reduced db access with new chuni webui customizations
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3a44b18d91
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@ -3,6 +3,7 @@ from starlette.routing import Route, Mount
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from starlette.requests import Request
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from starlette.responses import Response, RedirectResponse
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from starlette.staticfiles import StaticFiles
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from sqlalchemy.engine import Row
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from os import path
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import yaml
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import jinja2
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@ -134,13 +135,8 @@ class ChuniFrontend(FE_Base):
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# While map icons and system voices weren't present prior to AMAZON, we don't need to bother checking
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# version here - it'll just end up being empty sets and the jinja will ignore the variables anyway.
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user_map_icons = await self.data.item.get_items(user_id, ItemKind.MAP_ICON.value)
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user_map_icons = [icon["itemId"] for icon in user_map_icons] + [profile.mapIconId]
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user_system_voices = await self.data.item.get_items(user_id, ItemKind.SYSTEM_VOICE.value)
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user_system_voices = [icon["itemId"] for icon in user_system_voices] + [profile.voiceId]
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map_icons, total_map_icons = await self.get_available_map_icons(version, user_map_icons)
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system_voices, total_system_voices = await self.get_available_system_voices(version, user_system_voices)
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map_icons, total_map_icons = await self.get_available_map_icons(version, profile)
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system_voices, total_system_voices = await self.get_available_system_voices(version, profile)
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resp = Response(template.render(
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title=f"{self.core_config.server.name} | {self.nav_name}",
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@ -354,15 +350,19 @@ class ChuniFrontend(FE_Base):
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else:
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return RedirectResponse("/gate/", 303)
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async def get_available_map_icons(self, version: int, user_unlocked_items: List[int]) -> (List[dict], int):
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async def get_available_map_icons(self, version: int, profile: Row) -> (List[dict], int):
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items = dict()
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rows = await self.data.static.get_map_icons(version)
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if rows:
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force_unlocked = self.game_cfg.mods.forced_item_unlocks("map_icons")
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user_map_icons = []
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if not force_unlocked:
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user_map_icons = await self.data.item.get_items(profile.user, ItemKind.MAP_ICON.value)
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user_map_icons = [icon["itemId"] for icon in user_map_icons] + [profile.mapIconId]
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for row in rows:
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# Only include items that are either available by default or in the user unlocked list
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if row["defaultHave"] or \
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row["mapIconId"] in user_unlocked_items or \
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self.game_cfg.mods.forced_item_unlocks("map_icons"):
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if force_unlocked or row["defaultHave"] or row["mapIconId"] in user_map_icons:
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item = dict()
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item["id"] = row["mapIconId"]
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item["name"] = row["name"]
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@ -371,15 +371,19 @@ class ChuniFrontend(FE_Base):
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return (items, len(rows))
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async def get_available_system_voices(self, version: int, user_unlocked_items: List[int]) -> (List[dict], int):
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async def get_available_system_voices(self, version: int, profile: Row) -> (List[dict], int):
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items = dict()
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rows = await self.data.static.get_system_voices(version)
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if rows:
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force_unlocked = self.game_cfg.mods.forced_item_unlocks("system_voices")
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user_system_voices = []
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if not force_unlocked:
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user_system_voices = await self.data.item.get_items(profile.user, ItemKind.SYSTEM_VOICE.value)
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user_system_voices = [icon["itemId"] for icon in user_system_voices] + [profile.voiceId]
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for row in rows:
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# Only include items that are either available by default or in the user unlocked list
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if row["defaultHave"] or \
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row["voiceId"] in user_unlocked_items or \
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self.game_cfg.mods.forced_item_unlocks("system_voices"):
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if force_unlocked or row["defaultHave"] or row["voiceId"] in user_system_voices:
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item = dict()
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item["id"] = row["voiceId"]
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item["name"] = row["name"]
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@ -388,15 +392,19 @@ class ChuniFrontend(FE_Base):
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return (items, len(rows))
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async def get_available_nameplates(self, version: int, user_unlocked_items: List[int]) -> (List[dict], int):
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async def get_available_nameplates(self, version: int, profile: Row) -> (List[dict], int):
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items = dict()
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rows = await self.data.static.get_nameplates(version)
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if rows:
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force_unlocked = self.game_cfg.mods.forced_item_unlocks("nameplates")
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user_nameplates = []
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if not force_unlocked:
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user_nameplates = await self.data.item.get_items(profile.user, ItemKind.NAMEPLATE.value)
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user_nameplates = [item["itemId"] for item in user_nameplates] + [profile.nameplateId]
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for row in rows:
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# Only include items that are either available by default or in the user unlocked list
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if row["defaultHave"] or \
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row["nameplateId"] in user_unlocked_items or \
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self.game_cfg.mods.forced_item_unlocks("nameplates"):
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if force_unlocked or row["defaultHave"] or row["nameplateId"] in user_nameplates:
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item = dict()
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item["id"] = row["nameplateId"]
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item["name"] = row["name"]
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@ -405,15 +413,19 @@ class ChuniFrontend(FE_Base):
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return (items, len(rows))
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async def get_available_trophies(self, version: int, user_unlocked_items: List[int]) -> (List[dict], int):
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async def get_available_trophies(self, version: int, profile: Row) -> (List[dict], int):
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items = dict()
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rows = await self.data.static.get_trophies(version)
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if rows:
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force_unlocked = self.game_cfg.mods.forced_item_unlocks("trophies")
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user_trophies = []
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if not force_unlocked:
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user_trophies = await self.data.item.get_items(profile.user, ItemKind.TROPHY.value)
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user_trophies = [item["itemId"] for item in user_trophies] + [profile.trophyId]
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for row in rows:
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# Only include items that are either available by default or in the user unlocked list
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if row["defaultHave"] or \
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row["trophyId"] in user_unlocked_items or \
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self.game_cfg.mods.forced_item_unlocks("trophies"):
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if force_unlocked or row["defaultHave"] or row["trophyId"] in user_trophies:
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item = dict()
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item["id"] = row["trophyId"]
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item["name"] = row["name"]
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@ -422,15 +434,19 @@ class ChuniFrontend(FE_Base):
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return (items, len(rows))
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async def get_available_characters(self, version: int, user_unlocked_items: List[int]) -> (List[dict], int):
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async def get_available_characters(self, version: int, profile: Row) -> (List[dict], int):
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items = dict()
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rows = await self.data.static.get_characters(version)
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if rows:
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force_unlocked = self.game_cfg.mods.forced_item_unlocks("character_icons")
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user_characters = []
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if not force_unlocked:
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user_characters = await self.data.item.get_characters(profile.user)
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user_characters = [chara["characterId"] for chara in user_characters] + [profile.characterId, profile.charaIllustId]
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for row in rows:
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# Only include items that are either available by default or in the user unlocked list
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if row["defaultHave"] or \
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row["characterId"] in user_unlocked_items or \
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self.game_cfg.mods.forced_item_unlocks("character_icons"):
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if force_unlocked or row["defaultHave"] or row["characterId"] in user_characters:
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item = dict()
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item["id"] = row["characterId"]
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item["name"] = row["name"]
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@ -443,11 +459,10 @@ class ChuniFrontend(FE_Base):
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items = dict()
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rows = await self.data.static.get_avatar_items(version, category.value)
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if rows:
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force_unlocked = self.game_cfg.mods.forced_item_unlocks("avatar_accessories")
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for row in rows:
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# Only include items that are either available by default or in the user unlocked list
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if row["defaultHave"] or \
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row["avatarAccessoryId"] in user_unlocked_items or \
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self.game_cfg.mods.forced_item_unlocks("avatar_accessories"):
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if force_unlocked or row["defaultHave"] or row["avatarAccessoryId"] in user_unlocked_items:
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item = dict()
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item["id"] = row["avatarAccessoryId"]
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item["name"] = row["name"]
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@ -474,18 +489,11 @@ class ChuniFrontend(FE_Base):
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# Get the user profile so we know how the userbox is currently configured
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profile = await self.data.profile.get_profile_data(user_id, version)
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# Get all the user unlocked components so we know what to populate as options
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user_nameplates = await self.data.item.get_items(user_id, ItemKind.NAMEPLATE.value)
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user_nameplates = [item["itemId"] for item in user_nameplates] + [profile.nameplateId]
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user_trophies = await self.data.item.get_items(user_id, ItemKind.TROPHY.value)
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user_trophies = [item["itemId"] for item in user_trophies] + [profile.trophyId]
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user_characters = await self.data.item.get_characters(user_id)
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user_characters = [chara["characterId"] for chara in user_characters] + [profile.charaIllustId]
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# Build up available list of components
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nameplates, total_nameplates = await self.get_available_nameplates(version, user_nameplates)
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trophies, total_trophies = await self.get_available_trophies(version, user_trophies)
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characters, total_characters = await self.get_available_characters(version, user_characters)
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# Build up lists of available userbox components
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nameplates, total_nameplates = await self.get_available_nameplates(version, profile)
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trophies, total_trophies = await self.get_available_trophies(version, profile)
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characters, total_characters = await self.get_available_characters(version, profile)
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# Get the user's team
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team_name = "ARTEMiS"
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