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bemaniutils/bemani/backend/popn/common.py

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# vim: set fileencoding=utf-8
from abc import ABC, abstractmethod
import binascii
import random
from typing import Any, Dict, List, Optional, Tuple
from typing_extensions import Final
from bemani.backend.popn.base import PopnMusicBase
from bemani.common import Time, ID, Profile, ValidatedDict, Parallel
from bemani.data import Data, UserID, Achievement, Link
from bemani.protocol import Node
class PopnMusicModernBase(PopnMusicBase, ABC):
# Chart type, as returned from the game
GAME_CHART_TYPE_EASY: Final[int] = 0
GAME_CHART_TYPE_NORMAL: Final[int] = 1
GAME_CHART_TYPE_HYPER: Final[int] = 2
GAME_CHART_TYPE_EX: Final[int] = 3
# Medal type, as returned from the game
GAME_PLAY_MEDAL_CIRCLE_FAILED: Final[int] = 1
GAME_PLAY_MEDAL_DIAMOND_FAILED: Final[int] = 2
GAME_PLAY_MEDAL_STAR_FAILED: Final[int] = 3
GAME_PLAY_MEDAL_EASY_CLEAR: Final[int] = 4
GAME_PLAY_MEDAL_CIRCLE_CLEARED: Final[int] = 5
GAME_PLAY_MEDAL_DIAMOND_CLEARED: Final[int] = 6
GAME_PLAY_MEDAL_STAR_CLEARED: Final[int] = 7
GAME_PLAY_MEDAL_CIRCLE_FULL_COMBO: Final[int] = 8
GAME_PLAY_MEDAL_DIAMOND_FULL_COMBO: Final[int] = 9
GAME_PLAY_MEDAL_STAR_FULL_COMBO: Final[int] = 10
GAME_PLAY_MEDAL_PERFECT: Final[int] = 11
# Rank type, as returned from the game
GAME_PLAY_RANK_E: Final[int] = 1
GAME_PLAY_RANK_D: Final[int] = 2
GAME_PLAY_RANK_C: Final[int] = 3
GAME_PLAY_RANK_B: Final[int] = 4
GAME_PLAY_RANK_A: Final[int] = 5
GAME_PLAY_RANK_AA: Final[int] = 6
GAME_PLAY_RANK_AAA: Final[int] = 7
GAME_PLAY_RANK_S: Final[int] = 8
# Biggest ID in the music DB
GAME_MAX_MUSIC_ID: int
# Biggest deco part ID in the game
GAME_MAX_DECO_ID: int
# Return the local2 and lobby2 service so that Pop'n Music 24+ will
# send game packets.
extra_services: List[str] = [
"local2",
"lobby2",
]
@classmethod
def run_scheduled_work(
cls, data: Data, config: Dict[str, Any]
) -> List[Tuple[str, Dict[str, Any]]]:
"""
Once a week, insert a new course.
"""
events = []
if data.local.network.should_schedule(
cls.game, cls.version, "course", "weekly"
):
# Generate a new course list, save it to the DB.
start_time, end_time = data.local.network.get_schedule_duration("weekly")
all_songs = [
song.id
for song in data.local.music.get_all_songs(cls.game, cls.version)
]
if all_songs:
course_song = random.choice(all_songs)
data.local.game.put_time_sensitive_settings(
cls.game,
cls.version,
"course",
{
"start_time": start_time,
"end_time": end_time,
"music": course_song,
},
)
events.append(
(
"pnm_course",
{
"version": cls.version,
"song": course_song,
},
)
)
# Mark that we did some actual work here.
data.local.network.mark_scheduled(
cls.game, cls.version, "course", "weekly"
)
return events
def __score_to_rank(self, score: int) -> int:
if score < 50000:
return self.GAME_PLAY_RANK_E
if score < 62000:
return self.GAME_PLAY_RANK_D
if score < 72000:
return self.GAME_PLAY_RANK_C
if score < 82000:
return self.GAME_PLAY_RANK_B
if score < 90000:
return self.GAME_PLAY_RANK_A
if score < 95000:
return self.GAME_PLAY_RANK_AA
if score < 98000:
return self.GAME_PLAY_RANK_AAA
return self.GAME_PLAY_RANK_S
def handle_lobby24_requests(self, request: Node) -> Node:
# Stub out the entire lobby24 service
return Node.void("lobby24")
def handle_pcb24_error_request(self, request: Node) -> Node:
return Node.void("pcb24")
def handle_pcb24_boot_request(self, request: Node) -> Node:
return Node.void("pcb24")
def handle_pcb24_write_request(self, request: Node) -> Node:
# Update the name of this cab for admin purposes
self.update_machine_name(request.child_value("pcb_setting/name"))
return Node.void("pcb24")
@abstractmethod
def get_common_config(self) -> Tuple[Dict[int, int], bool]:
"""
Return a tuple of configuration options for sending the common node back
to the client. The first parameter is a dictionary whose keys are event
IDs and values are the event phase number. The second parameter is a bool
representing whether or not to send areas.
"""
def __construct_common_info(self, root: Node) -> None:
phases, send_areas = self.get_common_config()
for phaseid, phase_value in phases.items():
phase = Node.void("phase")
root.add_child(phase)
phase.add_child(Node.s16("event_id", phaseid))
phase.add_child(Node.s16("phase", phase_value))
# Gather course information and course ranking for users.
course_infos, achievements, profiles = Parallel.execute(
[
lambda: self.data.local.game.get_all_time_sensitive_settings(
self.game, self.version, "course"
),
lambda: self.data.local.user.get_all_achievements(
self.game, self.version
),
lambda: self.data.local.user.get_all_profiles(self.game, self.version),
]
)
# Sort courses by newest to oldest so we can grab the newest 256.
course_infos = sorted(
course_infos,
key=lambda c: c["start_time"],
reverse=True,
)
# Sort achievements within course ID from best to worst ranking.
achievements_by_course_id: Dict[
int, Dict[str, List[Tuple[UserID, Achievement]]]
] = {}
type_to_chart_lut: Dict[str, str] = {
f"course_{self.GAME_CHART_TYPE_EASY}": "loc_ranking_e",
f"course_{self.GAME_CHART_TYPE_NORMAL}": "loc_ranking_n",
f"course_{self.GAME_CHART_TYPE_HYPER}": "loc_ranking_h",
f"course_{self.GAME_CHART_TYPE_EX}": "loc_ranking_ex",
}
for uid, ach in achievements:
if ach.type[:7] != "course_":
continue
if ach.id not in achievements_by_course_id:
achievements_by_course_id[ach.id] = {
"loc_ranking_e": [],
"loc_ranking_n": [],
"loc_ranking_h": [],
"loc_ranking_ex": [],
}
achievements_by_course_id[ach.id][type_to_chart_lut[ach.type]].append(
(uid, ach)
)
for courseid in achievements_by_course_id:
for chart in [
"loc_ranking_e",
"loc_ranking_n",
"loc_ranking_h",
"loc_ranking_ex",
]:
achievements_by_course_id[courseid][chart] = sorted(
achievements_by_course_id[courseid][chart],
key=lambda uid_and_ach: uid_and_ach[1].data.get_int("score"),
reverse=True,
)
# Cache of userID to profile
userid_to_profile: Dict[UserID, Profile] = {
uid: profile for (uid, profile) in profiles
}
# Course ranking info for the last 256 courses
for course_info in course_infos[:256]:
course_id = int(course_info["start_time"] / 604800)
course_rankings = achievements_by_course_id.get(course_id, {})
ranking_info = Node.void("ranking_info")
root.add_child(ranking_info)
ranking_info.add_child(Node.s16("course_id", course_id))
ranking_info.add_child(
Node.u64("start_date", course_info["start_time"] * 1000)
)
ranking_info.add_child(Node.u64("end_date", course_info["end_time"] * 1000))
ranking_info.add_child(Node.s32("music_id", course_info["music"]))
# Top 20 rankings for each particular chart.
for name in [
"loc_ranking_e",
"loc_ranking_n",
"loc_ranking_h",
"loc_ranking_ex",
]:
chart_rankings = course_rankings.get(name, [])
for pos, (uid, ach) in enumerate(chart_rankings[:20]):
profile = userid_to_profile.get(
uid, Profile(self.game, self.version, "", 0)
)
subnode = Node.void(name)
ranking_info.add_child(subnode)
subnode.add_child(Node.s16("rank", pos + 1))
subnode.add_child(Node.string("name", profile.get_str("name")))
subnode.add_child(
Node.s16("chara_num", profile.get_int("chara", -1))
)
subnode.add_child(
Node.s32("total_score", ach.data.get_int("score"))
)
subnode.add_child(
Node.u8("clear_type", ach.data.get_int("clear_type"))
)
subnode.add_child(
Node.u8("clear_rank", ach.data.get_int("clear_rank"))
)
if send_areas:
for area_id in range(1, 16):
area = Node.void("area")
root.add_child(area)
area.add_child(Node.s16("area_id", area_id))
area.add_child(Node.u64("end_date", 0))
area.add_child(Node.s16("medal_id", area_id))
area.add_child(Node.bool("is_limit", False))
for choco_id in range(0, 5):
choco = Node.void("choco")
root.add_child(choco)
choco.add_child(Node.s16("choco_id", choco_id))
choco.add_child(Node.s32("param", -1))
# Set up goods, educated guess here.
for goods_id in range(self.GAME_MAX_DECO_ID):
if goods_id < 15:
price = 30
elif goods_id < 30:
price = 40
elif goods_id < 45:
price = 60
elif goods_id < 60:
price = 80
elif goods_id < 98:
price = 200
else:
price = 250
goods = Node.void("goods")
root.add_child(goods)
goods.add_child(Node.s32("item_id", goods_id + 1))
goods.add_child(Node.s16("item_type", 3))
goods.add_child(Node.s32("price", price))
goods.add_child(Node.s16("goods_type", 0))
# Ignoring NAVIfes node, we don't set these.
# fes = Node.void('fes')
# fes.add_child(Node.s16('fes_id', -1))
# fes.add_child(Node.s32('gauge_count', -1))
# fes.add_child(Node.s32_array('gauge', [-1, -1, -1, -1, -1, -1]))
# fes.add_child(Node.s32_array('music', [-1, -1, -1, -1, -1, -1]))
# fes.add_child(Node.s16('r', -1))
# fes.add_child(Node.s16('g', -1))
# fes.add_child(Node.s16('b', -1))
# fes.add_child(Node.s16('poster', -1))
# Calculate most popular characters
profiles = self.data.remote.user.get_all_profiles(self.game, self.version)
charas: Dict[int, int] = {}
for _userid, profile in profiles:
chara = profile.get_int("chara", -1)
if chara <= 0:
continue
if chara not in charas:
charas[chara] = 1
else:
charas[chara] = charas[chara] + 1
# Order a typle by most popular character to least popular character
charamap = sorted(
[(c, charas[c]) for c in charas],
key=lambda c: c[1],
reverse=True,
)
# Top 20 Popular characters
for rank, (charaid, _usecount) in enumerate(charamap[:20]):
popular = Node.void("popular")
root.add_child(popular)
popular.add_child(Node.s16("rank", rank + 1))
popular.add_child(Node.s16("chara_num", charaid))
# Top 500 Popular music
for songid, _plays in self.data.local.music.get_hit_chart(
self.game, self.music_version, 500
):
popular_music = Node.void("popular_music")
root.add_child(popular_music)
popular_music.add_child(Node.s16("music_num", songid))
# Ignoring recommended music, we don't set this
# recommend = Node.void('recommend')
# root.add_child(recommend)
# recommend.add_child(Node.s32_array('music_no', [-1] * 30))
# Ignoring mission points, we don't set these.
# mission_point = Node.void('mission_point')
# mission_point.add_child(Node.s32('point', -1))
# mission_point.add_child(Node.s32('bonus_point', -1))
# Ignoring medals, we don't set these.
# medal = Node.void('medal')
# medal.add_child(Node.s16('medal_id', -1))
# medal.add_child(Node.s16('percent', -1))
# Ignoring chara ranking, we don't set these.
# chara_ranking = Node.void('chara_ranking')
# chara_ranking.add_child(Node.s32('rank', -1))
# chara_ranking.add_child(Node.s32('kind_id', -1))
# chara_ranking.add_child(Node.s32('point', -1))
# chara_ranking.add_child(Node.s32('month', -1))
def handle_info24_common_request(self, root: Node) -> Node:
root = Node.void("info24")
self.__construct_common_info(root)
return root
def handle_player24_new_request(self, request: Node) -> Node:
refid = request.child_value("ref_id")
name = request.child_value("name")
root = self.new_profile_by_refid(refid, name)
if root is None:
root = Node.void("player24")
root.add_child(Node.s8("result", 2))
return root
def handle_player24_conversion_request(self, request: Node) -> Node:
refid = request.child_value("ref_id")
name = request.child_value("name")
chara = request.child_value("chara")
achievements: List[Achievement] = []
for node in request.children:
if node.name == "item":
itemid = node.child_value("id")
itemtype = node.child_value("type")
param = node.child_value("param")
is_new = node.child_value("is_new")
get_time = node.child_value("get_time")
achievements.append(
Achievement(
itemid,
f"item_{itemtype}",
0,
{
"param": param,
"is_new": is_new,
"get_time": get_time,
},
)
)
root = self.new_profile_by_refid(refid, name, chara, achievements=achievements)
if root is None:
root = Node.void("player24")
root.add_child(Node.s8("result", 2))
return root
def handle_player24_read_request(self, request: Node) -> Node:
refid = request.child_value("ref_id")
root = self.get_profile_by_refid(refid, self.OLD_PROFILE_FALLTHROUGH)
if root is None:
root = Node.void("player24")
root.add_child(Node.s8("result", 2))
return root
def handle_player24_write_request(self, request: Node) -> Node:
refid = request.child_value("ref_id")
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) 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 Node.void("player24")
def handle_player24_update_ranking_request(self, request: Node) -> Node:
refid = request.child_value("ref_id")
root = Node.void("player24")
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("course_id")
chart = request.child_value("sheet_num")
score = request.child_value("total_score")
clear_type = request.child_value("clear_type")
clear_rank = request.child_value("clear_rank")
prefecture = request.child_value("pref")
loc_id = ID.parse_machine_id(request.child_value("location_id"))
course_type = f"course_{chart}"
old_course = self.data.local.user.get_achievement(
self.game,
self.version,
userid,
course_id,
course_type,
)
if old_course is None:
old_course = ValidatedDict()
new_course = ValidatedDict(
{
"score": max(score, old_course.get_int("score")),
"clear_type": max(clear_type, old_course.get_int("clear_type")),
"clear_rank": max(clear_rank, old_course.get_int("clear_rank")),
"pref": prefecture,
"lid": loc_id,
"count": old_course.get_int("count") + 1,
}
)
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
course_id,
course_type,
new_course,
)
# Handle fetching all scores
uids_and_courses, profile = Parallel.execute(
[
lambda: self.data.local.user.get_all_achievements(
self.game, self.version
),
lambda: self.get_profile(userid)
or Profile(self.game, self.version, "", 0),
]
)
# Grab a sorted list of all scores for this course and chart
global_uids_and_courses = sorted(
[
(uid, ach)
for (uid, ach) in uids_and_courses
if ach.type == course_type and ach.id == course_id
],
key=lambda uid_and_course: uid_and_course[1].data.get_int("score"),
reverse=True,
)
# Grab smaller lists that contain only sorted for our prefecture/location
pref_uids_and_courses = [
(uid, ach)
for (uid, ach) in global_uids_and_courses
if ach.data.get_int("pref") == prefecture
]
loc_uids_and_courses = [
(uid, ach)
for (uid, ach) in global_uids_and_courses
if ach.data.get_int("lid") == loc_id
]
def _get_rank(uac: List[Tuple[UserID, Achievement]]) -> Optional[int]:
for rank, (uid, _) in enumerate(uac):
if uid == userid:
return rank + 1
return None
for nodename, ranklist in [
("all_ranking", global_uids_and_courses),
("pref_ranking", pref_uids_and_courses),
("location_ranking", loc_uids_and_courses),
]:
# Grab the rank, bail if we don't have any answer since the game doesn't
# require a response.
rank = _get_rank(ranklist)
if rank is None:
continue
# Send back the data for this ranking.
node = Node.void(nodename)
root.add_child(node)
node.add_child(Node.string("name", profile.get_str("name", "なし")))
node.add_child(Node.s16("chara_num", profile.get_int("chara", -1)))
node.add_child(Node.s32("total_score", new_course.get_int("score")))
node.add_child(Node.u8("clear_type", new_course.get_int("clear_type")))
node.add_child(Node.u8("clear_rank", new_course.get_int("clear_rank")))
node.add_child(Node.s16("player_count", len(ranklist)))
node.add_child(Node.s16("player_rank", rank))
return root
def handle_player24_friend_request(self, request: Node) -> Node:
refid = request.attribute("ref_id")
no = int(request.attribute("no", "-1"))
root = Node.void("player24")
if no < 0:
root.add_child(Node.s8("result", 2))
return root
# Look up our own user ID based on the RefID provided.
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
if userid is None:
root.add_child(Node.s8("result", 2))
return root
# Grab the links that we care about.
links = self.data.local.user.get_links(self.game, self.version, userid)
profiles: Dict[UserID, Profile] = {}
rivals: List[Link] = []
for link in links:
if link.type != "rival":
continue
other_profile = self.get_profile(link.other_userid)
if other_profile is None:
continue
profiles[link.other_userid] = other_profile
rivals.append(link)
# Somehow requested an invalid profile.
if no >= len(rivals):
root.add_child(Node.s8("result", 2))
return root
rivalid = links[no].other_userid
rivalprofile = profiles[rivalid]
scores = self.data.remote.music.get_scores(
self.game, self.music_version, rivalid
)
# First, output general profile info.
friend = Node.void("friend")
root.add_child(friend)
friend.add_child(Node.s16("no", no))
friend.add_child(
Node.string("g_pm_id", self.format_extid(rivalprofile.extid))
) # UsaNeko formats on its own
friend.add_child(Node.string("name", rivalprofile.get_str("name", "なし")))
friend.add_child(Node.s16("chara_num", rivalprofile.get_int("chara", -1)))
# This might be for having non-active or non-confirmed friends, but setting to 0 makes the
# ranking numbers disappear and the player icon show a questionmark.
friend.add_child(Node.s8("is_open", 1))
for score in scores:
# Skip any scores for chart types we don't support
if score.chart not in [
self.CHART_TYPE_EASY,
self.CHART_TYPE_NORMAL,
self.CHART_TYPE_HYPER,
self.CHART_TYPE_EX,
]:
continue
if score.data.get_int("medal") == self.PLAY_MEDAL_NO_PLAY:
continue
points = score.points
medal = score.data.get_int("medal")
music = Node.void("music")
friend.add_child(music)
music.set_attribute("music_num", str(score.id))
music.set_attribute(
"sheet_num",
str(
{
self.CHART_TYPE_EASY: self.GAME_CHART_TYPE_EASY,
self.CHART_TYPE_NORMAL: self.GAME_CHART_TYPE_NORMAL,
self.CHART_TYPE_HYPER: self.GAME_CHART_TYPE_HYPER,
self.CHART_TYPE_EX: self.GAME_CHART_TYPE_EX,
}[score.chart]
),
)
music.set_attribute("score", str(points))
music.set_attribute("clearrank", str(self.__score_to_rank(score.points)))
music.set_attribute(
"cleartype",
str(
{
self.PLAY_MEDAL_CIRCLE_FAILED: self.GAME_PLAY_MEDAL_CIRCLE_FAILED,
self.PLAY_MEDAL_DIAMOND_FAILED: self.GAME_PLAY_MEDAL_DIAMOND_FAILED,
self.PLAY_MEDAL_STAR_FAILED: self.GAME_PLAY_MEDAL_STAR_FAILED,
self.PLAY_MEDAL_EASY_CLEAR: self.GAME_PLAY_MEDAL_EASY_CLEAR,
self.PLAY_MEDAL_CIRCLE_CLEARED: self.GAME_PLAY_MEDAL_CIRCLE_CLEARED,
self.PLAY_MEDAL_DIAMOND_CLEARED: self.GAME_PLAY_MEDAL_DIAMOND_CLEARED,
self.PLAY_MEDAL_STAR_CLEARED: self.GAME_PLAY_MEDAL_STAR_CLEARED,
self.PLAY_MEDAL_CIRCLE_FULL_COMBO: self.GAME_PLAY_MEDAL_CIRCLE_FULL_COMBO,
self.PLAY_MEDAL_DIAMOND_FULL_COMBO: self.GAME_PLAY_MEDAL_DIAMOND_FULL_COMBO,
self.PLAY_MEDAL_STAR_FULL_COMBO: self.GAME_PLAY_MEDAL_STAR_FULL_COMBO,
self.PLAY_MEDAL_PERFECT: self.GAME_PLAY_MEDAL_PERFECT,
}[medal]
),
)
achievements = self.data.local.user.get_achievements(
self.game, self.version, rivalid
)
for achievement in achievements:
if achievement.type[:7] == "course_":
sheet = int(achievement.type[7:])
course_data = Node.void("course_data")
root.add_child(course_data)
course_data.add_child(Node.s16("course_id", achievement.id))
course_data.add_child(
Node.u8("clear_type", achievement.data.get_int("clear_type"))
)
course_data.add_child(
Node.u8("clear_rank", achievement.data.get_int("clear_rank"))
)
course_data.add_child(
Node.s32("total_score", achievement.data.get_int("score"))
)
course_data.add_child(
Node.s32("update_count", achievement.data.get_int("count"))
)
course_data.add_child(Node.u8("sheet_num", sheet))
return root
def handle_player24_read_score_request(self, request: Node) -> Node:
refid = request.child_value("ref_id")
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
if userid is None:
return Node.void("player24")
root = Node.void("player24")
scores = self.data.remote.music.get_scores(
self.game, self.music_version, userid
)
for score in scores:
# Skip any scores for chart types we don't support
if score.chart not in [
self.CHART_TYPE_EASY,
self.CHART_TYPE_NORMAL,
self.CHART_TYPE_HYPER,
self.CHART_TYPE_EX,
]:
continue
if score.data.get_int("medal") == self.PLAY_MEDAL_NO_PLAY:
continue
music = Node.void("music")
root.add_child(music)
music.add_child(Node.s16("music_num", score.id))
music.add_child(
Node.u8(
"sheet_num",
{
self.CHART_TYPE_EASY: self.GAME_CHART_TYPE_EASY,
self.CHART_TYPE_NORMAL: self.GAME_CHART_TYPE_NORMAL,
self.CHART_TYPE_HYPER: self.GAME_CHART_TYPE_HYPER,
self.CHART_TYPE_EX: self.GAME_CHART_TYPE_EX,
}[score.chart],
)
)
music.add_child(Node.s32("score", score.points))
music.add_child(
Node.u8(
"clear_type",
{
self.PLAY_MEDAL_CIRCLE_FAILED: self.GAME_PLAY_MEDAL_CIRCLE_FAILED,
self.PLAY_MEDAL_DIAMOND_FAILED: self.GAME_PLAY_MEDAL_DIAMOND_FAILED,
self.PLAY_MEDAL_STAR_FAILED: self.GAME_PLAY_MEDAL_STAR_FAILED,
self.PLAY_MEDAL_EASY_CLEAR: self.GAME_PLAY_MEDAL_EASY_CLEAR,
self.PLAY_MEDAL_CIRCLE_CLEARED: self.GAME_PLAY_MEDAL_CIRCLE_CLEARED,
self.PLAY_MEDAL_DIAMOND_CLEARED: self.GAME_PLAY_MEDAL_DIAMOND_CLEARED,
self.PLAY_MEDAL_STAR_CLEARED: self.GAME_PLAY_MEDAL_STAR_CLEARED,
self.PLAY_MEDAL_CIRCLE_FULL_COMBO: self.GAME_PLAY_MEDAL_CIRCLE_FULL_COMBO,
self.PLAY_MEDAL_DIAMOND_FULL_COMBO: self.GAME_PLAY_MEDAL_DIAMOND_FULL_COMBO,
self.PLAY_MEDAL_STAR_FULL_COMBO: self.GAME_PLAY_MEDAL_STAR_FULL_COMBO,
self.PLAY_MEDAL_PERFECT: self.GAME_PLAY_MEDAL_PERFECT,
}[score.data.get_int("medal")],
)
)
music.add_child(Node.u8("clear_rank", self.__score_to_rank(score.points)))
music.add_child(Node.s16("cnt", score.plays))
return root
def handle_player24_write_music_request(self, request: Node) -> Node:
refid = request.child_value("ref_id")
root = Node.void("player24")
if refid is None:
return root
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
if userid is None:
return root
songid = request.child_value("music_num")
chart = {
self.GAME_CHART_TYPE_EASY: self.CHART_TYPE_EASY,
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,
}[request.child_value("sheet_num")]
medal = request.child_value("clear_type")
points = request.child_value("score")
combo = request.child_value("combo")
stats = {
"cool": request.child_value("cool"),
"great": request.child_value("great"),
"good": request.child_value("good"),
"bad": request.child_value("bad"),
}
medal = {
self.GAME_PLAY_MEDAL_CIRCLE_FAILED: self.PLAY_MEDAL_CIRCLE_FAILED,
self.GAME_PLAY_MEDAL_DIAMOND_FAILED: self.PLAY_MEDAL_DIAMOND_FAILED,
self.GAME_PLAY_MEDAL_STAR_FAILED: self.PLAY_MEDAL_STAR_FAILED,
self.GAME_PLAY_MEDAL_EASY_CLEAR: self.PLAY_MEDAL_EASY_CLEAR,
self.GAME_PLAY_MEDAL_CIRCLE_CLEARED: self.PLAY_MEDAL_CIRCLE_CLEARED,
self.GAME_PLAY_MEDAL_DIAMOND_CLEARED: self.PLAY_MEDAL_DIAMOND_CLEARED,
self.GAME_PLAY_MEDAL_STAR_CLEARED: self.PLAY_MEDAL_STAR_CLEARED,
self.GAME_PLAY_MEDAL_CIRCLE_FULL_COMBO: self.PLAY_MEDAL_CIRCLE_FULL_COMBO,
self.GAME_PLAY_MEDAL_DIAMOND_FULL_COMBO: self.PLAY_MEDAL_DIAMOND_FULL_COMBO,
self.GAME_PLAY_MEDAL_STAR_FULL_COMBO: self.PLAY_MEDAL_STAR_FULL_COMBO,
self.GAME_PLAY_MEDAL_PERFECT: self.PLAY_MEDAL_PERFECT,
}[medal]
self.update_score(
userid, songid, chart, points, medal, combo=combo, stats=stats
)
if request.child_value("is_image_store") == 1:
self.broadcast_score(userid, songid, chart, medal, points, combo, stats)
return root
def handle_player24_start_request(self, request: Node) -> Node:
root = Node.void("player24")
root.add_child(Node.s32("play_id", 0))
self.__construct_common_info(root)
return root
def handle_player24_logout_request(self, request: Node) -> Node:
return Node.void("player24")
def handle_player24_buy_request(self, request: Node) -> Node:
refid = request.child_value("ref_id")
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:
itemid = request.child_value("id")
itemtype = request.child_value("type")
itemparam = request.child_value("param")
price = request.child_value("price")
lumina = request.child_value("lumina")
if lumina >= price:
# Update player lumina balance
profile = self.get_profile(userid) or Profile(
self.game, self.version, refid, 0
)
profile.replace_int("player_point", lumina - price)
self.put_profile(userid, profile)
# Grant the object
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
itemid,
f"item_{itemtype}",
{
"param": itemparam,
"is_new": True,
},
)
return Node.void("player24")
def format_conversion(self, userid: UserID, profile: Profile) -> Node:
root = Node.void("player24")
root.add_child(Node.string("name", profile.get_str("name", "なし")))
root.add_child(Node.s16("chara", profile.get_int("chara", -1)))
root.add_child(Node.s8("con_type", 0))
root.add_child(Node.s8("result", 1))
# Scores
scores = self.data.remote.music.get_scores(
self.game, self.music_version, userid
)
for score in scores:
# Skip any scores for chart types we don't support
if score.chart not in [
self.CHART_TYPE_EASY,
self.CHART_TYPE_NORMAL,
self.CHART_TYPE_HYPER,
self.CHART_TYPE_EX,
]:
continue
if score.data.get_int("medal") == self.PLAY_MEDAL_NO_PLAY:
continue
music = Node.void("music")
root.add_child(music)
music.add_child(Node.s16("music_num", score.id))
music.add_child(
Node.u8(
"sheet_num",
{
self.CHART_TYPE_EASY: self.GAME_CHART_TYPE_EASY,
self.CHART_TYPE_NORMAL: self.GAME_CHART_TYPE_NORMAL,
self.CHART_TYPE_HYPER: self.GAME_CHART_TYPE_HYPER,
self.CHART_TYPE_EX: self.GAME_CHART_TYPE_EX,
}[score.chart],
)
)
music.add_child(Node.s32("score", score.points))
music.add_child(
Node.u8(
"clear_type",
{
self.PLAY_MEDAL_CIRCLE_FAILED: self.GAME_PLAY_MEDAL_CIRCLE_FAILED,
self.PLAY_MEDAL_DIAMOND_FAILED: self.GAME_PLAY_MEDAL_DIAMOND_FAILED,
self.PLAY_MEDAL_STAR_FAILED: self.GAME_PLAY_MEDAL_STAR_FAILED,
self.PLAY_MEDAL_EASY_CLEAR: self.GAME_PLAY_MEDAL_EASY_CLEAR,
self.PLAY_MEDAL_CIRCLE_CLEARED: self.GAME_PLAY_MEDAL_CIRCLE_CLEARED,
self.PLAY_MEDAL_DIAMOND_CLEARED: self.GAME_PLAY_MEDAL_DIAMOND_CLEARED,
self.PLAY_MEDAL_STAR_CLEARED: self.GAME_PLAY_MEDAL_STAR_CLEARED,
self.PLAY_MEDAL_CIRCLE_FULL_COMBO: self.GAME_PLAY_MEDAL_CIRCLE_FULL_COMBO,
self.PLAY_MEDAL_DIAMOND_FULL_COMBO: self.GAME_PLAY_MEDAL_DIAMOND_FULL_COMBO,
self.PLAY_MEDAL_STAR_FULL_COMBO: self.GAME_PLAY_MEDAL_STAR_FULL_COMBO,
self.PLAY_MEDAL_PERFECT: self.GAME_PLAY_MEDAL_PERFECT,
}[score.data.get_int("medal")],
)
)
music.add_child(Node.u8("clear_rank", self.__score_to_rank(score.points)))
music.add_child(Node.s16("cnt", score.plays))
return root
def format_extid(self, extid: int) -> str:
data = str(extid)
crc = abs(binascii.crc32(data.encode("ascii"))) % 10000
return f"{data}{crc:04d}"
def format_profile(self, userid: UserID, profile: Profile) -> Node:
root = Node.void("player24")
# Mark this as a current profile
root.add_child(Node.s8("result", 0))
# Basic account info
account = Node.void("account")
root.add_child(account)
account.add_child(Node.string("g_pm_id", self.format_extid(profile.extid)))
account.add_child(Node.string("name", profile.get_str("name", "なし")))
account.add_child(Node.s16("area_id", profile.get_int("area_id")))
account.add_child(Node.s16("use_navi", profile.get_int("use_navi")))
account.add_child(Node.s16("read_news", profile.get_int("read_news")))
account.add_child(
Node.s16_array("nice", profile.get_int_array("nice", 30, [-1] * 30))
)
account.add_child(
Node.s16_array(
"favorite_chara", profile.get_int_array("favorite_chara", 20, [-1] * 20)
)
)
account.add_child(
Node.s16_array(
"special_area", profile.get_int_array("special_area", 8, [-1] * 8)
)
)
account.add_child(
Node.s16_array(
"chocolate_charalist",
profile.get_int_array("chocolate_charalist", 5, [-1] * 5),
)
)
account.add_child(
Node.s32("chocolate_sp_chara", profile.get_int("chocolate_sp_chara", -1))
)
account.add_child(
Node.s32("chocolate_pass_cnt", profile.get_int("chocolate_pass_cnt"))
)
account.add_child(
Node.s32("chocolate_hon_cnt", profile.get_int("chocolate_hon_cnt"))
)
account.add_child(
Node.s16_array(
"teacher_setting",
profile.get_int_array("teacher_setting", 10, [-1] * 10),
)
)
account.add_child(
Node.bool("welcom_pack", False)
) # Set to true to grant extra stage no matter what.
account.add_child(Node.s32("ranking_node", profile.get_int("ranking_node")))
account.add_child(
Node.s32("chara_ranking_kind_id", profile.get_int("chara_ranking_kind_id"))
)
account.add_child(
Node.s8("navi_evolution_flg", profile.get_int("navi_evolution_flg"))
)
account.add_child(
Node.s32("ranking_news_last_no", profile.get_int("ranking_news_last_no"))
)
account.add_child(Node.s32("power_point", profile.get_int("power_point")))
account.add_child(
Node.s32("player_point", profile.get_int("player_point", 300))
)
account.add_child(
Node.s32_array(
"power_point_list",
profile.get_int_array("power_point_list", 20, [-1] * 20),
)
)
# Tutorial handling is all sorts of crazy in UsaNeko. the tutorial flag
# is split into two values. The game uses the flag modulo 100 for navigation
# tutorial progress, and the flag divided by 100 for the hold note tutorial.
# The hold note tutorial will activate the first time you choose a song with
# hold notes in it, regardless of whether you say yes/no. The total times you
# have ever played Pop'n Music also factors in, as the game will only attempt
# to offer you the basic "how to play" tutorial screen and song on the playthrough
# attempt where the "total_play_cnt" value is 1. The game expects this to be 1-based,
# and if you set it to 0 for the first playthorough then it will play a mandatory
# cursed tutorial stage on the second profile load using the chart of your last
# played song and keysounds of system menu entries. Valid values for each of the
# two tutorial values is as follows:
#
# Lower values:
# 0 - Brand new profile and user has not been prompted to choose any tutorials.
# Prompts the user for the nagivation tutorial. If the user selects "no" then
# moves the tutorial state to "1" at the end of the round. If the user selects
# "yes" then moves the tutorial state to "3" immediately and starts the navigation
# tutorial. If the total play count for this user is "1" when this value is hit,
# the game will offer a basic "how to play" tutorial that can be played or skipped.
# 1 - Prompt the user on the mode select screen asking them if they want to see
# the navigation tutorial. If the user selects "no" then moves the tutorial state
# to "2" after the round. If the user selects "yes" then moves the tutorial state
# to "3" immediately. If the total play count for this user is "1" when this value
# is hit, then the game will bug out and play the hold note tutorial and then crash.
# 2 - Prompt the user on the mode select screen asking them if they want to see
# the navigation tutorial. If the user selects "no" then moves the tutorial state
# to "8" immediately. If the user selects "yes" then moves the tutorial state
# to "3" immediately. If the total play count for this user is "1" when this value
# is hit, then the game will bug out and play the hold note tutorial and then crash.
# 3 - Display some tutorial elements on most screens, and then advance the tutorial
# state to "4" on profile save.
# 4 - Display some tutorial elements on most screens, and then advance the tutorial
# state to "5" on profile save.
# 5 - Display some tutorial elements on most screens, and then prompt user with a
# repeat tutorial question. If the user selects "no" then moves the tutorial
# state to "8". If the user selects "yes" then moves the tutorial state to "3".
# 6 - Do nothing, display nothing, but advance the tutorial state to "7" at the
# end of the game. It seems that nothing requests this state.
# 7 - Display guide information prompt on the option select screen. Game moves
# this to "8" after this tutorial has been displayed. It appears that there is
# code to go to this state instead of "8" when selecting "no" on the navigation
# tutorial prompt but only when the total play count is "1". That crashes the game
# as documented above, so it is not clear how this state was ever reachable.
# 8 - Do not display any more tutorial stuff, this is a terminal state.
#
# Upper values:
# 0 - Brand new profile and user has not been asked for the above navigation tutorial
# or shown an optional "how to play" tutorial. The game will advance this to "1"
# after going through the mode and character select screens, but only if the total
# play count is "1".
# 1 - Hold note tutorial has not been activated yet and will be displayed when
# the player chooses a song with hold notes. Game moves this to "2" after this
# tutorial has been activated.
# 2 - Hold note tutorial was displayed to the user, but the mini-tutorial showing
# the hold note indicator that pops up after the hold note tutorial has not
# been displayed yet. Presumably this is just in case you play a hold note
# song on your last stage. Game moves this to "3" after this tutorial has been
# displayed.
# 3 - All hold note tutorials are finished, this is a terminal state.
statistics = self.get_play_statistics(userid)
account.add_child(
Node.s16(
"tutorial",
profile.get_int("tutorial", 100 if statistics.total_plays > 1 else 0),
)
)
# Stuff we never change
account.add_child(Node.s8("staff", 0))
account.add_child(Node.s16("item_type", 0))
account.add_child(Node.s16("item_id", 0))
account.add_child(Node.s8("is_conv", 0))
account.add_child(Node.s16_array("license_data", [-1] * 20))
# Song statistics
last_played = [
x[0]
for x in self.data.local.music.get_last_played(
self.game, self.music_version, userid, 10
)
]
most_played = [
x[0]
for x in self.data.local.music.get_most_played(
self.game, self.music_version, userid, 20
)
]
while len(last_played) < 10:
last_played.append(-1)
while len(most_played) < 20:
most_played.append(-1)
account.add_child(Node.s16_array("my_best", most_played))
account.add_child(Node.s16_array("latest_music", last_played))
# Player statistics
account.add_child(Node.s16("total_play_cnt", statistics.total_plays))
account.add_child(Node.s16("today_play_cnt", statistics.today_plays))
account.add_child(Node.s16("consecutive_days", statistics.consecutive_days))
account.add_child(Node.s16("total_days", statistics.total_days))
account.add_child(Node.s16("interval_day", 0))
# Number of rivals that are active for this version.
links = self.data.local.user.get_links(self.game, self.version, userid)
rivalcount = 0
for link in links:
if link.type != "rival":
continue
if not self.has_profile(link.other_userid):
continue
# This profile is valid.
rivalcount += 1
account.add_child(Node.u8("active_fr_num", rivalcount))
# eAmuse account link
eaappli = Node.void("eaappli")
root.add_child(eaappli)
eaappli.add_child(
Node.s8(
"relation",
1 if self.data.triggers.has_broadcast_destination(self.game) else -1,
)
)
# Player info
info = Node.void("info")
root.add_child(info)
info.add_child(Node.u16("ep", profile.get_int("ep")))
# Player config
config = Node.void("config")
root.add_child(config)
config.add_child(Node.u8("mode", profile.get_int("mode")))
config.add_child(Node.s16("chara", profile.get_int("chara", -1)))
config.add_child(Node.s16("music", profile.get_int("music", -1)))
config.add_child(Node.u8("sheet", profile.get_int("sheet")))
config.add_child(Node.s8("category", profile.get_int("category", -1)))
config.add_child(Node.s8("sub_category", profile.get_int("sub_category", -1)))
config.add_child(
Node.s8("chara_category", profile.get_int("chara_category", -1))
)
config.add_child(Node.s16("course_id", profile.get_int("course_id", -1)))
config.add_child(Node.s8("course_folder", profile.get_int("course_folder", -1)))
config.add_child(
Node.s8("ms_banner_disp", profile.get_int("ms_banner_disp", -1))
)
config.add_child(Node.s8("ms_down_info", profile.get_int("ms_down_info", -1)))
config.add_child(Node.s8("ms_side_info", profile.get_int("ms_side_info", -1)))
config.add_child(Node.s8("ms_raise_type", profile.get_int("ms_raise_type", -1)))
config.add_child(Node.s8("ms_rnd_type", profile.get_int("ms_rnd_type", -1)))
config.add_child(Node.s8("banner_sort", profile.get_int("banner_sort", -1)))
# Player options
option = Node.void("option")
option_dict = profile.get_dict("option")
root.add_child(option)
option.add_child(Node.s16("hispeed", option_dict.get_int("hispeed")))
option.add_child(Node.u8("popkun", option_dict.get_int("popkun")))
option.add_child(Node.bool("hidden", option_dict.get_bool("hidden")))
option.add_child(Node.s16("hidden_rate", option_dict.get_int("hidden_rate")))
option.add_child(Node.bool("sudden", option_dict.get_bool("sudden")))
option.add_child(Node.s16("sudden_rate", option_dict.get_int("sudden_rate")))
option.add_child(Node.s8("randmir", option_dict.get_int("randmir")))
option.add_child(Node.s8("gauge_type", option_dict.get_int("gauge_type")))
option.add_child(Node.u8("ojama_0", option_dict.get_int("ojama_0")))
option.add_child(Node.u8("ojama_1", option_dict.get_int("ojama_1")))
option.add_child(Node.bool("forever_0", option_dict.get_bool("forever_0")))
option.add_child(Node.bool("forever_1", option_dict.get_bool("forever_1")))
option.add_child(
Node.bool("full_setting", option_dict.get_bool("full_setting"))
)
option.add_child(Node.u8("judge", option_dict.get_int("judge")))
option.add_child(Node.s8("guide_se", option_dict.get_int("guide_se")))
# Player custom category
custom_cate = Node.void("custom_cate")
root.add_child(custom_cate)
custom_cate.add_child(Node.s8("valid", 0))
custom_cate.add_child(Node.s8("lv_min", -1))
custom_cate.add_child(Node.s8("lv_max", -1))
custom_cate.add_child(Node.s8("medal_min", -1))
custom_cate.add_child(Node.s8("medal_max", -1))
custom_cate.add_child(Node.s8("friend_no", -1))
custom_cate.add_child(Node.s8("score_flg", -1))
# Navi data
navi_data = Node.void("navi_data")
root.add_child(navi_data)
if "navi_points" in profile:
navi_data.add_child(
Node.s32_array("raisePoint", profile.get_int_array("navi_points", 5))
)
game_config = self.get_game_config()
if game_config.get_bool("force_unlock_songs"):
songs = {
song.id
for song in self.data.local.music.get_all_songs(
self.game, self.music_version
)
}
for song in songs:
item = Node.void("item")
root.add_child(item)
item.add_child(Node.u8("type", 0))
item.add_child(Node.u16("id", song))
item.add_child(Node.u16("param", 15))
item.add_child(Node.bool("is_new", False))
item.add_child(Node.u64("get_time", 0))
# Set up achievements
achievements = self.data.local.user.get_achievements(
self.game, self.version, userid
)
for achievement in achievements:
if achievement.type[:5] == "item_":
itemtype = int(achievement.type[5:])
param = achievement.data.get_int("param")
is_new = achievement.data.get_bool("is_new")
get_time = achievement.data.get_int("get_time")
# Item type can be 0-6 inclusive and is the type of the unlock/item.
# Item 0 is music unlocks. In this case, the id is the song ID according
# to the game. Unclear what the param is supposed to be, but i've seen
# seen 8 and 0. Might be what chart is available?
if game_config.get_bool("force_unlock_songs") and itemtype == 0:
# We already sent song unlocks in the force unlock section above.
continue
item = Node.void("item")
root.add_child(item)
item.add_child(Node.u8("type", itemtype))
item.add_child(Node.u16("id", achievement.id))
item.add_child(Node.u16("param", param))
item.add_child(Node.bool("is_new", is_new))
item.add_child(Node.u64("get_time", get_time))
elif achievement.type == "chara":
friendship = achievement.data.get_int("friendship")
chara = Node.void("chara_param")
root.add_child(chara)
chara.add_child(Node.u16("chara_id", achievement.id))
chara.add_child(Node.u16("friendship", friendship))
elif achievement.type == "navi":
# There should only be 12 of these.
friendship = achievement.data.get_int("friendship")
# This relies on the above Navi data section to ensure the navi_param
# node is created.
navi_param = Node.void("navi_param")
navi_data.add_child(navi_param)
navi_param.add_child(Node.u16("navi_id", achievement.id))
navi_param.add_child(Node.s32("friendship", friendship))
elif achievement.type == "area":
# There should only be 16 of these.
index = achievement.data.get_int("index")
points = achievement.data.get_int("points")
cleared = achievement.data.get_bool("cleared")
diary = achievement.data.get_int("diary")
area = Node.void("area")
root.add_child(area)
area.add_child(Node.u32("area_id", achievement.id))
area.add_child(Node.u8("chapter_index", index))
area.add_child(Node.u16("gauge_point", points))
area.add_child(Node.bool("is_cleared", cleared))
area.add_child(Node.u32("diary", diary))
elif achievement.type[:7] == "course_":
sheet = int(achievement.type[7:])
course_data = Node.void("course_data")
root.add_child(course_data)
course_data.add_child(Node.s16("course_id", achievement.id))
course_data.add_child(
Node.u8("clear_type", achievement.data.get_int("clear_type"))
)
course_data.add_child(
Node.u8("clear_rank", achievement.data.get_int("clear_rank"))
)
course_data.add_child(
Node.s32("total_score", achievement.data.get_int("score"))
)
course_data.add_child(
Node.s32("update_count", achievement.data.get_int("count"))
)
course_data.add_child(Node.u8("sheet_num", sheet))
elif achievement.type == "fes":
index = achievement.data.get_int("index")
points = achievement.data.get_int("points")
cleared = achievement.data.get_bool("cleared")
fes = Node.void("fes")
root.add_child(fes)
fes.add_child(Node.u32("fes_id", achievement.id))
fes.add_child(Node.u8("chapter_index", index))
fes.add_child(Node.u16("gauge_point", points))
fes.add_child(Node.bool("is_cleared", cleared))
# Handle daily mission. Note that we should be presenting 3 random IDs
# in the range of 1-228 inclusive, and presenting three new ones per day.
achievements = self.data.local.user.get_time_based_achievements(
self.game,
self.version,
userid,
since=Time.beginning_of_today(),
until=Time.end_of_today(),
)
achievements = sorted(achievements, key=lambda a: a.timestamp)
daily_missions: Dict[int, ValidatedDict] = {}
# Find the newest version of each daily mission completion,
# since we've sorted by time above. If we haven't started for
# today, the defaults will be set after this loop so we at least
# give the game the right ID.
for achievement in achievements:
if achievement.type == "mission":
daily_missions[achievement.id] = achievement.data
while len(daily_missions) < 3:
new_id = random.randint(1, 228)
if new_id not in daily_missions:
daily_missions[new_id] = ValidatedDict()
for i, (daily_id, data) in enumerate(daily_missions.items()):
if i >= 3:
break
points = data.get_int("points")
complete = data.get_int("complete")
mission = Node.void("mission")
root.add_child(mission)
mission.add_child(Node.u32("mission_id", daily_id))
mission.add_child(Node.u32("gauge_point", points))
mission.add_child(Node.u32("mission_comp", complete))
# Player netvs section
netvs = Node.void("netvs")
root.add_child(netvs)
netvs.add_child(Node.s16_array("record", [0] * 6))
netvs.add_child(Node.string("dialog", ""))
netvs.add_child(Node.string("dialog", ""))
netvs.add_child(Node.string("dialog", ""))
netvs.add_child(Node.string("dialog", ""))
netvs.add_child(Node.string("dialog", ""))
netvs.add_child(Node.string("dialog", ""))
netvs.add_child(Node.s8_array("ojama_condition", [0] * 74))
netvs.add_child(Node.s8_array("set_ojama", [0] * 3))
netvs.add_child(Node.s8_array("set_recommend", [0] * 3))
netvs.add_child(Node.u32("netvs_play_cnt", 0))
# Character customizations
customize = Node.void("customize")
root.add_child(customize)
customize.add_child(Node.u16("effect_left", profile.get_int("effect_left")))
customize.add_child(Node.u16("effect_center", profile.get_int("effect_center")))
customize.add_child(Node.u16("effect_right", profile.get_int("effect_right")))
customize.add_child(Node.u16("hukidashi", profile.get_int("hukidashi")))
customize.add_child(Node.u16("comment_1", profile.get_int("comment_1")))
customize.add_child(Node.u16("comment_2", profile.get_int("comment_2")))
# Stamp stuff
stamp = Node.void("stamp")
root.add_child(stamp)
stamp.add_child(Node.s16("stamp_id", profile.get_int("stamp_id")))
stamp.add_child(Node.s16("cnt", profile.get_int("stamp_cnt")))
return root
def unformat_profile(
self, userid: UserID, request: Node, oldprofile: Profile
) -> Profile:
newprofile = oldprofile.clone()
account = request.child("account")
if account is not None:
newprofile.replace_int("tutorial", account.child_value("tutorial"))
newprofile.replace_int("read_news", account.child_value("read_news"))
newprofile.replace_int("area_id", account.child_value("area_id"))
newprofile.replace_int("use_navi", account.child_value("use_navi"))
newprofile.replace_int("ranking_node", account.child_value("ranking_node"))
newprofile.replace_int(
"chara_ranking_kind_id", account.child_value("chara_ranking_kind_id")
)
newprofile.replace_int(
"navi_evolution_flg", account.child_value("navi_evolution_flg")
)
newprofile.replace_int(
"ranking_news_last_no", account.child_value("ranking_news_last_no")
)
newprofile.replace_int("power_point", account.child_value("power_point"))
newprofile.replace_int("player_point", account.child_value("player_point"))
newprofile.replace_int_array("nice", 30, account.child_value("nice"))
newprofile.replace_int_array(
"favorite_chara", 20, account.child_value("favorite_chara")
)
newprofile.replace_int_array(
"special_area", 8, account.child_value("special_area")
)
newprofile.replace_int_array(
"chocolate_charalist", 5, account.child_value("chocolate_charalist")
)
newprofile.replace_int(
"chocolate_sp_chara", account.child_value("chocolate_sp_chara")
)
newprofile.replace_int(
"chocolate_pass_cnt", account.child_value("chocolate_pass_cnt")
)
newprofile.replace_int(
"chocolate_hon_cnt", account.child_value("chocolate_hon_cnt")
)
newprofile.replace_int(
"chocolate_giri_cnt", account.child_value("chocolate_giri_cnt")
)
newprofile.replace_int(
"chocolate_kokyu_cnt", account.child_value("chocolate_kokyu_cnt")
)
newprofile.replace_int_array(
"teacher_setting", 10, account.child_value("teacher_setting")
)
newprofile.replace_int_array(
"power_point_list", 20, account.child_value("power_point_list")
)
info = request.child("info")
if info is not None:
newprofile.replace_int("ep", info.child_value("ep"))
stamp = request.child("stamp")
if stamp is not None:
newprofile.replace_int("stamp_id", stamp.child_value("stamp_id"))
newprofile.replace_int("stamp_cnt", stamp.child_value("cnt"))
config = request.child("config")
if config is not None:
newprofile.replace_int("mode", config.child_value("mode"))
newprofile.replace_int("chara", config.child_value("chara"))
newprofile.replace_int("music", config.child_value("music"))
newprofile.replace_int("sheet", config.child_value("sheet"))
newprofile.replace_int("category", config.child_value("category"))
newprofile.replace_int("sub_category", config.child_value("sub_category"))
newprofile.replace_int(
"chara_category", config.child_value("chara_category")
)
newprofile.replace_int("course_id", config.child_value("course_id"))
newprofile.replace_int("course_folder", config.child_value("course_folder"))
newprofile.replace_int(
"ms_banner_disp", config.child_value("ms_banner_disp")
)
newprofile.replace_int("ms_down_info", config.child_value("ms_down_info"))
newprofile.replace_int("ms_side_info", config.child_value("ms_side_info"))
newprofile.replace_int("ms_raise_type", config.child_value("ms_raise_type"))
newprofile.replace_int("ms_rnd_type", config.child_value("ms_rnd_type"))
newprofile.replace_int("banner_sort", config.child_value("banner_sort"))
option_dict = newprofile.get_dict("option")
option = request.child("option")
if option is not None:
option_dict.replace_int("hispeed", option.child_value("hispeed"))
option_dict.replace_int("popkun", option.child_value("popkun"))
option_dict.replace_bool("hidden", option.child_value("hidden"))
option_dict.replace_int("hidden_rate", option.child_value("hidden_rate"))
option_dict.replace_bool("sudden", option.child_value("sudden"))
option_dict.replace_int("sudden_rate", option.child_value("sudden_rate"))
option_dict.replace_int("randmir", option.child_value("randmir"))
option_dict.replace_int("gauge_type", option.child_value("gauge_type"))
option_dict.replace_int("ojama_0", option.child_value("ojama_0"))
option_dict.replace_int("ojama_1", option.child_value("ojama_1"))
option_dict.replace_bool("forever_0", option.child_value("forever_0"))
option_dict.replace_bool("forever_1", option.child_value("forever_1"))
option_dict.replace_bool("full_setting", option.child_value("full_setting"))
option_dict.replace_int("judge", option.child_value("judge"))
option_dict.replace_int("guide_se", option.child_value("guide_se"))
newprofile.replace_dict("option", option_dict)
customize = request.child("customize")
if customize is not None:
newprofile.replace_int("effect_left", customize.child_value("effect_left"))
newprofile.replace_int(
"effect_center", customize.child_value("effect_center")
)
newprofile.replace_int(
"effect_right", customize.child_value("effect_right")
)
newprofile.replace_int("hukidashi", customize.child_value("hukidashi"))
newprofile.replace_int("comment_1", customize.child_value("comment_1"))
newprofile.replace_int("comment_2", customize.child_value("comment_2"))
navi_data = request.child("navi_data")
if navi_data is not None:
newprofile.replace_int_array(
"navi_points", 5, navi_data.child_value("raisePoint")
)
# Extract navi achievements
for node in navi_data.children:
if node.name == "navi_param":
navi_id = node.child_value("navi_id")
friendship = node.child_value("friendship")
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
navi_id,
"navi",
{
"friendship": friendship,
},
)
# Extract achievements
game_config = self.get_game_config()
for node in request.children:
if node.name == "item":
itemid = node.child_value("id")
itemtype = node.child_value("type")
param = node.child_value("param")
is_new = node.child_value("is_new")
get_time = node.child_value("get_time")
if game_config.get_bool("force_unlock_songs") and itemtype == 0:
# If we enabled force song unlocks, don't save songs to the profile.
continue
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
itemid,
f"item_{itemtype}",
{
"param": param,
"is_new": is_new,
"get_time": get_time,
},
)
elif node.name == "chara_param":
charaid = node.child_value("chara_id")
friendship = node.child_value("friendship")
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
charaid,
"chara",
{
"friendship": friendship,
},
)
elif node.name == "area":
area_id = node.child_value("area_id")
index = node.child_value("chapter_index")
points = node.child_value("gauge_point")
cleared = node.child_value("is_cleared")
diary = node.child_value("diary")
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
area_id,
"area",
{
"index": index,
"points": points,
"cleared": cleared,
"diary": diary,
},
)
elif node.name == "mission":
# If you don't send the right values on login, then
# the game sends 0 for mission_id three times. Skip
# those values since they're bogus.
mission_id = node.child_value("mission_id")
if mission_id > 0:
points = node.child_value("gauge_point")
complete = node.child_value("mission_comp")
self.data.local.user.put_time_based_achievement(
self.game,
self.version,
userid,
mission_id,
"mission",
{
"points": points,
"complete": complete,
},
)
# Unlock NAVI-kun and Kenshi Yonezu after one play
for songid in [1592, 1608]:
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
songid,
"item_0",
{
"param": 0xF,
"is_new": False,
"get_time": Time.now(),
},
)
# Keep track of play statistics
self.update_play_statistics(userid)
return newprofile