2021-05-31 20:09:40 +02:00
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from typing import Final
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2019-12-08 22:43:49 +01:00
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class GameConstants:
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2021-05-31 20:09:40 +02:00
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BISHI_BASHI: Final[str] = 'bishi'
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DANCE_EVOLUTION: Final[str] = 'danevo'
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DDR: Final[str] = 'ddr'
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IIDX: Final[str] = 'iidx'
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JUBEAT: Final[str] = 'jubeat'
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MUSECA: Final[str] = 'museca'
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POPN_MUSIC: Final[str] = 'pnm'
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REFLEC_BEAT: Final[str] = 'reflec'
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SDVX: Final[str] = 'sdvx'
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2019-12-08 22:43:49 +01:00
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class VersionConstants:
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2021-05-31 20:09:40 +02:00
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BISHI_BASHI_TSBB: Final[int] = 1
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DDR_1STMIX: Final[int] = 1
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DDR_2NDMIX: Final[int] = 2
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DDR_3RDMIX: Final[int] = 3
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DDR_4THMIX: Final[int] = 4
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DDR_5THMIX: Final[int] = 5
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DDR_6THMIX: Final[int] = 6
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DDR_7THMIX: Final[int] = 7
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DDR_EXTREME: Final[int] = 8
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DDR_SUPERNOVA: Final[int] = 9
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DDR_SUPERNOVA_2: Final[int] = 10
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DDR_X: Final[int] = 11
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DDR_X2: Final[int] = 12
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DDR_X3_VS_2NDMIX: Final[int] = 13
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DDR_2013: Final[int] = 14
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DDR_2014: Final[int] = 15
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DDR_ACE: Final[int] = 16
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DDR_A20: Final[int] = 17
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IIDX: Final[int] = 1
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IIDX_2ND_STYLE: Final[int] = 2
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IIDX_3RD_STYLE: Final[int] = 3
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IIDX_4TH_STYLE: Final[int] = 4
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IIDX_5TH_STYLE: Final[int] = 5
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IIDX_6TH_STYLE: Final[int] = 6
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IIDX_7TH_STYLE: Final[int] = 7
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IIDX_8TH_STYLE: Final[int] = 8
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IIDX_9TH_STYLE: Final[int] = 9
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IIDX_10TH_STYLE: Final[int] = 10
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IIDX_RED: Final[int] = 11
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IIDX_HAPPY_SKY: Final[int] = 12
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IIDX_DISTORTED: Final[int] = 13
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IIDX_GOLD: Final[int] = 14
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IIDX_DJ_TROOPERS: Final[int] = 15
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IIDX_EMPRESS: Final[int] = 16
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IIDX_SIRIUS: Final[int] = 17
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IIDX_RESORT_ANTHEM: Final[int] = 18
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IIDX_LINCLE: Final[int] = 19
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IIDX_TRICORO: Final[int] = 20
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IIDX_SPADA: Final[int] = 21
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IIDX_PENDUAL: Final[int] = 22
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IIDX_COPULA: Final[int] = 23
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IIDX_SINOBUZ: Final[int] = 24
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IIDX_CANNON_BALLERS: Final[int] = 25
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JUBEAT: Final[int] = 1
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JUBEAT_RIPPLES: Final[int] = 2
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JUBEAT_RIPPLES_APPEND: Final[int] = 3
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JUBEAT_KNIT: Final[int] = 4
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JUBEAT_KNIT_APPEND: Final[int] = 5
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JUBEAT_COPIOUS: Final[int] = 6
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JUBEAT_COPIOUS_APPEND: Final[int] = 7
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JUBEAT_SAUCER: Final[int] = 8
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JUBEAT_SAUCER_FULFILL: Final[int] = 9
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JUBEAT_PROP: Final[int] = 10
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JUBEAT_QUBELL: Final[int] = 11
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JUBEAT_CLAN: Final[int] = 12
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JUBEAT_FESTO: Final[int] = 13
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MUSECA: Final[int] = 1
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MUSECA_1_PLUS: Final[int] = 2
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POPN_MUSIC: Final[int] = 1
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POPN_MUSIC_2: Final[int] = 2
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POPN_MUSIC_3: Final[int] = 3
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POPN_MUSIC_4: Final[int] = 4
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POPN_MUSIC_5: Final[int] = 5
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POPN_MUSIC_6: Final[int] = 6
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POPN_MUSIC_7: Final[int] = 7
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POPN_MUSIC_8: Final[int] = 8
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POPN_MUSIC_9: Final[int] = 9
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POPN_MUSIC_10: Final[int] = 10
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POPN_MUSIC_11: Final[int] = 11
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POPN_MUSIC_IROHA: Final[int] = 12
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POPN_MUSIC_CARNIVAL: Final[int] = 13
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POPN_MUSIC_FEVER: Final[int] = 14
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POPN_MUSIC_ADVENTURE: Final[int] = 15
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POPN_MUSIC_PARTY: Final[int] = 16
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POPN_MUSIC_THE_MOVIE: Final[int] = 17
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POPN_MUSIC_SENGOKU_RETSUDEN: Final[int] = 18
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POPN_MUSIC_TUNE_STREET: Final[int] = 19
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POPN_MUSIC_FANTASIA: Final[int] = 20
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POPN_MUSIC_SUNNY_PARK: Final[int] = 21
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POPN_MUSIC_LAPISTORIA: Final[int] = 22
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POPN_MUSIC_ECLALE: Final[int] = 23
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POPN_MUSIC_USANEKO: Final[int] = 24
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POPN_MUSIC_PEACE: Final[int] = 25
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REFLEC_BEAT: Final[int] = 1
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REFLEC_BEAT_LIMELIGHT: Final[int] = 2
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REFLEC_BEAT_COLETTE: Final[int] = 3
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REFLEC_BEAT_GROOVIN: Final[int] = 4
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REFLEC_BEAT_VOLZZA: Final[int] = 5
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REFLEC_BEAT_VOLZZA_2: Final[int] = 6
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REFLEC_BEAT_REFLESIA: Final[int] = 7
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SDVX_BOOTH: Final[int] = 1
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SDVX_INFINITE_INFECTION: Final[int] = 2
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SDVX_GRAVITY_WARS: Final[int] = 3
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SDVX_HEAVENLY_HAVEN: Final[int] = 4
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2019-12-08 22:43:49 +01:00
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class APIConstants:
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ID_TYPE_SERVER: Final[str] = 'server'
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ID_TYPE_CARD: Final[str] = 'card'
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ID_TYPE_SONG: Final[str] = 'song'
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ID_TYPE_INSTANCE: Final[str] = 'instance'
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2019-12-08 22:43:49 +01:00
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class DBConstants:
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# When adding new game series, I try to make sure that constants
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# go in order, and have a difference of 100 between them. This is
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# so I can promote lamps/scores/etc by using a simple "max", while
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# still allowing for new game versions to insert new constants anywhere
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# in the lineup. You'll notice a few areas where constants go up by
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# non-100. This is because a new game came out in this series after
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# existing scores were in production, so constants for new grades/lamps
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# had to be snuck in. The actual constant doesn't matter as long as they
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# go in order, so this works out nicely.
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# Its up to various games to map the in-game constant to these DB
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# constants. Most games will implement a pair of functions that takes
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# one of these values and spits out the game-specific constant, and
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# vice versa. This keeps us individual game agnostic and allows us to
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# react easily to renumberings and constant insertions. These constants
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# will only be found in the DB itself, as well as used on the frontend
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# to display various general information about scores.
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OMNIMIX_VERSION_BUMP: Final[int] = 10000
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DDR_HALO_NONE: Final[int] = 100
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DDR_HALO_GOOD_FULL_COMBO: Final[int] = 200
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DDR_HALO_GREAT_FULL_COMBO: Final[int] = 300
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DDR_HALO_PERFECT_FULL_COMBO: Final[int] = 400
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DDR_HALO_MARVELOUS_FULL_COMBO: Final[int] = 500
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DDR_RANK_E: Final[int] = 100
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DDR_RANK_D: Final[int] = 200
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DDR_RANK_D_PLUS: Final[int] = 233
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DDR_RANK_C_MINUS: Final[int] = 266
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DDR_RANK_C: Final[int] = 300
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DDR_RANK_C_PLUS: Final[int] = 333
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DDR_RANK_B_MINUS: Final[int] = 366
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DDR_RANK_B: Final[int] = 400
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DDR_RANK_B_PLUS: Final[int] = 433
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DDR_RANK_A_MINUS: Final[int] = 466
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DDR_RANK_A: Final[int] = 500
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DDR_RANK_A_PLUS: Final[int] = 533
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DDR_RANK_AA_MINUS: Final[int] = 566
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DDR_RANK_AA: Final[int] = 600
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DDR_RANK_AA_PLUS: Final[int] = 650
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DDR_RANK_AAA: Final[int] = 700
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IIDX_CLEAR_STATUS_NO_PLAY: Final[int] = 50
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IIDX_CLEAR_STATUS_FAILED: Final[int] = 100
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IIDX_CLEAR_STATUS_ASSIST_CLEAR: Final[int] = 200
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IIDX_CLEAR_STATUS_EASY_CLEAR: Final[int] = 300
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IIDX_CLEAR_STATUS_CLEAR: Final[int] = 400
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IIDX_CLEAR_STATUS_HARD_CLEAR: Final[int] = 500
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IIDX_CLEAR_STATUS_EX_HARD_CLEAR: Final[int] = 600
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IIDX_CLEAR_STATUS_FULL_COMBO: Final[int] = 700
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IIDX_DAN_RANK_7_KYU: Final[int] = 100
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IIDX_DAN_RANK_6_KYU: Final[int] = 200
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IIDX_DAN_RANK_5_KYU: Final[int] = 300
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IIDX_DAN_RANK_4_KYU: Final[int] = 400
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IIDX_DAN_RANK_3_KYU: Final[int] = 500
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IIDX_DAN_RANK_2_KYU: Final[int] = 600
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IIDX_DAN_RANK_1_KYU: Final[int] = 700
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IIDX_DAN_RANK_1_DAN: Final[int] = 800
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IIDX_DAN_RANK_2_DAN: Final[int] = 900
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IIDX_DAN_RANK_3_DAN: Final[int] = 1000
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IIDX_DAN_RANK_4_DAN: Final[int] = 1100
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IIDX_DAN_RANK_5_DAN: Final[int] = 1200
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IIDX_DAN_RANK_6_DAN: Final[int] = 1300
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IIDX_DAN_RANK_7_DAN: Final[int] = 1400
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IIDX_DAN_RANK_8_DAN: Final[int] = 1500
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IIDX_DAN_RANK_9_DAN: Final[int] = 1600
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IIDX_DAN_RANK_10_DAN: Final[int] = 1700
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IIDX_DAN_RANK_CHUDEN: Final[int] = 1800
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IIDX_DAN_RANK_KAIDEN: Final[int] = 1900
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JUBEAT_PLAY_MEDAL_FAILED: Final[int] = 100
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JUBEAT_PLAY_MEDAL_CLEARED: Final[int] = 200
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JUBEAT_PLAY_MEDAL_NEARLY_FULL_COMBO: Final[int] = 300
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JUBEAT_PLAY_MEDAL_FULL_COMBO: Final[int] = 400
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JUBEAT_PLAY_MEDAL_NEARLY_EXCELLENT: Final[int] = 500
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JUBEAT_PLAY_MEDAL_EXCELLENT: Final[int] = 600
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MUSECA_GRADE_DEATH: Final[int] = 100 # 没
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MUSECA_GRADE_POOR: Final[int] = 200 # 拙
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MUSECA_GRADE_MEDIOCRE: Final[int] = 300 # 凡
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MUSECA_GRADE_GOOD: Final[int] = 400 # 佳
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MUSECA_GRADE_GREAT: Final[int] = 500 # 良
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MUSECA_GRADE_EXCELLENT: Final[int] = 600 # 優
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MUSECA_GRADE_SUPERB: Final[int] = 700 # 秀
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MUSECA_GRADE_MASTERPIECE: Final[int] = 800 # 傑
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MUSECA_GRADE_PERFECT: Final[int] = 900 # 傑
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MUSECA_CLEAR_TYPE_FAILED: Final[int] = 100
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MUSECA_CLEAR_TYPE_CLEARED: Final[int] = 200
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MUSECA_CLEAR_TYPE_FULL_COMBO: Final[int] = 300
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POPN_MUSIC_PLAY_MEDAL_CIRCLE_FAILED: Final[int] = 100
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POPN_MUSIC_PLAY_MEDAL_DIAMOND_FAILED: Final[int] = 200
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POPN_MUSIC_PLAY_MEDAL_STAR_FAILED: Final[int] = 300
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POPN_MUSIC_PLAY_MEDAL_EASY_CLEAR: Final[int] = 400
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POPN_MUSIC_PLAY_MEDAL_CIRCLE_CLEARED: Final[int] = 500
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POPN_MUSIC_PLAY_MEDAL_DIAMOND_CLEARED: Final[int] = 600
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POPN_MUSIC_PLAY_MEDAL_STAR_CLEARED: Final[int] = 700
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POPN_MUSIC_PLAY_MEDAL_CIRCLE_FULL_COMBO: Final[int] = 800
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POPN_MUSIC_PLAY_MEDAL_DIAMOND_FULL_COMBO: Final[int] = 900
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POPN_MUSIC_PLAY_MEDAL_STAR_FULL_COMBO: Final[int] = 1000
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POPN_MUSIC_PLAY_MEDAL_PERFECT: Final[int] = 1100
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REFLEC_BEAT_CLEAR_TYPE_NO_PLAY: Final[int] = 100
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REFLEC_BEAT_CLEAR_TYPE_FAILED: Final[int] = 200
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REFLEC_BEAT_CLEAR_TYPE_CLEARED: Final[int] = 300
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REFLEC_BEAT_CLEAR_TYPE_HARD_CLEARED: Final[int] = 400
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REFLEC_BEAT_CLEAR_TYPE_S_HARD_CLEARED: Final[int] = 500
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REFLEC_BEAT_COMBO_TYPE_NONE: Final[int] = 100
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REFLEC_BEAT_COMBO_TYPE_ALMOST_COMBO: Final[int] = 200
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REFLEC_BEAT_COMBO_TYPE_FULL_COMBO: Final[int] = 300
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REFLEC_BEAT_COMBO_TYPE_FULL_COMBO_ALL_JUST: Final[int] = 400
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SDVX_CLEAR_TYPE_NO_PLAY: Final[int] = 50
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SDVX_CLEAR_TYPE_FAILED: Final[int] = 100
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SDVX_CLEAR_TYPE_CLEAR: Final[int] = 200
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SDVX_CLEAR_TYPE_HARD_CLEAR: Final[int] = 300
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SDVX_CLEAR_TYPE_ULTIMATE_CHAIN: Final[int] = 400
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SDVX_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN: Final[int] = 500
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SDVX_GRADE_NO_PLAY: Final[int] = 100
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SDVX_GRADE_D: Final[int] = 200
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SDVX_GRADE_C: Final[int] = 300
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SDVX_GRADE_B: Final[int] = 400
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SDVX_GRADE_A: Final[int] = 500
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SDVX_GRADE_A_PLUS: Final[int] = 550
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SDVX_GRADE_AA: Final[int] = 600
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SDVX_GRADE_AA_PLUS: Final[int] = 650
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SDVX_GRADE_AAA: Final[int] = 700
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SDVX_GRADE_AAA_PLUS: Final[int] = 800
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SDVX_GRADE_S: Final[int] = 900
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