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bemaniutils/bemani/common/constants.py

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class GameConstants:
BISHI_BASHI = 'bishi'
DANCE_EVOLUTION = 'danevo'
DDR = 'ddr'
IIDX = 'iidx'
JUBEAT = 'jubeat'
MUSECA = 'museca'
POPN_MUSIC = 'pnm'
REFLEC_BEAT = 'reflec'
SDVX = 'sdvx'
class VersionConstants:
BISHI_BASHI_TSBB = 1
DDR_1STMIX = 1
DDR_2NDMIX = 2
DDR_3RDMIX = 3
DDR_4THMIX = 4
DDR_5THMIX = 5
DDR_6THMIX = 6
DDR_7THMIX = 7
DDR_EXTREME = 8
DDR_SUPERNOVA = 9
DDR_SUPERNOVA_2 = 10
DDR_X = 11
DDR_X2 = 12
DDR_X3_VS_2NDMIX = 13
DDR_2013 = 14
DDR_2014 = 15
DDR_ACE = 16
DDR_A20 = 17
IIDX = 1
IIDX_2ND_STYLE = 2
IIDX_3RD_STYLE = 3
IIDX_4TH_STYLE = 4
IIDX_5TH_STYLE = 5
IIDX_6TH_STYLE = 6
IIDX_7TH_STYLE = 7
IIDX_8TH_STYLE = 8
IIDX_9TH_STYLE = 9
IIDX_10TH_STYLE = 10
IIDX_RED = 11
IIDX_HAPPY_SKY = 12
IIDX_DISTORTED = 13
IIDX_GOLD = 14
IIDX_DJ_TROOPERS = 15
IIDX_EMPRESS = 16
IIDX_SIRIUS = 17
IIDX_RESORT_ANTHEM = 18
IIDX_LINCLE = 19
IIDX_TRICORO = 20
IIDX_SPADA = 21
IIDX_PENDUAL = 22
IIDX_COPULA = 23
IIDX_SINOBUZ = 24
IIDX_CANNON_BALLERS = 25
JUBEAT = 1
JUBEAT_RIPPLES = 2
JUBEAT_RIPPLES_APPEND = 3
JUBEAT_KNIT = 4
JUBEAT_KNIT_APPEND = 5
JUBEAT_COPIOUS = 6
JUBEAT_COPIOUS_APPEND = 7
JUBEAT_SAUCER = 8
JUBEAT_SAUCER_FULFILL = 9
JUBEAT_PROP = 10
JUBEAT_QUBELL = 11
JUBEAT_CLAN = 12
JUBEAT_FESTO = 13
MUSECA = 1
MUSECA_1_PLUS = 2
POPN_MUSIC = 1
POPN_MUSIC_2 = 2
POPN_MUSIC_3 = 3
POPN_MUSIC_4 = 4
POPN_MUSIC_5 = 5
POPN_MUSIC_6 = 6
POPN_MUSIC_7 = 7
POPN_MUSIC_8 = 8
POPN_MUSIC_9 = 9
POPN_MUSIC_10 = 10
POPN_MUSIC_11 = 11
POPN_MUSIC_IROHA = 12
POPN_MUSIC_CARNIVAL = 13
POPN_MUSIC_FEVER = 14
POPN_MUSIC_ADVENTURE = 15
POPN_MUSIC_PARTY = 16
POPN_MUSIC_THE_MOVIE = 17
POPN_MUSIC_SENGOKU_RETSUDEN = 18
POPN_MUSIC_TUNE_STREET = 19
POPN_MUSIC_FANTASIA = 20
POPN_MUSIC_SUNNY_PARK = 21
POPN_MUSIC_LAPISTORIA = 22
POPN_MUSIC_ECLALE = 23
POPN_MUSIC_USANEKO = 24
POPN_MUSIC_PEACE = 25
REFLEC_BEAT = 1
REFLEC_BEAT_LIMELIGHT = 2
REFLEC_BEAT_COLETTE = 3
REFLEC_BEAT_GROOVIN = 4
REFLEC_BEAT_VOLZZA = 5
REFLEC_BEAT_VOLZZA_2 = 6
REFLEC_BEAT_REFLESIA = 7
SDVX_BOOTH = 1
SDVX_INFINITE_INFECTION = 2
SDVX_GRAVITY_WARS = 3
SDVX_HEAVENLY_HAVEN = 4
class APIConstants:
ID_TYPE_SERVER = 'server'
ID_TYPE_CARD = 'card'
ID_TYPE_SONG = 'song'
ID_TYPE_INSTANCE = 'instance'
class DBConstants:
# When adding new game series, I try to make sure that constants
# go in order, and have a difference of 100 between them. This is
# so I can promote lamps/scores/etc by using a simple "max", while
# still allowing for new game versions to insert new constants anywhere
# in the lineup. You'll notice a few areas where constants go up by
# non-100. This is because a new game came out in this series after
# existing scores were in production, so constants for new grades/lamps
# had to be snuck in. The actual constant doesn't matter as long as they
# go in order, so this works out nicely.
# Its up to various games to map the in-game constant to these DB
# constants. Most games will implement a pair of functions that takes
# one of these values and spits out the game-specific constant, and
# vice versa. This keeps us individual game agnostic and allows us to
# react easily to renumberings and constant insertions. These constants
# will only be found in the DB itself, as well as used on the frontend
# to display various general information about scores.
OMNIMIX_VERSION_BUMP = 10000
DDR_HALO_NONE = 100
DDR_HALO_GOOD_FULL_COMBO = 200
DDR_HALO_GREAT_FULL_COMBO = 300
DDR_HALO_PERFECT_FULL_COMBO = 400
DDR_HALO_MARVELOUS_FULL_COMBO = 500
DDR_RANK_E = 100
DDR_RANK_D = 200
DDR_RANK_D_PLUS = 233
DDR_RANK_C_MINUS = 266
DDR_RANK_C = 300
DDR_RANK_C_PLUS = 333
DDR_RANK_B_MINUS = 366
DDR_RANK_B = 400
DDR_RANK_B_PLUS = 433
DDR_RANK_A_MINUS = 466
DDR_RANK_A = 500
DDR_RANK_A_PLUS = 533
DDR_RANK_AA_MINUS = 566
DDR_RANK_AA = 600
DDR_RANK_AA_PLUS = 650
DDR_RANK_AAA = 700
IIDX_CLEAR_STATUS_NO_PLAY = 50
IIDX_CLEAR_STATUS_FAILED = 100
IIDX_CLEAR_STATUS_ASSIST_CLEAR = 200
IIDX_CLEAR_STATUS_EASY_CLEAR = 300
IIDX_CLEAR_STATUS_CLEAR = 400
IIDX_CLEAR_STATUS_HARD_CLEAR = 500
IIDX_CLEAR_STATUS_EX_HARD_CLEAR = 600
IIDX_CLEAR_STATUS_FULL_COMBO = 700
IIDX_DAN_RANK_7_KYU = 100
IIDX_DAN_RANK_6_KYU = 200
IIDX_DAN_RANK_5_KYU = 300
IIDX_DAN_RANK_4_KYU = 400
IIDX_DAN_RANK_3_KYU = 500
IIDX_DAN_RANK_2_KYU = 600
IIDX_DAN_RANK_1_KYU = 700
IIDX_DAN_RANK_1_DAN = 800
IIDX_DAN_RANK_2_DAN = 900
IIDX_DAN_RANK_3_DAN = 1000
IIDX_DAN_RANK_4_DAN = 1100
IIDX_DAN_RANK_5_DAN = 1200
IIDX_DAN_RANK_6_DAN = 1300
IIDX_DAN_RANK_7_DAN = 1400
IIDX_DAN_RANK_8_DAN = 1500
IIDX_DAN_RANK_9_DAN = 1600
IIDX_DAN_RANK_10_DAN = 1700
IIDX_DAN_RANK_CHUDEN = 1800
IIDX_DAN_RANK_KAIDEN = 1900
JUBEAT_PLAY_MEDAL_FAILED = 100
JUBEAT_PLAY_MEDAL_CLEARED = 200
JUBEAT_PLAY_MEDAL_NEARLY_FULL_COMBO = 300
JUBEAT_PLAY_MEDAL_FULL_COMBO = 400
JUBEAT_PLAY_MEDAL_NEARLY_EXCELLENT = 500
JUBEAT_PLAY_MEDAL_EXCELLENT = 600
MUSECA_GRADE_DEATH = 100 # 没
MUSECA_GRADE_POOR = 200 # 拙
MUSECA_GRADE_MEDIOCRE = 300 # 凡
MUSECA_GRADE_GOOD = 400 # 佳
MUSECA_GRADE_GREAT = 500 # 良
MUSECA_GRADE_EXCELLENT = 600 # 優
MUSECA_GRADE_SUPERB = 700 # 秀
MUSECA_GRADE_MASTERPIECE = 800 # 傑
MUSECA_GRADE_PERFECT = 900 # 傑
MUSECA_CLEAR_TYPE_FAILED = 100
MUSECA_CLEAR_TYPE_CLEARED = 200
MUSECA_CLEAR_TYPE_FULL_COMBO = 300
POPN_MUSIC_PLAY_MEDAL_CIRCLE_FAILED = 100
POPN_MUSIC_PLAY_MEDAL_DIAMOND_FAILED = 200
POPN_MUSIC_PLAY_MEDAL_STAR_FAILED = 300
POPN_MUSIC_PLAY_MEDAL_EASY_CLEAR = 400
POPN_MUSIC_PLAY_MEDAL_CIRCLE_CLEARED = 500
POPN_MUSIC_PLAY_MEDAL_DIAMOND_CLEARED = 600
POPN_MUSIC_PLAY_MEDAL_STAR_CLEARED = 700
POPN_MUSIC_PLAY_MEDAL_CIRCLE_FULL_COMBO = 800
POPN_MUSIC_PLAY_MEDAL_DIAMOND_FULL_COMBO = 900
POPN_MUSIC_PLAY_MEDAL_STAR_FULL_COMBO = 1000
POPN_MUSIC_PLAY_MEDAL_PERFECT = 1100
REFLEC_BEAT_CLEAR_TYPE_NO_PLAY = 100
REFLEC_BEAT_CLEAR_TYPE_FAILED = 200
REFLEC_BEAT_CLEAR_TYPE_CLEARED = 300
REFLEC_BEAT_CLEAR_TYPE_HARD_CLEARED = 400
REFLEC_BEAT_CLEAR_TYPE_S_HARD_CLEARED = 500
REFLEC_BEAT_COMBO_TYPE_NONE = 100
REFLEC_BEAT_COMBO_TYPE_ALMOST_COMBO = 200
REFLEC_BEAT_COMBO_TYPE_FULL_COMBO = 300
REFLEC_BEAT_COMBO_TYPE_FULL_COMBO_ALL_JUST = 400
SDVX_CLEAR_TYPE_NO_PLAY = 50
SDVX_CLEAR_TYPE_FAILED = 100
SDVX_CLEAR_TYPE_CLEAR = 200
SDVX_CLEAR_TYPE_HARD_CLEAR = 300
SDVX_CLEAR_TYPE_ULTIMATE_CHAIN = 400
SDVX_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN = 500
SDVX_GRADE_NO_PLAY = 100
SDVX_GRADE_D = 200
SDVX_GRADE_C = 300
SDVX_GRADE_B = 400
SDVX_GRADE_A = 500
SDVX_GRADE_A_PLUS = 550
SDVX_GRADE_AA = 600
SDVX_GRADE_AA_PLUS = 650
SDVX_GRADE_AAA = 700
SDVX_GRADE_AAA_PLUS = 800
SDVX_GRADE_S = 900