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bemaniutils/bemani/backend/sdvx/gravitywars.py

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# vim: set fileencoding=utf-8
from typing import Any, Dict, List, Optional
from typing_extensions import Final
from bemani.backend.ess import EventLogHandler
from bemani.backend.sdvx.base import SoundVoltexBase
from bemani.backend.sdvx.infiniteinfection import SoundVoltexInfiniteInfection
from bemani.common import ID, VersionConstants
from bemani.protocol import Node
class SoundVoltexGravityWars(
EventLogHandler,
SoundVoltexBase,
):
name: str = 'SOUND VOLTEX III GRAVITY WARS'
version: int = VersionConstants.SDVX_GRAVITY_WARS
GAME_LIMITED_LOCKED: Final[int] = 1
GAME_LIMITED_UNLOCKABLE: Final[int] = 2
GAME_LIMITED_UNLOCKED: Final[int] = 3
GAME_CURRENCY_PACKETS: Final[int] = 0
GAME_CURRENCY_BLOCKS: Final[int] = 1
GAME_CLEAR_TYPE_NO_CLEAR: Final[int] = 1
GAME_CLEAR_TYPE_CLEAR: Final[int] = 2
GAME_CLEAR_TYPE_HARD_CLEAR: Final[int] = 3
GAME_CLEAR_TYPE_ULTIMATE_CHAIN: Final[int] = 4
GAME_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN: Final[int] = 5
GAME_GRADE_NO_PLAY: Final[int] = 0
GAME_GRADE_D: Final[int] = 1
GAME_GRADE_C: Final[int] = 2
GAME_GRADE_B: Final[int] = 3
GAME_GRADE_A: Final[int] = 4
GAME_GRADE_AA: Final[int] = 5
GAME_GRADE_AAA: Final[int] = 6
GAME_CATALOG_TYPE_SONG: Final[int] = 0
GAME_CATALOG_TYPE_APPEAL_CARD: Final[int] = 1
GAME_CATALOG_TYPE_CREW: Final[int] = 4
GAME_GAUGE_TYPE_SKILL: Final[int] = 1
@classmethod
def get_settings(cls) -> Dict[str, Any]:
"""
Return all of our front-end modifiably settings.
"""
return {
'bools': [
{
'name': 'Disable Online Matching',
'tip': 'Disable online matching between games.',
'category': 'game_config',
'setting': 'disable_matching',
},
{
'name': 'Force Song Unlock',
'tip': 'Force unlock all songs.',
'category': 'game_config',
'setting': 'force_unlock_songs',
},
{
'name': 'Force Appeal Card Unlock',
'tip': 'Force unlock all appeal cards.',
'category': 'game_config',
'setting': 'force_unlock_cards',
},
{
'name': 'Force Crew Card Unlock',
'tip': 'Force unlock all crew and subcrew cards.',
'category': 'game_config',
'setting': 'force_unlock_crew',
},
],
}
def previous_version(self) -> Optional[SoundVoltexBase]:
return SoundVoltexInfiniteInfection(self.data, self.config, self.model)
def _get_skill_analyzer_courses(self) -> List[Dict[str, Any]]:
# This is overridden in S1/S2 code.
return []
def _get_skill_analyzer_seasons(self) -> Dict[int, str]:
# This is overridden in S1/S2 code.
return {}
def _get_extra_events(self) -> List[int]:
# This is overridden in S1/S2 code.
return []
def __game_to_db_clear_type(self, clear_type: int) -> int:
return {
self.GAME_CLEAR_TYPE_NO_CLEAR: self.CLEAR_TYPE_FAILED,
self.GAME_CLEAR_TYPE_CLEAR: self.CLEAR_TYPE_CLEAR,
self.GAME_CLEAR_TYPE_HARD_CLEAR: self.CLEAR_TYPE_HARD_CLEAR,
self.GAME_CLEAR_TYPE_ULTIMATE_CHAIN: self.CLEAR_TYPE_ULTIMATE_CHAIN,
self.GAME_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN: self.CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN,
}[clear_type]
def __db_to_game_clear_type(self, clear_type: int) -> int:
return {
self.CLEAR_TYPE_NO_PLAY: self.GAME_CLEAR_TYPE_NO_CLEAR,
self.CLEAR_TYPE_FAILED: self.GAME_CLEAR_TYPE_NO_CLEAR,
self.CLEAR_TYPE_CLEAR: self.GAME_CLEAR_TYPE_CLEAR,
self.CLEAR_TYPE_HARD_CLEAR: self.GAME_CLEAR_TYPE_HARD_CLEAR,
self.CLEAR_TYPE_ULTIMATE_CHAIN: self.GAME_CLEAR_TYPE_ULTIMATE_CHAIN,
self.CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN: self.GAME_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN,
}[clear_type]
def __game_to_db_grade(self, grade: int) -> int:
return {
self.GAME_GRADE_NO_PLAY: self.GRADE_NO_PLAY,
self.GAME_GRADE_D: self.GRADE_D,
self.GAME_GRADE_C: self.GRADE_C,
self.GAME_GRADE_B: self.GRADE_B,
self.GAME_GRADE_A: self.GRADE_A,
self.GAME_GRADE_AA: self.GRADE_AA,
self.GAME_GRADE_AAA: self.GRADE_AAA,
}[grade]
def __db_to_game_grade(self, grade: int) -> int:
return {
self.GRADE_NO_PLAY: self.GAME_GRADE_NO_PLAY,
self.GRADE_D: self.GAME_GRADE_D,
self.GRADE_C: self.GAME_GRADE_C,
self.GRADE_B: self.GAME_GRADE_B,
self.GRADE_A: self.GAME_GRADE_A,
self.GRADE_A_PLUS: self.GAME_GRADE_A,
self.GRADE_AA: self.GAME_GRADE_AA,
self.GRADE_AA_PLUS: self.GAME_GRADE_AA,
self.GRADE_AAA: self.GAME_GRADE_AAA,
self.GRADE_AAA_PLUS: self.GAME_GRADE_AAA,
self.GRADE_S: self.GAME_GRADE_AAA,
}[grade]
def __get_skill_analyzer_skill_levels(self) -> Dict[int, str]:
return {
0: 'Skill LEVEL 01 岳翔',
1: 'Skill LEVEL 02 流星',
2: 'Skill LEVEL 03 月衝',
3: 'Skill LEVEL 04 瞬光',
4: 'Skill LEVEL 05 天極',
5: 'Skill LEVEL 06 烈風',
6: 'Skill LEVEL 07 雷電',
7: 'Skill LEVEL 08 麗華',
8: 'Skill LEVEL 09 魔騎士',
9: 'Skill LEVEL 10 剛力羅',
10: 'Skill LEVEL 11 或帝滅斗',
11: 'Skill LEVEL ∞(12) 暴龍天',
}
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()
songs = self.data.local.music.get_all_songs(self.game, self.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))
if not game_config.get_bool('disable_matching'):
enable_event(1) # Matching enabled
enable_event(2) # Floor Infection
enable_event(3) # Policy Break
enable_event(60) # BEMANI Summer Diary
for eventid in self._get_extra_events():
enable_event(eventid)
# Skill Analyzer config
skill_course = Node.void('skill_course')
game.add_child(skill_course)
seasons = self._get_skill_analyzer_seasons()
skillnames = self.__get_skill_analyzer_skill_levels()
courses = self._get_skill_analyzer_courses()
max_level: Dict[int, int] = {}
for course in courses:
max_level[course['level']] = max(course['season_id'], max_level.get(course['level'], -1))
for course in courses:
info = Node.void('info')
skill_course.add_child(info)
info.add_child(Node.s16('course_id', course.get('id', course['level'])))
info.add_child(Node.s16('level', course['level']))
info.add_child(Node.s32('season_id', course['season_id']))
info.add_child(Node.string('season_name', seasons[course['season_id']]))
info.add_child(Node.bool('season_new_flg', max_level[course['level']] == course['season_id']))
info.add_child(Node.string('course_name', course.get('skill_name', skillnames.get(course['level'], ''))))
info.add_child(Node.s16('course_type', 0))
info.add_child(Node.s16('skill_name_id', course.get('skill_name_id', course['level'])))
info.add_child(Node.bool('matching_assist', course['level'] >= 0 and course['level'] <= 6))
info.add_child(Node.s16('gauge_type', self.GAME_GAUGE_TYPE_SKILL))
info.add_child(Node.s16('paseli_type', 0))
for trackno, trackdata in enumerate(course['tracks']):
track = Node.void('track')
info.add_child(track)
track.add_child(Node.s16('track_no', trackno))
track.add_child(Node.s32('music_id', trackdata['id']))
track.add_child(Node.s8('music_type', trackdata['type']))
return game
def handle_game_3_exception_request(self, request: Node) -> Node:
return Node.void('game_3')
def handle_game_3_shop_request(self, request: Node) -> Node:
self.update_machine_name(request.child_value('shopname'))
# Respond with number of milliseconds until next request
game = Node.void('game_3')
game.add_child(Node.u32('nxt_time', 1000 * 5 * 60))
return game
def handle_game_3_lounge_request(self, request: Node) -> Node:
game = Node.void('game_3')
# Refresh interval in seconds.
game.add_child(Node.u32('interval', 10))
return game
def handle_game_3_entry_s_request(self, request: Node) -> Node:
game = Node.void('game_3')
# This should be created on the fly for a lobby that we're in.
game.add_child(Node.u32('entry_id', 1))
return game
def handle_game_3_entry_e_request(self, request: Node) -> Node:
# Lobby destroy method, eid node (u32) should be used
# to destroy any open lobbies.
return Node.void('game_3')
def handle_game_3_frozen_request(self, request: Node) -> Node:
game = Node.void('game_3')
game.add_child(Node.u8('result', 0))
return game
def handle_game_3_save_e_request(self, request: Node) -> Node:
# This has to do with Policy Break against ReflecBeat and
# floor infection, but we don't implement multi-game support so meh.
return Node.void('game_3')
def handle_game_3_play_e_request(self, request: Node) -> Node:
return Node.void('game_3')
def handle_game_3_buy_request(self, request: Node) -> Node:
refid = request.child_value('refid')
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:
profile = self.get_profile(userid)
else:
profile = None
if userid is not None and profile is not None:
# Look up packets and blocks
packet = profile.get_int('packet')
block = profile.get_int('block')
# Add on any additional we earned this round
packet = packet + (request.child_value('earned_gamecoin_packet') or 0)
block = block + (request.child_value('earned_gamecoin_block') or 0)
currency_type = request.child_value('currency_type')
price = request.child_value('item/price')
if isinstance(price, list):
# Sometimes we end up buying more than one item at once
price = sum(price)
if currency_type == self.GAME_CURRENCY_PACKETS:
# This is a valid purchase
newpacket = packet - price
if newpacket < 0:
result = 1
else:
packet = newpacket
result = 0
elif currency_type == self.GAME_CURRENCY_BLOCKS:
# This is a valid purchase
newblock = block - price
if newblock < 0:
result = 1
else:
block = newblock
result = 0
else:
# Bad currency type
result = 1
if result == 0:
# Transaction is valid, update the profile with new packets and blocks
profile.replace_int('packet', packet)
profile.replace_int('block', block)
self.put_profile(userid, profile)
# If this was a song unlock, we should mark it as unlocked
item_type = request.child_value('item/item_type')
item_id = request.child_value('item/item_id')
param = request.child_value('item/param')
if not isinstance(item_type, list):
# Sometimes we buy multiple things at once. Make it easier by always assuming this.
item_type = [item_type]
item_id = [item_id]
param = [param]
for i in range(len(item_type)):
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
item_id[i],
f'item_{item_type[i]}',
{
'param': param[i],
},
)
else:
# Unclear what to do here, return a bad response
packet = 0
block = 0
result = 1
game = Node.void('game_3')
game.add_child(Node.u32('gamecoin_packet', packet))
game.add_child(Node.u32('gamecoin_block', block))
game.add_child(Node.s8('result', result))
return game
def handle_game_3_new_request(self, request: Node) -> Node:
refid = request.child_value('refid')
name = request.child_value('name')
loc = ID.parse_machine_id(request.child_value('locid'))
self.new_profile_by_refid(refid, name, loc)
root = Node.void('game_3')
return root
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
# Figure out if this user has an older profile or not
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
if userid is not None:
previous_game = self.previous_version()
else:
previous_game = None
if previous_game is not None:
profile = previous_game.get_profile(userid)
else:
profile = None
if profile is not None:
root = Node.void('game_3')
root.add_child(Node.u8('result', 2))
root.add_child(Node.string('name', profile.get_str('name')))
return root
else:
root = Node.void('game_3')
root.add_child(Node.u8('result', 1))
return root
def handle_game_3_save_request(self, request: Node) -> Node:
refid = request.child_value('refid')
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:
oldprofile = self.get_profile(userid)
newprofile = self.unformat_profile(userid, request, oldprofile)
else:
newprofile = None
if userid is not None and newprofile is not None:
self.put_profile(userid, newprofile)
return Node.void('game_3')
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.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 handle_game_3_save_m_request(self, request: Node) -> Node:
refid = request.child_value('refid')
if refid is not None:
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
else:
userid = None
# Doesn't matter if userid is None here, that's an anonymous score
musicid = request.child_value('music_id')
chart = request.child_value('music_type')
points = request.child_value('score')
combo = request.child_value('max_chain')
clear_type = self.__game_to_db_clear_type(request.child_value('clear_type'))
grade = self.__game_to_db_grade(request.child_value('score_grade'))
stats = {
'btn_rate': request.child_value('btn_rate'),
'long_rate': request.child_value('long_rate'),
'vol_rate': request.child_value('vol_rate'),
'critical': request.child_value('critical'),
'near': request.child_value('near'),
'error': request.child_value('error'),
}
# Save the score
self.update_score(
userid,
musicid,
chart,
points,
clear_type,
grade,
combo,
stats,
)
# Return a blank response
return Node.void('game_3')
def handle_game_3_save_c_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:
course_id = request.child_value('crsid')
clear_type = request.child_value('ct')
achievement_rate = request.child_value('ar')
season_id = request.child_value('ssnid')
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
(season_id * 100) + course_id,
'course',
{
'clear_type': clear_type,
'achievement_rate': achievement_rate,
},
)
# Return a blank response
return Node.void('game_3')