bungieapi.generated.components.schemas.destiny.components package¶
Submodules¶
bungieapi.generated.components.schemas.destiny.components.collectibles module¶
- class bungieapi.generated.components.schemas.destiny.components.collectibles.DestinyCollectibleComponent(state: Optional[ForwardRef('DestinyCollectibleState')] = None)[source]¶
Bases:
object- state: Optional[bungieapi.generated.components.schemas.destiny.DestinyCollectibleState] = None¶
- class bungieapi.generated.components.schemas.destiny.components.collectibles.DestinyCollectiblesComponent(collectibles: Optional[Mapping[str, ForwardRef('DestinyCollectibleComponent')]] = None, collection_badges_root_node_hash: Optional[int] = None, collection_categories_root_node_hash: Optional[int] = None)[source]¶
Bases:
object- collectibles: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.components.collectibles.DestinyCollectibleComponent]] = None¶
- collection_badges_root_node_hash: Optional[int] = None¶
- collection_categories_root_node_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.components.collectibles.DestinyProfileCollectiblesComponent(collectibles: Optional[Mapping[str, ForwardRef('DestinyCollectibleComponent')]] = None, collection_badges_root_node_hash: Optional[int] = None, collection_categories_root_node_hash: Optional[int] = None, newness_flagged_collectible_hashes: Optional[Sequence[int]] = None, recent_collectible_hashes: Optional[Sequence[int]] = None)[source]¶
Bases:
object- collectibles: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.components.collectibles.DestinyCollectibleComponent]] = None¶
- collection_badges_root_node_hash: Optional[int] = None¶
- collection_categories_root_node_hash: Optional[int] = None¶
- newness_flagged_collectible_hashes: Optional[Sequence[int]] = None¶
- recent_collectible_hashes: Optional[Sequence[int]] = None¶
bungieapi.generated.components.schemas.destiny.components.inventory module¶
- class bungieapi.generated.components.schemas.destiny.components.inventory.DestinyCurrenciesComponent(item_quantities: Optional[Mapping[str, int]] = None)[source]¶
Bases:
objectThis component provides a quick lookup of every item the requested character has and how much of that item they have.
Requesting this component will allow you to circumvent manually putting together the list of which currencies you have for the purpose of testing currency requirements on an item being purchased, or operations that have costs. You could figure this out yourself by doing a GetCharacter or GetProfile request and forming your own lookup table, but that is inconvenient enough that this feels like a worthwhile (and optional) redundency. Don’t bother requesting it if you have already created your own lookup from prior GetCharacter/GetProfile calls.
- item_quantities: Optional[Mapping[str, int]] = None¶
- class bungieapi.generated.components.schemas.destiny.components.inventory.DestinyPlatformSilverComponent(platform_silver: Optional[Mapping[str, ForwardRef('DestinyItemComponent')]] = None)[source]¶
Bases:
object- platform_silver: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.entities.items.DestinyItemComponent]] = None¶
bungieapi.generated.components.schemas.destiny.components.items module¶
- class bungieapi.generated.components.schemas.destiny.components.items.DestinyItemPlugComponent(can_insert: Optional[bool] = None, enable_fail_indexes: Optional[Sequence[int]] = None, enabled: Optional[bool] = None, insert_fail_indexes: Optional[Sequence[int]] = None, plug_item_hash: Optional[int] = None, plug_objectives: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]] = None)[source]¶
Bases:
objectPlugs are non-instanced items that can provide Stat and Perk benefits when socketed into an instanced item.
Items have Sockets, and Plugs are inserted into Sockets. This component finds all items that are considered “Plugs” in your inventory, and return information about the plug aside from any specific Socket into which it could be inserted.
- can_insert: Optional[bool] = None¶
- enable_fail_indexes: Optional[Sequence[int]] = None¶
- enabled: Optional[bool] = None¶
- insert_fail_indexes: Optional[Sequence[int]] = None¶
- plug_item_hash: Optional[int] = None¶
- plug_objectives: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]] = None¶
- class bungieapi.generated.components.schemas.destiny.components.items.DestinyItemPlugObjectivesComponent(objectives_per_plug: Optional[Mapping[str, Sequence[ForwardRef('DestinyObjectiveProgress')]]] = None)[source]¶
Bases:
object- objectives_per_plug: Optional[Mapping[str, Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]]] = None¶
- class bungieapi.generated.components.schemas.destiny.components.items.DestinyItemReusablePlugsComponent(plugs: Optional[Mapping[str, Sequence[ForwardRef('DestinyItemPlugBase')]]] = None)[source]¶
Bases:
object- plugs: Optional[Mapping[str, Sequence[bungieapi.generated.components.schemas.destiny.sockets.DestinyItemPlugBase]]] = None¶
bungieapi.generated.components.schemas.destiny.components.kiosks module¶
- class bungieapi.generated.components.schemas.destiny.components.kiosks.DestinyKioskItem(can_acquire: Optional[bool] = None, failure_indexes: Optional[Sequence[int]] = None, flavor_objective: Optional[ForwardRef('DestinyObjectiveProgress')] = None, index: Optional[int] = None)[source]¶
Bases:
object- can_acquire: Optional[bool] = None¶
- failure_indexes: Optional[Sequence[int]] = None¶
- flavor_objective: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress] = None¶
- index: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.components.kiosks.DestinyKiosksComponent(kiosk_items: Optional[Mapping[str, Sequence[bungieapi.generated.components.schemas.destiny.components.kiosks.DestinyKioskItem]]] = None)[source]¶
Bases:
objectA Kiosk is a Vendor (DestinyVendorDefinition) that sells items based on whether you have already acquired that item before.
This component returns information about what Kiosk items are available to you on a Profile level. It is theoretically possible for Kiosks to have items gated by specific Character as well. If you ever have those, you will find them on the individual character’s DestinyCharacterKiosksComponent. Note that, because this component returns vendorItemIndexes (that is to say, indexes into the Kiosk Vendor’s itemList property), these results are necessarily content version dependent. Make sure that you have the latest version of the content manifest databases before using this data.
- kiosk_items: Optional[Mapping[str, Sequence[bungieapi.generated.components.schemas.destiny.components.kiosks.DestinyKioskItem]]] = None¶
bungieapi.generated.components.schemas.destiny.components.metrics module¶
- class bungieapi.generated.components.schemas.destiny.components.metrics.DestinyMetricComponent(invisible: Optional[bool] = None, objective_progress: Optional[ForwardRef('DestinyObjectiveProgress')] = None)[source]¶
Bases:
object- invisible: Optional[bool] = None¶
- objective_progress: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress] = None¶
- class bungieapi.generated.components.schemas.destiny.components.metrics.DestinyMetricsComponent(metrics: Optional[Mapping[str, ForwardRef('DestinyMetricComponent')]] = None, metrics_root_node_hash: Optional[int] = None)[source]¶
Bases:
object- metrics: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.components.metrics.DestinyMetricComponent]] = None¶
- metrics_root_node_hash: Optional[int] = None¶
bungieapi.generated.components.schemas.destiny.components.plug_sets module¶
- class bungieapi.generated.components.schemas.destiny.components.plug_sets.DestinyPlugSetsComponent(plugs: Optional[Mapping[str, Sequence[bungieapi.generated.components.schemas.destiny.sockets.DestinyItemPlug]]] = None)[source]¶
Bases:
objectSockets may refer to a “Plug Set”: a set of reusable plugs that may be shared across multiple sockets (or even, in theory, multiple sockets over multiple items).
This is the set of those plugs that we came across in the users’ inventory, along with the values for plugs in the set. Any given set in this component may be represented in Character and Profile-level, as some plugs may be Profile-level restricted, and some character- level restricted. (note that the ones that are even more specific will remain on the actual socket component itself, as they cannot be reused)
- plugs: Optional[Mapping[str, Sequence[bungieapi.generated.components.schemas.destiny.sockets.DestinyItemPlug]]] = None¶
bungieapi.generated.components.schemas.destiny.components.presentation module¶
- class bungieapi.generated.components.schemas.destiny.components.presentation.DestinyPresentationNodeComponent(completion_value: Optional[int] = None, objective: Optional[ForwardRef('DestinyObjectiveProgress')] = None, progress_value: Optional[int] = None, record_category_score: Optional[int] = None, state: Optional[ForwardRef('DestinyPresentationNodeState')] = None)[source]¶
Bases:
object- completion_value: Optional[int] = None¶
- objective: Optional[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress] = None¶
- progress_value: Optional[int] = None¶
- record_category_score: Optional[int] = None¶
- state: Optional[bungieapi.generated.components.schemas.destiny.DestinyPresentationNodeState] = None¶
- class bungieapi.generated.components.schemas.destiny.components.presentation.DestinyPresentationNodesComponent(nodes: Optional[Mapping[str, ForwardRef('DestinyPresentationNodeComponent')]] = None)[source]¶
Bases:
object- nodes: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.components.presentation.DestinyPresentationNodeComponent]] = None¶
bungieapi.generated.components.schemas.destiny.components.profiles module¶
- class bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileProgressionComponent(checklists: Optional[Mapping[str, Mapping[str, bool]]] = None, seasonal_artifact: Optional[bungieapi.generated.components.schemas.destiny.artifacts.DestinyArtifactProfileScoped] = None)[source]¶
Bases:
objectThe set of progression-related information that applies at a Profile- wide level for your Destiny experience.
This differs from the Jimi Hendrix Experience because there’s less guitars on fire. Yet. #spoileralert? This will include information such as Checklist info.
- checklists: Optional[Mapping[str, Mapping[str, bool]]] = None¶
- seasonal_artifact: Optional[bungieapi.generated.components.schemas.destiny.artifacts.DestinyArtifactProfileScoped] = None¶
- class bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryComponent(current_activity: Optional[bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryCurrentActivity] = None, joinability: Optional[bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryJoinability] = None, last_orbited_destination_hash: Optional[int] = None, party_members: Optional[Sequence[bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryPartyMember]] = None, tracking: Optional[Sequence[bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryTrackingEntry]] = None)[source]¶
Bases:
objectThis is an experimental set of data that Bungie considers to be “transitory” - information that may be useful for API users, but that is coming from a non-authoritative data source about information that could potentially change at a more frequent pace than Bungie.net will receive updates about it. This information is provided exclusively for convenience should any of it be useful to users: we provide no guarantees to the accuracy or timeliness of data that comes from this source. Know that this data can potentially be out-of-date or even wrong entirely if the user disconnected from the game or suddenly changed their status before we can receive refreshed data.
- current_activity: Optional[bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryCurrentActivity] = None¶
- joinability: Optional[bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryJoinability] = None¶
- last_orbited_destination_hash: Optional[int] = None¶
- party_members: Optional[Sequence[bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryPartyMember]] = None¶
- tracking: Optional[Sequence[bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryTrackingEntry]] = None¶
- class bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryCurrentActivity(end_time: Optional[str] = None, highest_opposing_faction_score: Optional[float] = None, number_of_opponents: Optional[int] = None, number_of_players: Optional[int] = None, score: Optional[float] = None, start_time: Optional[str] = None)[source]¶
Bases:
objectIf you are playing in an activity, this is some information about it.
Note that we cannot guarantee any of this resembles what ends up in the PGCR in any way. They are sourced by two entirely separate systems with their own logic, and the one we source this data from should be considered non-authoritative in comparison.
- end_time: Optional[str] = None¶
- highest_opposing_faction_score: Optional[float] = None¶
- number_of_opponents: Optional[int] = None¶
- number_of_players: Optional[int] = None¶
- score: Optional[float] = None¶
- start_time: Optional[str] = None¶
- class bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryJoinability(closed_reasons: Optional[bungieapi.generated.components.schemas.destiny.DestinyJoinClosedReasons] = None, open_slots: Optional[int] = None, privacy_setting: Optional[bungieapi.generated.components.schemas.destiny.DestinyGamePrivacySetting] = None)[source]¶
Bases:
objectSome basic information about whether you can be joined, how many slots are left etc.
Note that this can change quickly, so it may not actually be useful. But perhaps it will be in some use cases?
- closed_reasons: Optional[bungieapi.generated.components.schemas.destiny.DestinyJoinClosedReasons] = None¶
- open_slots: Optional[int] = None¶
- privacy_setting: Optional[bungieapi.generated.components.schemas.destiny.DestinyGamePrivacySetting] = None¶
- class bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryPartyMember(display_name: Optional[str] = None, emblem_hash: Optional[int] = None, membership_id: Optional[int] = None, status: Optional[bungieapi.generated.components.schemas.destiny.DestinyPartyMemberStates] = None)[source]¶
Bases:
objectThis is some bare minimum information about a party member in a Fireteam.
Unfortunately, without great computational expense on our side we can only get at the data contained here. I’d like to give you a character ID for example, but we don’t have it. But we do have these three pieces of information. May they help you on your quest to show meaningful data about current Fireteams. Notably, we don’t and can’t feasibly return info on characters. If you can, try to use just the data below for your UI and purposes. Only hit us with further queries if you absolutely must know the character ID of the currently playing character. Pretty please with sugar on top.
- display_name: Optional[str] = None¶
- emblem_hash: Optional[int] = None¶
- membership_id: Optional[int] = None¶
- status: Optional[bungieapi.generated.components.schemas.destiny.DestinyPartyMemberStates] = None¶
- class bungieapi.generated.components.schemas.destiny.components.profiles.DestinyProfileTransitoryTrackingEntry(activity_hash: Optional[int] = None, item_hash: Optional[int] = None, location_hash: Optional[int] = None, objective_hash: Optional[int] = None, questline_item_hash: Optional[int] = None, tracked_date: Optional[str] = None)[source]¶
Bases:
objectThis represents a single “thing” being tracked by the player.
This can point to many types of entities, but only a subset of them will actually have a valid hash identifier for whatever it is being pointed to. It’s up to you to interpret what it means when various combinations of these entries have values being tracked.
- activity_hash: Optional[int] = None¶
- item_hash: Optional[int] = None¶
- location_hash: Optional[int] = None¶
- objective_hash: Optional[int] = None¶
- questline_item_hash: Optional[int] = None¶
- tracked_date: Optional[str] = None¶
bungieapi.generated.components.schemas.destiny.components.records module¶
- class bungieapi.generated.components.schemas.destiny.components.records.DestinyCharacterRecordsComponent(featured_record_hashes: Optional[Sequence[int]] = None, record_categories_root_node_hash: Optional[int] = None, record_seals_root_node_hash: Optional[int] = None, records: Optional[Mapping[str, ForwardRef('DestinyRecordComponent')]] = None)[source]¶
Bases:
object- featured_record_hashes: Optional[Sequence[int]] = None¶
- record_categories_root_node_hash: Optional[int] = None¶
- record_seals_root_node_hash: Optional[int] = None¶
- records: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.components.records.DestinyRecordComponent]] = None¶
- class bungieapi.generated.components.schemas.destiny.components.records.DestinyProfileRecordsComponent(active_score: Optional[int] = None, legacy_score: Optional[int] = None, lifetime_score: Optional[int] = None, record_categories_root_node_hash: Optional[int] = None, record_seals_root_node_hash: Optional[int] = None, records: Optional[Mapping[str, ForwardRef('DestinyRecordComponent')]] = None, score: Optional[int] = None, tracked_record_hash: Optional[int] = None)[source]¶
Bases:
object- active_score: Optional[int] = None¶
- legacy_score: Optional[int] = None¶
- lifetime_score: Optional[int] = None¶
- record_categories_root_node_hash: Optional[int] = None¶
- record_seals_root_node_hash: Optional[int] = None¶
- records: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.components.records.DestinyRecordComponent]] = None¶
- score: Optional[int] = None¶
- tracked_record_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.components.records.DestinyRecordComponent(completed_count: Optional[int] = None, interval_objectives: Optional[Sequence[ForwardRef('DestinyObjectiveProgress')]] = None, intervals_redeemed_count: Optional[int] = None, objectives: Optional[Sequence[ForwardRef('DestinyObjectiveProgress')]] = None, reward_visibilty: Optional[Sequence[bool]] = None, state: Optional[ForwardRef('DestinyRecordState')] = None)[source]¶
Bases:
object- completed_count: Optional[int] = None¶
- interval_objectives: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]] = None¶
- intervals_redeemed_count: Optional[int] = None¶
- objectives: Optional[Sequence[bungieapi.generated.components.schemas.destiny.quests.DestinyObjectiveProgress]] = None¶
- reward_visibilty: Optional[Sequence[bool]] = None¶
- state: Optional[bungieapi.generated.components.schemas.destiny.DestinyRecordState] = None¶
- class bungieapi.generated.components.schemas.destiny.components.records.DestinyRecordsComponent(record_categories_root_node_hash: Optional[int] = None, record_seals_root_node_hash: Optional[int] = None, records: Optional[Mapping[str, ForwardRef('DestinyRecordComponent')]] = None)[source]¶
Bases:
object- record_categories_root_node_hash: Optional[int] = None¶
- record_seals_root_node_hash: Optional[int] = None¶
- records: Optional[Mapping[str, bungieapi.generated.components.schemas.destiny.components.records.DestinyRecordComponent]] = None¶
bungieapi.generated.components.schemas.destiny.components.string_variables module¶
bungieapi.generated.components.schemas.destiny.components.vendors module¶
- class bungieapi.generated.components.schemas.destiny.components.vendors.DestinyPublicVendorComponent(enabled: Optional[bool] = None, next_refresh_date: Optional[str] = None, vendor_hash: Optional[int] = None)[source]¶
Bases:
objectThis component contains essential/summary information about the vendor from the perspective of a character-agnostic view.
- enabled: Optional[bool] = None¶
- next_refresh_date: Optional[str] = None¶
- vendor_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.components.vendors.DestinyPublicVendorSaleItemComponent(api_purchasable: Optional[bool] = None, costs: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity]] = None, item_hash: Optional[int] = None, override_next_refresh_date: Optional[str] = None, override_style_item_hash: Optional[int] = None, quantity: Optional[int] = None, vendor_item_index: Optional[int] = None)[source]¶
Bases:
objectHas character-agnostic information about an item being sold by a vendor.
Note that if you want instance, stats, etc… data for the item, you’ll have to request additional components such as ItemInstances, ItemPerks etc… and acquire them from the DestinyVendorResponse’s “items” property. For most of these, however, you’ll have to ask for it in context of a specific character.
- api_purchasable: Optional[bool] = None¶
- costs: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity]] = None¶
- item_hash: Optional[int] = None¶
- override_next_refresh_date: Optional[str] = None¶
- override_style_item_hash: Optional[int] = None¶
- quantity: Optional[int] = None¶
- vendor_item_index: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.components.vendors.DestinyVendorBaseComponent(enabled: Optional[bool] = None, next_refresh_date: Optional[str] = None, vendor_hash: Optional[int] = None)[source]¶
Bases:
objectThis component contains essential/summary information about the vendor.
- enabled: Optional[bool] = None¶
- next_refresh_date: Optional[str] = None¶
- vendor_hash: Optional[int] = None¶
- class bungieapi.generated.components.schemas.destiny.components.vendors.DestinyVendorGroup(vendor_group_hash: Optional[int] = None, vendor_hashes: Optional[Sequence[int]] = None)[source]¶
Bases:
objectRepresents a specific group of vendors that can be rendered in the recommended order.
How do we figure out this order? It’s a long story, and will likely get more complicated over time.
- vendor_group_hash: Optional[int] = None¶
- vendor_hashes: Optional[Sequence[int]] = None¶
- class bungieapi.generated.components.schemas.destiny.components.vendors.DestinyVendorGroupComponent(groups: Optional[Sequence[bungieapi.generated.components.schemas.destiny.components.vendors.DestinyVendorGroup]] = None)[source]¶
Bases:
objectThis component returns references to all of the Vendors in the response, grouped by categorizations that Bungie has deemed to be interesting, in the order in which both the groups and the vendors within that group should be rendered.
- groups: Optional[Sequence[bungieapi.generated.components.schemas.destiny.components.vendors.DestinyVendorGroup]] = None¶
- class bungieapi.generated.components.schemas.destiny.components.vendors.DestinyVendorSaleItemBaseComponent(api_purchasable: Optional[bool] = None, costs: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity]] = None, item_hash: Optional[int] = None, override_next_refresh_date: Optional[str] = None, override_style_item_hash: Optional[int] = None, quantity: Optional[int] = None, vendor_item_index: Optional[int] = None)[source]¶
Bases:
objectThe base class for Vendor Sale Item data.
Has a bunch of character-agnostic state about the item being sold. Note that if you want instance, stats, etc… data for the item, you’ll have to request additional components such as ItemInstances, ItemPerks etc… and acquire them from the DestinyVendorResponse’s “items” property.
- api_purchasable: Optional[bool] = None¶
- costs: Optional[Sequence[bungieapi.generated.components.schemas.destiny.DestinyItemQuantity]] = None¶
- item_hash: Optional[int] = None¶
- override_next_refresh_date: Optional[str] = None¶
- override_style_item_hash: Optional[int] = None¶
- quantity: Optional[int] = None¶
- vendor_item_index: Optional[int] = None¶