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bemaniutils/bemani/backend/popn/tunestreet.py

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# vim: set fileencoding=utf-8
from typing import Dict, Any
from typing_extensions import Final
from bemani.backend.popn.base import PopnMusicBase
from bemani.backend.popn.stubs import PopnMusicSengokuRetsuden
from bemani.backend.base import Status
from bemani.common import Profile, VersionConstants
from bemani.data import Score, UserID
from bemani.protocol import Node
class PopnMusicTuneStreet(PopnMusicBase):
name: str = "Pop'n Music TUNE STREET"
version: int = VersionConstants.POPN_MUSIC_TUNE_STREET
# Play modes, as reported by profile save from the game
GAME_PLAY_MODE_CHALLENGE: Final[int] = 3
GAME_PLAY_MODE_CHO_CHALLENGE: Final[int] = 4
GAME_PLAY_MODE_TOWN_CHO_CHALLENGE: Final[int] = 15
# Play flags, as saved into/loaded from the DB
GAME_PLAY_FLAG_FAILED: Final[int] = 0
GAME_PLAY_FLAG_CLEARED: Final[int] = 1
GAME_PLAY_FLAG_FULL_COMBO: Final[int] = 2
GAME_PLAY_FLAG_PERFECT_COMBO: Final[int] = 3
# Chart type, as reported by profile save from the game
GAME_CHART_TYPE_NORMAL: Final[int] = 0
GAME_CHART_TYPE_HYPER: Final[int] = 1
GAME_CHART_TYPE_5_BUTTON: Final[int] = 2
GAME_CHART_TYPE_EX: Final[int] = 3
GAME_CHART_TYPE_BATTLE_NORMAL: Final[int] = 4
GAME_CHART_TYPE_BATTLE_HYPER: Final[int] = 5
GAME_CHART_TYPE_ENJOY_5_BUTTON: Final[int] = 6
GAME_CHART_TYPE_ENJOY_9_BUTTON: Final[int] = 7
# Extra chart types supported by Pop'n 19
CHART_TYPE_OLD_NORMAL: Final[int] = 4
CHART_TYPE_OLD_HYPER: Final[int] = 5
CHART_TYPE_OLD_EX: Final[int] = 6
CHART_TYPE_ENJOY_5_BUTTON: Final[int] = 7
CHART_TYPE_ENJOY_9_BUTTON: Final[int] = 8
CHART_TYPE_5_BUTTON: Final[int] = 9
# Chart type, as packed into a hiscore binary
GAME_CHART_TYPE_5_BUTTON_POSITION: Final[int] = 0
GAME_CHART_TYPE_NORMAL_POSITION: Final[int] = 1
GAME_CHART_TYPE_HYPER_POSITION: Final[int] = 2
GAME_CHART_TYPE_EX_POSITION: Final[int] = 3
GAME_CHART_TYPE_CHO_NORMAL_POSITION: Final[int] = 4
GAME_CHART_TYPE_CHO_HYPER_POSITION: Final[int] = 5
GAME_CHART_TYPE_CHO_EX_POSITION: Final[int] = 6
# Highest song ID we can represent
GAME_MAX_MUSIC_ID: Final[int] = 1045
def previous_version(self) -> PopnMusicBase:
return PopnMusicSengokuRetsuden(self.data, self.config, self.model)
@classmethod
def get_settings(cls) -> Dict[str, Any]:
"""
Return all of our front-end modifiably settings.
"""
return {
'ints': [
{
'name': 'Game Phase',
'tip': 'Game unlock phase for all players.',
'category': 'game_config',
'setting': 'game_phase',
'values': {
0: 'NO PHASE',
1: 'SECRET DATA RELEASE',
2: 'MAX: ALL DATA RELEASE',
}
},
{
'name': 'Town Mode Phase',
'tip': 'Town mode phase for all players.',
'category': 'game_config',
'setting': 'town_phase',
'values': {
0: 'town mode disabled',
1: 'town phase 1',
2: 'town phase 2',
3: 'Pop\'n Naan Festival',
# 4 seems to be a continuation of town phase 2. Intentionally leaving it out.
5: 'town phase 3',
6: 'town phase 4',
7: 'Miracle 4 + 1',
# 8 seems to be a continuation of town phase 4. Intentionally leaving it out.
9: 'town phase MAX',
10: 'Find your daughter!',
# 11 is a continuation of phase MAX after find your daughter, with Tanabata
# bamboo grass added as well.
11: 'town phase MAX+1',
12: 'Peruri-san visits',
# 13 is a continuation of phase MAX+1 after peruri-san visits, with Watermelon
# pattern tank added as well.
13: 'town phase MAX+2',
14: 'Find Deuil!',
# 15 is a continuation of phase MAX+2 after find deuil, with Tsukimi dumplings
# added as well.
15: 'town phase MAX+3',
16: 'Landmark stamp rally',
# 17 is a continuation of MAX+3 after landmark stamp rally ends, but offering
# no additional stuff.
}
},
],
'bools': [
{
'name': 'Force Song Unlock',
'tip': 'Force unlock all songs.',
'category': 'game_config',
'setting': 'force_unlock_songs',
},
{
'name': 'Force Customization Unlock',
'tip': 'Force unlock all theme and menu customizations.',
'category': 'game_config',
'setting': 'force_unlock_customizations',
},
],
}
def __format_flags_for_score(self, score: Score) -> int:
# Format song flags (cleared/not, combo flags)
playedflag = {
self.CHART_TYPE_5_BUTTON: 0x2000,
self.CHART_TYPE_OLD_NORMAL: 0x0800,
self.CHART_TYPE_OLD_HYPER: 0x1000,
self.CHART_TYPE_OLD_EX: 0x4000,
self.CHART_TYPE_NORMAL: 0x0800,
self.CHART_TYPE_HYPER: 0x1000,
self.CHART_TYPE_EX: 0x4000,
# We don't have a played flag for these, only cleared/no play
self.CHART_TYPE_ENJOY_5_BUTTON: 0,
self.CHART_TYPE_ENJOY_9_BUTTON: 0,
}[score.chart]
# Shift value for cleared/failed/combo indicators
shift = {
self.CHART_TYPE_5_BUTTON: 4,
self.CHART_TYPE_OLD_NORMAL: 0,
self.CHART_TYPE_OLD_HYPER: 2,
self.CHART_TYPE_OLD_EX: 6,
self.CHART_TYPE_NORMAL: 0,
self.CHART_TYPE_HYPER: 2,
self.CHART_TYPE_EX: 6,
self.CHART_TYPE_ENJOY_5_BUTTON: 9,
self.CHART_TYPE_ENJOY_9_BUTTON: 8,
}[score.chart]
flags = {
self.PLAY_MEDAL_CIRCLE_FAILED: self.GAME_PLAY_FLAG_FAILED,
self.PLAY_MEDAL_DIAMOND_FAILED: self.GAME_PLAY_FLAG_FAILED,
self.PLAY_MEDAL_STAR_FAILED: self.GAME_PLAY_FLAG_FAILED,
self.PLAY_MEDAL_EASY_CLEAR: self.GAME_PLAY_FLAG_CLEARED,
self.PLAY_MEDAL_CIRCLE_CLEARED: self.GAME_PLAY_FLAG_CLEARED,
self.PLAY_MEDAL_DIAMOND_CLEARED: self.GAME_PLAY_FLAG_CLEARED,
self.PLAY_MEDAL_STAR_CLEARED: self.GAME_PLAY_FLAG_CLEARED,
self.PLAY_MEDAL_CIRCLE_FULL_COMBO: self.GAME_PLAY_FLAG_FULL_COMBO,
self.PLAY_MEDAL_DIAMOND_FULL_COMBO: self.GAME_PLAY_FLAG_FULL_COMBO,
self.PLAY_MEDAL_STAR_FULL_COMBO: self.GAME_PLAY_FLAG_FULL_COMBO,
self.PLAY_MEDAL_PERFECT: self.GAME_PLAY_FLAG_PERFECT_COMBO,
}[score.data.get_int('medal')]
return (flags << shift) | playedflag
def format_profile(self, userid: UserID, profile: Profile) -> Node:
root = Node.void('playerdata')
# Format profile
binary_profile = [0] * 2198
# Copy name. We intentionally leave location 12 alone as it is
# the null termination for the name if it happens to be 12
# characters (6 shift-jis kana).
name_binary = profile.get_str('name', 'なし').encode('shift-jis')[0:12]
for name_pos, byte in enumerate(name_binary):
binary_profile[name_pos] = byte
# Copy game mode. Modes sent to the game are as follows.
# 0 - Enjoy mode.
# 1 - Challenge mode.
# 2 - Battle mode.
# 3 - Net ranking mode (enabled by setting netvs_phase in game.get).
# 4 - Cho challenge mode.
# 5 - Town mode (enabled by event_phase in game.get).
binary_profile[13] = {
0: 0,
1: 0,
2: 1,
3: 1,
4: 4,
5: 2,
13: 5,
14: 5,
15: 5,
}[profile.get_int('play_mode')]
# Copy miscelaneous values
binary_profile[15] = profile.get_int('last_play_flag') & 0xFF
binary_profile[16] = profile.get_int('medal_and_friend') & 0xFF
binary_profile[37] = profile.get_int('read_news') & 0xFF
binary_profile[38] = profile.get_int('skin_tex_note') & 0xFF
binary_profile[39] = profile.get_int('skin_tex_cmn') & 0xFF
binary_profile[40] = profile.get_int('skin_sd_bgm') & 0xFF
binary_profile[41] = profile.get_int('skin_sd_se') & 0xFF
binary_profile[44] = profile.get_int('option') & 0xFF
binary_profile[45] = (profile.get_int('option') >> 8) & 0xFF
binary_profile[46] = (profile.get_int('option') >> 16) & 0xFF
binary_profile[47] = (profile.get_int('option') >> 24) & 0xFF
binary_profile[48] = profile.get_int('jubeat_collabo') & 0xFF
binary_profile[49] = (profile.get_int('jubeat_collabo') >> 8) & 0xFF
# 52-56 and 56-60 make up two 32 bit colors found in color_3p_flag.
binary_profile[60] = profile.get_int('chara', -1) & 0xFF
binary_profile[61] = (profile.get_int('chara', -1) >> 8) & 0xFF
binary_profile[62] = profile.get_int('music') & 0xFF
binary_profile[63] = (profile.get_int('music') >> 8) & 0xFF
binary_profile[64] = profile.get_int('sheet') & 0xFF
binary_profile[65] = profile.get_int('category') & 0xFF
binary_profile[66] = profile.get_int('norma_point') & 0xFF
binary_profile[67] = (profile.get_int('norma_point') >> 8) & 0xFF
# Format Scores
hiscore_array = [0] * int((((self.GAME_MAX_MUSIC_ID * 7) * 17) + 7) / 8)
scores = self.data.remote.music.get_scores(self.game, self.version, userid)
for score in scores:
if score.id > self.GAME_MAX_MUSIC_ID:
continue
# Skip any scores for chart types we don't support
if score.chart in [
self.CHART_TYPE_EASY,
]:
continue
if score.data.get_int('medal') == self.PLAY_MEDAL_NO_PLAY:
continue
flags = self.__format_flags_for_score(score)
flags_index = score.id * 2
binary_profile[108 + flags_index] = binary_profile[108 + flags_index] | (flags & 0xFF)
binary_profile[109 + flags_index] = binary_profile[109 + flags_index] | ((flags >> 8) & 0xFF)
if score.chart in [
self.CHART_TYPE_ENJOY_5_BUTTON,
self.CHART_TYPE_ENJOY_9_BUTTON,
]:
# We don't return enjoy scores, just the flags that we played them
continue
# Format actual score, according to DB chart position
hiscore_index = (score.id * 7) + {
self.CHART_TYPE_5_BUTTON: self.GAME_CHART_TYPE_5_BUTTON_POSITION,
self.CHART_TYPE_OLD_NORMAL: self.GAME_CHART_TYPE_NORMAL_POSITION,
self.CHART_TYPE_OLD_HYPER: self.GAME_CHART_TYPE_HYPER_POSITION,
self.CHART_TYPE_OLD_EX: self.GAME_CHART_TYPE_EX_POSITION,
self.CHART_TYPE_NORMAL: self.GAME_CHART_TYPE_CHO_NORMAL_POSITION,
self.CHART_TYPE_HYPER: self.GAME_CHART_TYPE_CHO_HYPER_POSITION,
self.CHART_TYPE_EX: self.GAME_CHART_TYPE_CHO_EX_POSITION,
}[score.chart]
hiscore_byte_pos = int((hiscore_index * 17) / 8)
hiscore_bit_pos = int((hiscore_index * 17) % 8)
hiscore_value = score.points << hiscore_bit_pos
hiscore_array[hiscore_byte_pos] = hiscore_array[hiscore_byte_pos] | (hiscore_value & 0xFF)
hiscore_array[hiscore_byte_pos + 1] = hiscore_array[hiscore_byte_pos + 1] | ((hiscore_value >> 8) & 0xFF)
hiscore_array[hiscore_byte_pos + 2] = hiscore_array[hiscore_byte_pos + 2] | ((hiscore_value >> 16) & 0xFF)
# Format most played
most_played = [x[0] for x in self.data.local.music.get_most_played(self.game, self.version, userid, 20)]
while len(most_played) < 20:
most_played.append(-1)
profile_pos = 68
for musicid in most_played:
binary_profile[profile_pos] = musicid & 0xFF
binary_profile[profile_pos + 1] = (musicid >> 8) & 0xFF
profile_pos = profile_pos + 2
# Town purchases, including BGM/announcer changes and such.
# The town customization area will show up if the player owns
# one or more customization in any of the following four
# purchase locations. These are all purchased in town mode.
# - 4-7 are song unlock flags.
# - 8 appears to be purchased pop-kuns.
# - 9 appears to be purchased themes.
# - 10 appears to be purchased BGMs.
# - 11 appears to be purchased sound effects.
binary_town = [0] * 141
town = profile.get_dict('town')
# Last play flag, so the selection for 5/9/9+cool sticks.
binary_town[140] = town.get_int('play_type')
# Fill in basic town points, tracked here and returned in basic profile for some reason.
binary_town[0] = town.get_int('points') & 0xFF
binary_town[1] = (town.get_int('points') >> 8) & 0xFF
binary_town[2] = (town.get_int('points') >> 16) & 0xFF
binary_town[3] = (town.get_int('points') >> 24) & 0xFF
# Fill in purchase flags (this is for stuff like BGMs, SEs, Pop-kun customizations, etc).
bought_flg = town.get_int_array('bought_flg', 3)
game_config = self.get_game_config()
force_unlock_songs = game_config.get_bool('force_unlock_songs')
force_unlock_customizations = game_config.get_bool('force_unlock_customizations')
if force_unlock_songs:
bought_flg[0] = 0xFFFFFFFF
if force_unlock_customizations:
bought_flg[1] = 0xFFFFFFFF
for flg, off in enumerate([4, 8, 12]):
binary_town[off + 0] = bought_flg[flg] & 0xFF
binary_town[off + 1] = (bought_flg[flg] >> 8) & 0xFF
binary_town[off + 2] = (bought_flg[flg] >> 16) & 0xFF
binary_town[off + 3] = (bought_flg[flg] >> 24) & 0xFF
# Fill in build flags (presumably for what parcels of land have been bought and built on).
build_flg = town.get_int_array('build_flg', 8)
for flg, off in enumerate([16, 20, 24, 28, 32, 36, 40, 44]):
binary_town[off + 0] = build_flg[flg] & 0xFF
binary_town[off + 1] = (build_flg[flg] >> 8) & 0xFF
binary_town[off + 2] = (build_flg[flg] >> 16) & 0xFF
binary_town[off + 3] = (build_flg[flg] >> 24) & 0xFF
# Fill in character flags (presumably for character location, orientation, stats, etc).
chara_flg = town.get_int_array('chara_flg', 19)
for flg, off in enumerate([48, 52, 56, 60, 64, 68, 72, 76, 80, 84, 88, 92, 96, 100, 104, 108, 112, 116, 120]):
binary_town[off + 0] = chara_flg[flg] & 0xFF
binary_town[off + 1] = (chara_flg[flg] >> 8) & 0xFF
binary_town[off + 2] = (chara_flg[flg] >> 16) & 0xFF
binary_town[off + 3] = (chara_flg[flg] >> 24) & 0xFF
# Fill in miscellaneous event flags.
event_flg = town.get_int_array('event_flg', 4)
for flg, off in enumerate([124, 128, 132, 136]):
binary_town[off + 0] = event_flg[flg] & 0xFF
binary_town[off + 1] = (event_flg[flg] >> 8) & 0xFF
binary_town[off + 2] = (event_flg[flg] >> 16) & 0xFF
binary_town[off + 3] = (event_flg[flg] >> 24) & 0xFF
# Construct final profile
root.add_child(Node.binary('b', bytes(binary_profile)))
root.add_child(Node.binary('hiscore', bytes(hiscore_array)))
root.add_child(Node.binary('town', bytes(binary_town)))
return root
def unformat_profile(self, userid: UserID, request: Node, oldprofile: Profile) -> Profile:
newprofile = oldprofile.clone()
# Extract the playmode, important for scores later
playmode = int(request.attribute('play_mode'))
newprofile.replace_int('play_mode', playmode)
# Extract profile options
newprofile.replace_int('chara', int(request.attribute('chara_num')))
if 'option' in request.attributes:
newprofile.replace_int('option', int(request.attribute('option')))
if 'last_play_flag' in request.attributes:
newprofile.replace_int('last_play_flag', int(request.attribute('last_play_flag')))
if 'medal_and_friend' in request.attributes:
newprofile.replace_int('medal_and_friend', int(request.attribute('medal_and_friend')))
if 'music_num' in request.attributes:
newprofile.replace_int('music', int(request.attribute('music_num')))
if 'sheet_num' in request.attributes:
newprofile.replace_int('sheet', int(request.attribute('sheet_num')))
if 'category_num' in request.attributes:
newprofile.replace_int('category', int(request.attribute('category_num')))
if 'read_news_no_max' in request.attributes:
newprofile.replace_int('read_news', int(request.attribute('read_news_no_max')))
if 'jubeat_collabo' in request.attributes:
newprofile.replace_int('jubeat_collabo', int(request.attribute('jubeat_collabo')))
if 'norma_point' in request.attributes:
newprofile.replace_int('norma_point', int(request.attribute('norma_point')))
if 'skin_tex_note' in request.attributes:
newprofile.replace_int('skin_tex_note', int(request.attribute('skin_tex_note')))
if 'skin_tex_cmn' in request.attributes:
newprofile.replace_int('skin_tex_cmn', int(request.attribute('skin_tex_cmn')))
if 'skin_sd_bgm' in request.attributes:
newprofile.replace_int('skin_sd_bgm', int(request.attribute('skin_sd_bgm')))
if 'skin_sd_se' in request.attributes:
newprofile.replace_int('skin_sd_se', int(request.attribute('skin_sd_se')))
# Keep track of play statistics
self.update_play_statistics(userid)
# Extract scores
for node in request.children:
if node.name == 'music':
songid = int(node.attribute('music_num'))
chart = int(node.attribute('sheet_num'))
points = int(node.attribute('score'))
data = int(node.attribute('data'))
# We never save battle scores
if chart in [
self.GAME_CHART_TYPE_BATTLE_NORMAL,
self.GAME_CHART_TYPE_BATTLE_HYPER,
]:
continue
# Arrange order to be compatible with future mixes
if playmode in {self.GAME_PLAY_MODE_CHO_CHALLENGE, self.GAME_PLAY_MODE_TOWN_CHO_CHALLENGE}:
if chart in [
self.GAME_CHART_TYPE_5_BUTTON,
self.GAME_CHART_TYPE_ENJOY_5_BUTTON,
self.GAME_CHART_TYPE_ENJOY_9_BUTTON,
]:
# We don't save 5 button for cho scores, or enjoy modes
continue
chart = {
self.GAME_CHART_TYPE_NORMAL: self.CHART_TYPE_NORMAL,
self.GAME_CHART_TYPE_HYPER: self.CHART_TYPE_HYPER,
self.GAME_CHART_TYPE_EX: self.CHART_TYPE_EX,
}[chart]
else:
chart = {
self.GAME_CHART_TYPE_NORMAL: self.CHART_TYPE_OLD_NORMAL,
self.GAME_CHART_TYPE_HYPER: self.CHART_TYPE_OLD_HYPER,
self.GAME_CHART_TYPE_5_BUTTON: self.CHART_TYPE_5_BUTTON,
self.GAME_CHART_TYPE_EX: self.CHART_TYPE_OLD_EX,
self.GAME_CHART_TYPE_ENJOY_5_BUTTON: self.CHART_TYPE_ENJOY_5_BUTTON,
self.GAME_CHART_TYPE_ENJOY_9_BUTTON: self.CHART_TYPE_ENJOY_9_BUTTON,
}[chart]
# Extract play flags
shift = {
self.CHART_TYPE_5_BUTTON: 4,
self.CHART_TYPE_OLD_NORMAL: 0,
self.CHART_TYPE_OLD_HYPER: 2,
self.CHART_TYPE_OLD_EX: 6,
self.CHART_TYPE_NORMAL: 0,
self.CHART_TYPE_HYPER: 2,
self.CHART_TYPE_EX: 6,
self.CHART_TYPE_ENJOY_5_BUTTON: 9,
self.CHART_TYPE_ENJOY_9_BUTTON: 8,
}[chart]
if chart in [
self.CHART_TYPE_ENJOY_5_BUTTON,
self.CHART_TYPE_ENJOY_9_BUTTON,
]:
# We only store cleared or not played for enjoy mode
mask = 0x1
else:
# We store all data for regular charts
mask = 0x3
# Grab flags, map to medals in DB. Choose lowest one for each so
# a newer pop'n can still improve scores and medals.
flags = (data >> shift) & mask
medal = {
self.GAME_PLAY_FLAG_FAILED: self.PLAY_MEDAL_CIRCLE_FAILED,
self.GAME_PLAY_FLAG_CLEARED: self.PLAY_MEDAL_CIRCLE_CLEARED,
self.GAME_PLAY_FLAG_FULL_COMBO: self.PLAY_MEDAL_CIRCLE_FULL_COMBO,
self.GAME_PLAY_FLAG_PERFECT_COMBO: self.PLAY_MEDAL_PERFECT,
}[flags]
self.update_score(userid, songid, chart, points, medal)
# Update town mode data.
town = newprofile.get_dict('town')
# Basic stuff that's in the base node for no reason?
if 'tp' in request.attributes:
town.replace_int('points', int(request.attribute('tp')))
# Stuff that is in the town node
townnode = request.child('town')
if townnode is not None:
if 'play_type' in townnode.attributes:
town.replace_int('play_type', int(townnode.attribute('play_type')))
if 'base' in townnode.attributes:
town.replace_int_array('base', 4, [int(x) for x in townnode.attribute('base').split(',')])
if 'bought_flg' in townnode.attributes:
bought_array = [int(x) for x in townnode.attribute('bought_flg').split(',')]
if len(bought_array) == 3:
game_config = self.get_game_config()
force_unlock_songs = game_config.get_bool('force_unlock_songs')
force_unlock_customizations = game_config.get_bool('force_unlock_customizations')
old_bought_array = town.get_int_array('bought_flg', 3)
if force_unlock_songs:
# Don't save force unlocked flags, it'll clobber the profile.
bought_array[0] = old_bought_array[0]
if force_unlock_customizations:
# Don't save force unlocked flags, it'll clobber the profile.
bought_array[1] = old_bought_array[1]
town.replace_int_array('bought_flg', 3, bought_array)
if 'build_flg' in townnode.attributes:
town.replace_int_array('build_flg', 8, [int(x) for x in townnode.attribute('build_flg').split(',')])
if 'chara_flg' in townnode.attributes:
town.replace_int_array('chara_flg', 19, [int(x) for x in townnode.attribute('chara_flg').split(',')])
if 'event_flg' in townnode.attributes:
town.replace_int_array('event_flg', 4, [int(x) for x in townnode.attribute('event_flg').split(',')])
for bid in range(8):
if f'building_{bid}' in townnode.attributes:
town.replace_int_array(f'building_{bid}', 8, [int(x) for x in townnode.attribute(f'building_{bid}').split(',')])
newprofile.replace_dict('town', town)
return newprofile
def handle_game_get_request(self, request: Node) -> Node:
game_config = self.get_game_config()
game_phase = game_config.get_int('game_phase')
town_phase = game_config.get_int('town_phase')
root = Node.void('game')
root.set_attribute('game_phase', str(game_phase)) # Phase unlocks, for song availability.
root.set_attribute('boss_battle_point', '1')
root.set_attribute('boss_diff', '100,100,100,100,100,100,100,100,100,100')
root.set_attribute('card_phase', '3')
root.set_attribute('event_phase', str(town_phase)) # Town mode, for the main event.
root.set_attribute('gfdm_phase', '2')
root.set_attribute('ir_phase', '14')
root.set_attribute('jubeat_phase', '2')
root.set_attribute('local_matching_enable', '1')
root.set_attribute('matching_sec', '120')
root.set_attribute('netvs_phase', '0') # Net taisen mode phase, maximum 18 (no lobby support).
return root
def handle_game_active_request(self, request: Node) -> Node:
# Update the name of this cab for admin purposes
self.update_machine_name(request.attribute('shop_name'))
return Node.void('game')
def handle_playerdata_expire_request(self, request: Node) -> Node:
return Node.void('playerdata')
def handle_playerdata_logout_request(self, request: Node) -> Node:
return Node.void('playerdata')
def handle_playerdata_get_request(self, request: Node) -> Node:
modelstring = request.attribute('model')
refid = request.attribute('ref_id')
root = self.get_profile_by_refid(
refid,
self.NEW_PROFILE_ONLY if modelstring is None else self.OLD_PROFILE_ONLY,
)
if root is None:
root = Node.void('playerdata')
root.set_attribute('status', str(Status.NO_PROFILE))
return root
def handle_playerdata_town_request(self, request: Node) -> Node:
refid = request.attribute('ref_id')
root = Node.void('playerdata')
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
if userid is None:
return root
profile = self.get_profile(userid)
if profile is None:
return root
town = profile.get_dict('town')
residence = Node.void('residence')
root.add_child(residence)
residence.set_attribute('id', str(town.get_int('residence')))
# It appears there can be up to 9 map nodes, not sure why. I'm only returning the
# first one. Perhaps if there's multiple towns, the residence ID lets you choose
# between them? Maybe it has to do with friends towns?
mapdata = [0] * 180
# Map over progress for base and buildings. Positions 173-176 are for base flags.
base = town.get_int_array('base', 4)
for i in range(4):
mapdata[173 + i] = base[i]
# Positions 42-105 are for building flags.
for bid, start in enumerate([42, 50, 58, 66, 74, 82, 90, 98]):
building = town.get_int_array(f'building_{bid}', 8)
for i in range(8):
mapdata[start + i] = building[i]
mapnode = Node.binary('map', bytes(mapdata))
root.add_child(mapnode)
mapnode.set_attribute('residence', '0')
return root
def handle_playerdata_new_request(self, request: Node) -> Node:
refid = request.attribute('ref_id')
name = request.attribute('name')
root = self.new_profile_by_refid(refid, name)
if root is None:
root = Node.void('playerdata')
root.set_attribute('status', str(Status.NO_PROFILE))
return root
def handle_playerdata_set_request(self, request: Node) -> Node:
refid = request.attribute('ref_id')
root = Node.void('playerdata')
if refid is None:
return root
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
if userid is None:
return root
oldprofile = self.get_profile(userid) or Profile(self.game, self.version, refid, 0)
newprofile = self.unformat_profile(userid, request, oldprofile)
if newprofile is not None:
self.put_profile(userid, newprofile)
return root
def handle_lobby_request(self, request: Node) -> Node:
# Stub out the entire lobby service
return Node.void('lobby')