snow/fortnite/interact.go
2023-12-10 23:54:31 +00:00

603 lines
13 KiB
Go

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
}
for _, asset := range assetData {
asset := strings.ReplaceAll(asset, "DAv2_", "")
parts := strings.Split(asset, "_")
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)
}
}
withDisplayAssets := 0
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
}