } if parts[0] == "Character" { if strings.Contains(item.ID, parts[1]) { character = item break } } } if character.ID == "" { return } character.DisplayAssetPath2 = "DAv2_" + strings.Join(parts, "_") Cosmetics.Items[character.ID] = character if _, ok := Cosmetics.Sets[character.Set.BackendValue]; !ok { Cosmetics.Sets[character.Set.BackendValue] = Set{ Items: make(map[string]FAPI_Cosmetic), Name: character.Set.Value, BackendName: character.Set.BackendValue, } } Cosmetics.Sets[character.Set.BackendValue].Items[character.ID] = character } func addBackpackAsset(parts []string) { backpack := FAPI_Cosmetic{} for _, item := range Cosmetics.Items { if item.Type.Value != "backpack" { continue } bid := "" if parts[1] != "A" { bid = parts[0] + "_" + parts[1] } if parts[1] == "A" { bid = parts[0] + "_A_" + parts[2] } if strings.Contains(item.ID, bid) { backpack = item break } } if backpack.ID == "" { return } backpack.DisplayAssetPath2 = "DAv2_" + strings.Join(parts, "_") Cosmetics.Items[backpack.ID] = backpack if _, ok := Cosmetics.Sets[backpack.Set.BackendValue]; !ok { Cosmetics.Sets[backpack.Set.BackendValue] = Set{ Items: make(map[string]FAPI_Cosmetic), Name: backpack.Set.Value, BackendName: backpack.Set.BackendValue, } } Cosmetics.Sets[backpack.Set.BackendValue].Items[backpack.ID] = backpack } func addEmoteAsset(parts []string) { emote := FAPI_Cosmetic{} for _, item := range Cosmetics.Items { if item.Type.Value != "emote" { continue } if strings.Contains(item.ID, parts[1]) { emote = item break } } if emote.ID == "" { return } emote.DisplayAssetPath2 = "DAv2_" + strings.Join(parts, "_") Cosmetics.Items[emote.ID] = emote if _, ok := Cosmetics.Sets[emote.Set.BackendValue]; !ok { Cosmetics.Sets[emote.Set.BackendValue] = Set{ Items: make(map[string]FAPI_Cosmetic), Name: emote.Set.Value, BackendName: emote.Set.BackendValue, } } Cosmetics.Sets[emote.Set.BackendValue].Items[emote.ID] = emote } func addPickaxeAsset(parts []string) { pickaxe := FAPI_Cosmetic{} for _, item := range Cosmetics.Items { if item.Type.Value != "pickaxe" { continue } pickaxeId := "" if parts[1] != "ID" { pickaxeId = parts[0] + "_" + parts[1] } if parts[1] == "ID" { pickaxeId = parts[0] + "_ID_" + parts[2] } if strings.Contains(item.ID, pickaxeId) { pickaxe = item break } } if pickaxe.ID == "" { return } pickaxe.DisplayAssetPath2 = "DAv2_" + strings.Join(parts, "_") Cosmetics.Items[pickaxe.ID] = pickaxe if _, ok := Cosmetics.Sets[pickaxe.Set.BackendValue]; !ok { Cosmetics.Sets[pickaxe.Set.BackendValue] = Set{ Items: make(map[string]FAPI_Cosmetic), Name: pickaxe.Set.Value, BackendName: pickaxe.Set.BackendValue, } } Cosmetics.Sets[pickaxe.Set.BackendValue].Items[pickaxe.ID] = pickaxe } func addGliderAsset(parts []string) { glider := FAPI_Cosmetic{} for _, item := range Cosmetics.Items { if item.Type.Value != "glider" { continue } gliderId := "" if parts[1] != "ID" { gliderId = parts[0] + "_" + parts[1] } if parts[1] == "ID" { gliderId = parts[0] + "_ID_" + parts[2] } if strings.Contains(item.ID, gliderId) { glider = item break } } if glider.ID == "" { return } glider.DisplayAssetPath2 = "DAv2_" + strings.Join(parts, "_") Cosmetics.Items[glider.ID] = glider if _, ok := Cosmetics.Sets[glider.Set.BackendValue]; !ok { Cosmetics.Sets[glider.Set.BackendValue] = Set{ Items: make(map[string]FAPI_Cosmetic), Name: glider.Set.Value, BackendName: glider.Set.BackendValue, } } Cosmetics.Sets[glider.Set.BackendValue].Items[glider.ID] = glider } func addWrapAsset(parts []string) { wrap := FAPI_Cosmetic{} for _, item := range Cosmetics.Items { if item.Type.Value != "wrap" { continue } if strings.Contains(item.ID, parts[1]) { wrap = item break } } if wrap.ID == "" { return } wrap.DisplayAssetPath2 = "DAv2_" + strings.Join(parts, "_") Cosmetics.Items[wrap.ID] = wrap if _, ok := Cosmetics.Sets[wrap.Set.BackendValue]; !ok { Cosmetics.Sets[wrap.Set.BackendValue] = Set{ Items: make(map[string]FAPI_Cosmetic), Name: wrap.Set.Value, BackendName: wrap.Set.BackendValue, } } Cosmetics.Sets[wrap.Set.BackendValue].Items[wrap.ID] = wrap } func addMusicAsset(parts []string) { music := FAPI_Cosmetic{} for _, item := range Cosmetics.Items { if item.Type.Value != "music" { continue } if strings.Contains(item.ID, parts[1]) { music = item break } } if music.ID == "" { return } music.DisplayAssetPath2 = "DAv2_" + strings.Join(parts, "_") Cosmetics.Items[music.ID] = music if _, ok := Cosmetics.Sets[music.Set.BackendValue]; !ok { Cosmetics.Sets[music.Set.BackendValue] = Set{ Items: make(map[string]FAPI_Cosmetic), Name: music.Set.Value, BackendName: music.Set.BackendValue, } } Cosmetics.Sets[music.Set.BackendValue].Items[music.ID] = music }