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bemaniutils/bemani/backend/museca/museca1.py

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from typing import Any, Dict
from typing_extensions import Final
from bemani.backend.ess import EventLogHandler
from bemani.backend.museca.base import MusecaBase
from bemani.backend.museca.common import (
MusecaGameFrozenHandler,
MusecaGameHiscoreHandler,
MusecaGameNewHandler,
MusecaGamePlayEndHandler,
MusecaGameSaveHandler,
MusecaGameSaveMusicHandler,
MusecaGameShopHandler,
)
from bemani.common import VersionConstants, Profile, ID
from bemani.data import UserID
from bemani.protocol import Node
class Museca1(
EventLogHandler,
MusecaGameFrozenHandler,
MusecaGameHiscoreHandler,
MusecaGameNewHandler,
MusecaGamePlayEndHandler,
MusecaGameSaveHandler,
MusecaGameSaveMusicHandler,
MusecaGameShopHandler,
MusecaBase,
):
name: str = "MÚSECA"
version: int = VersionConstants.MUSECA
GAME_LIMITED_LOCKED: Final[int] = 1
GAME_LIMITED_UNLOCKABLE: Final[int] = 2
GAME_LIMITED_UNLOCKED: Final[int] = 3
GAME_CATALOG_TYPE_SONG: Final[int] = 0
GAME_CATALOG_TYPE_GRAFICA: Final[int] = 15
GAME_CATALOG_TYPE_MISSION: Final[int] = 16
GAME_GRADE_DEATH: Final[int] = 0
GAME_GRADE_POOR: Final[int] = 1
GAME_GRADE_MEDIOCRE: Final[int] = 2
GAME_GRADE_GOOD: Final[int] = 3
GAME_GRADE_GREAT: Final[int] = 4
GAME_GRADE_EXCELLENT: Final[int] = 5
GAME_GRADE_SUPERB: Final[int] = 6
GAME_GRADE_MASTERPIECE: Final[int] = 7
GAME_CLEAR_TYPE_FAILED: Final[int] = 1
GAME_CLEAR_TYPE_CLEARED: Final[int] = 2
GAME_CLEAR_TYPE_FULL_COMBO: Final[int] = 4
@classmethod
def get_settings(cls) -> Dict[str, Any]:
"""
Return all of our front-end modifiably settings.
"""
return {
"bools": [
{
"name": "Force Song Unlock",
"tip": "Force unlock all songs.",
"category": "game_config",
"setting": "force_unlock_songs",
},
],
}
def game_to_db_clear_type(self, clear_type: int) -> int:
return {
self.GAME_CLEAR_TYPE_FAILED: self.CLEAR_TYPE_FAILED,
self.GAME_CLEAR_TYPE_CLEARED: self.CLEAR_TYPE_CLEARED,
self.GAME_CLEAR_TYPE_FULL_COMBO: self.CLEAR_TYPE_FULL_COMBO,
}[clear_type]
def db_to_game_clear_type(self, clear_type: int) -> int:
return {
self.CLEAR_TYPE_FAILED: self.GAME_CLEAR_TYPE_FAILED,
self.CLEAR_TYPE_CLEARED: self.GAME_CLEAR_TYPE_CLEARED,
self.CLEAR_TYPE_FULL_COMBO: self.GAME_CLEAR_TYPE_FULL_COMBO,
}[clear_type]
def game_to_db_grade(self, grade: int) -> int:
return {
self.GAME_GRADE_DEATH: self.GRADE_DEATH,
self.GAME_GRADE_POOR: self.GRADE_POOR,
self.GAME_GRADE_MEDIOCRE: self.GRADE_MEDIOCRE,
self.GAME_GRADE_GOOD: self.GRADE_GOOD,
self.GAME_GRADE_GREAT: self.GRADE_GREAT,
self.GAME_GRADE_EXCELLENT: self.GRADE_EXCELLENT,
self.GAME_GRADE_SUPERB: self.GRADE_SUPERB,
self.GAME_GRADE_MASTERPIECE: self.GRADE_MASTERPIECE,
}[grade]
def db_to_game_grade(self, grade: int) -> int:
return {
self.GRADE_DEATH: self.GAME_GRADE_DEATH,
self.GRADE_POOR: self.GAME_GRADE_POOR,
self.GRADE_MEDIOCRE: self.GAME_GRADE_MEDIOCRE,
self.GRADE_GOOD: self.GAME_GRADE_GOOD,
self.GRADE_GREAT: self.GAME_GRADE_GREAT,
self.GRADE_EXCELLENT: self.GAME_GRADE_EXCELLENT,
self.GRADE_SUPERB: self.GAME_GRADE_SUPERB,
self.GRADE_MASTERPIECE: self.GAME_GRADE_MASTERPIECE,
self.GRADE_PERFECT: self.GAME_GRADE_MASTERPIECE,
}[grade]
def handle_game_3_common_request(self, request: Node) -> Node:
game = Node.void("game_3")
limited = Node.void("music_limited")
game.add_child(limited)
# Song unlock config
game_config = self.get_game_config()
if game_config.get_bool("force_unlock_songs"):
ids = set()
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songs = self.data.local.music.get_all_songs(self.game, self.music_version)
for song in songs:
if song.data.get_int("limited") in (
self.GAME_LIMITED_LOCKED,
self.GAME_LIMITED_UNLOCKABLE,
):
ids.add((song.id, song.chart))
for songid, chart in ids:
info = Node.void("info")
limited.add_child(info)
info.add_child(Node.s32("music_id", songid))
info.add_child(Node.u8("music_type", chart))
info.add_child(Node.u8("limited", self.GAME_LIMITED_UNLOCKED))
# Event config
event = Node.void("event")
game.add_child(event)
def enable_event(eid: int) -> None:
evt = Node.void("info")
event.add_child(evt)
evt.add_child(Node.u32("event_id", eid))
# Allow PASELI light start
enable_event(83)
# If you want song unlock news to show up, enable one of the following:
# 94 - 5/25/2016 unlocks
# 95 - 4/27/2016 second unlocks
# 89 - 4/27/2016 unlocks
# 87 - 4/13/2016 unlocks
# 82 - 3/23/2016 second unlocks
# 80 - 3/23/2016 unlocks
# 76 - 12/22/2016 unlocks
return game
def handle_game_3_exception_request(self, request: Node) -> Node:
return Node.void("game_3")
def handle_game_3_load_request(self, request: Node) -> Node:
refid = request.child_value("refid")
root = self.get_profile_by_refid(refid)
if root is not None:
return root
# No data succession, there's nothing older than this!
root = Node.void("game_3")
root.add_child(Node.u8("result", 1))
return root
def handle_game_3_load_m_request(self, request: Node) -> Node:
refid = request.child_value("dataid")
if refid is not None:
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
else:
userid = None
if userid is not None:
scores = self.data.remote.music.get_scores(
self.game, self.music_version, userid
)
else:
scores = []
# Output to the game
game = Node.void("game_3")
new = Node.void("new")
game.add_child(new)
for score in scores:
music = Node.void("music")
new.add_child(music)
music.add_child(Node.u32("music_id", score.id))
music.add_child(Node.u32("music_type", score.chart))
music.add_child(Node.u32("score", score.points))
music.add_child(Node.u32("cnt", score.plays))
music.add_child(
Node.u32(
"clear_type",
self.db_to_game_clear_type(score.data.get_int("clear_type")),
)
)
music.add_child(
Node.u32(
"score_grade", self.db_to_game_grade(score.data.get_int("grade"))
)
)
stats = score.data.get_dict("stats")
music.add_child(Node.u32("btn_rate", stats.get_int("btn_rate")))
music.add_child(Node.u32("long_rate", stats.get_int("long_rate")))
music.add_child(Node.u32("vol_rate", stats.get_int("vol_rate")))
return game
def format_profile(self, userid: UserID, profile: Profile) -> Node:
game = Node.void("game_3")
# Generic profile stuff
game.add_child(Node.string("name", profile.get_str("name")))
game.add_child(Node.string("code", ID.format_extid(profile.extid)))
game.add_child(Node.u32("gamecoin_packet", profile.get_int("packet")))
game.add_child(Node.u32("gamecoin_block", profile.get_int("block")))
game.add_child(Node.s16("skill_name_id", profile.get_int("skill_name_id", -1)))
game.add_child(
Node.s32_array("hidden_param", profile.get_int_array("hidden_param", 20))
)
game.add_child(Node.u32("blaster_energy", profile.get_int("blaster_energy")))
game.add_child(Node.u32("blaster_count", profile.get_int("blaster_count")))
# Play statistics
statistics = self.get_play_statistics(userid)
game.add_child(Node.u32("play_count", statistics.total_plays))
game.add_child(Node.u32("daily_count", statistics.today_plays))
game.add_child(Node.u32("play_chain", statistics.consecutive_days))
# Last played stuff
if "last" in profile:
lastdict = profile.get_dict("last")
last = Node.void("last")
game.add_child(last)
last.add_child(Node.s32("music_id", lastdict.get_int("music_id", -1)))
last.add_child(Node.u8("music_type", lastdict.get_int("music_type")))
last.add_child(Node.u8("sort_type", lastdict.get_int("sort_type")))
last.add_child(Node.u8("narrow_down", lastdict.get_int("narrow_down")))
last.add_child(Node.u8("headphone", lastdict.get_int("headphone")))
last.add_child(Node.u16("appeal_id", lastdict.get_int("appeal_id", 1001)))
last.add_child(Node.u16("comment_id", lastdict.get_int("comment_id")))
last.add_child(Node.u8("gauge_option", lastdict.get_int("gauge_option")))
# Item unlocks
itemnode = Node.void("item")
game.add_child(itemnode)
game_config = self.get_game_config()
achievements = self.data.local.user.get_achievements(
self.game, self.version, userid
)
for item in achievements:
if item.type[:5] != "item_":
continue
itemtype = int(item.type[5:])
if (
game_config.get_bool("force_unlock_songs")
and itemtype == self.GAME_CATALOG_TYPE_SONG
):
# Don't echo unlocked songs, we will add all of them later
continue
info = Node.void("info")
itemnode.add_child(info)
info.add_child(Node.u8("type", itemtype))
info.add_child(Node.u32("id", item.id))
info.add_child(Node.u32("param", item.data.get_int("param")))
if "diff_param" in item.data:
info.add_child(Node.s32("diff_param", item.data.get_int("diff_param")))
if game_config.get_bool("force_unlock_songs"):
ids: Dict[int, int] = {}
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songs = self.data.local.music.get_all_songs(self.game, self.music_version)
for song in songs:
if song.id not in ids:
ids[song.id] = 0
if song.data.get_int("difficulty") > 0:
ids[song.id] = ids[song.id] | (1 << song.chart)
for itemid in ids:
if ids[itemid] == 0:
continue
info = Node.void("info")
itemnode.add_child(info)
info.add_child(Node.u8("type", self.GAME_CATALOG_TYPE_SONG))
info.add_child(Node.u32("id", itemid))
info.add_child(Node.u32("param", ids[itemid]))
return game
def unformat_profile(
self, userid: UserID, request: Node, oldprofile: Profile
) -> Profile:
newprofile = oldprofile.clone()
# Update blaster energy and in-game currencies
earned_gamecoin_packet = request.child_value("earned_gamecoin_packet")
if earned_gamecoin_packet is not None:
newprofile.replace_int(
"packet", newprofile.get_int("packet") + earned_gamecoin_packet
)
earned_gamecoin_block = request.child_value("earned_gamecoin_block")
if earned_gamecoin_block is not None:
newprofile.replace_int(
"block", newprofile.get_int("block") + earned_gamecoin_block
)
earned_blaster_energy = request.child_value("earned_blaster_energy")
if earned_blaster_energy is not None:
newprofile.replace_int(
"blaster_energy",
newprofile.get_int("blaster_energy") + earned_blaster_energy,
)
# Miscelaneous stuff
newprofile.replace_int("blaster_count", request.child_value("blaster_count"))
newprofile.replace_int("skill_name_id", request.child_value("skill_name_id"))
newprofile.replace_int_array(
"hidden_param", 20, request.child_value("hidden_param")
)
# Update user's unlock status if we aren't force unlocked
game_config = self.get_game_config()
if request.child("item") is not None:
for child in request.child("item").children:
if child.name != "info":
continue
item_id = child.child_value("id")
item_type = child.child_value("type")
param = child.child_value("param")
diff_param = child.child_value("diff_param")
if (
game_config.get_bool("force_unlock_songs")
and item_type == self.GAME_CATALOG_TYPE_SONG
):
# Don't save back songs, because they were force unlocked
continue
if diff_param is not None:
paramvals = {
"diff_param": diff_param,
"param": param,
}
else:
paramvals = {
"param": param,
}
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
item_id,
f"item_{item_type}",
paramvals,
)
# Grab last information.
lastdict = newprofile.get_dict("last")
lastdict.replace_int("headphone", request.child_value("headphone"))
lastdict.replace_int("appeal_id", request.child_value("appeal_id"))
lastdict.replace_int("comment_id", request.child_value("comment_id"))
lastdict.replace_int("music_id", request.child_value("music_id"))
lastdict.replace_int("music_type", request.child_value("music_type"))
lastdict.replace_int("sort_type", request.child_value("sort_type"))
lastdict.replace_int("narrow_down", request.child_value("narrow_down"))
lastdict.replace_int("gauge_option", request.child_value("gauge_option"))
# Save back last information gleaned from results
newprofile.replace_dict("last", lastdict)
# Keep track of play statistics
self.update_play_statistics(userid)
return newprofile