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bemaniutils/bemani/backend/jubeat/qubell.py

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# vim: set fileencoding=utf-8
import random
from typing import Any, Dict, List, Optional, Set, Tuple
from typing_extensions import Final
from bemani.backend.base import Status
from bemani.backend.jubeat.base import JubeatBase
from bemani.backend.jubeat.common import (
JubeatDemodataGetHitchartHandler,
JubeatDemodataGetNewsHandler,
JubeatGamendRegisterHandler,
JubeatGametopGetMeetingHandler,
JubeatLobbyCheckHandler,
JubeatLoggerReportHandler,
)
from bemani.backend.jubeat.prop import JubeatProp
from bemani.common import Profile, ValidatedDict, VersionConstants
from bemani.data import Data, Score, Song, UserID
from bemani.protocol import Node
class JubeatQubell(
JubeatDemodataGetHitchartHandler,
JubeatDemodataGetNewsHandler,
JubeatGamendRegisterHandler,
JubeatGametopGetMeetingHandler,
JubeatLobbyCheckHandler,
JubeatLoggerReportHandler,
JubeatBase,
):
name: str = "Jubeat Qubell"
version: int = VersionConstants.JUBEAT_QUBELL
JBOX_EMBLEM_NORMAL: Final[int] = 1
JBOX_EMBLEM_PREMIUM: Final[int] = 2
ENABLE_GARNET: Final[bool] = False
EVENTS: Dict[int, Dict[str, bool]] = {
5: {
"enabled": False,
},
6: {
"enabled": False,
},
15: {
"enabled": False,
},
19: {
"enabled": False,
},
}
def previous_version(self) -> Optional[JubeatBase]:
return JubeatProp(self.data, self.config, self.model)
@classmethod
def run_scheduled_work(
cls, data: Data, config: Dict[str, Any]
) -> List[Tuple[str, Dict[str, Any]]]:
"""
Insert daily FC challenges into the DB.
"""
events = []
if data.local.network.should_schedule(
cls.game, cls.version, "fc_challenge", "daily"
):
# Generate a new list of two FC challenge songs.
start_time, end_time = data.local.network.get_schedule_duration("daily")
all_songs = set(
song.id
for song in data.local.music.get_all_songs(cls.game, cls.version)
)
if len(all_songs) >= 2:
daily_songs = random.sample(all_songs, 2)
data.local.game.put_time_sensitive_settings(
cls.game,
cls.version,
"fc_challenge",
{
"start_time": start_time,
"end_time": end_time,
"today": daily_songs[0],
"whim": daily_songs[1],
},
)
events.append(
(
"jubeat_fc_challenge_charts",
{
"version": cls.version,
"today": daily_songs[0],
"whim": daily_songs[1],
},
)
)
# Mark that we did some actual work here.
data.local.network.mark_scheduled(
cls.game, cls.version, "fc_challenge", "daily"
)
return events
@classmethod
def get_settings(cls) -> Dict[str, Any]:
"""
Return all of our front-end modifiably settings.
"""
return {
"bools": [
{
"name": "Force Unlock All Songs",
"tip": "Forces all songs to be available by default",
"category": "game_config",
"setting": "force_song_unlock",
},
],
}
def __get_global_info(self) -> Node:
info = Node.void("info")
# Event info. Valid event IDs are 5, 6, 15, 19
event_info = Node.void("event_info")
info.add_child(event_info)
for event in self.EVENTS:
evt = Node.void("event")
event_info.add_child(evt)
evt.set_attribute("type", str(event))
evt.add_child(Node.u8("state", 1 if self.EVENTS[event]["enabled"] else 0))
# Each of the following two sections should have zero or more child nodes (no
# particular name) which look like the following:
# <node>
# <id __type="s32">songid</id>
# <stime __type="str">start time?</stime>
# <etime __type="str">end time?</etime>
# </node>
# Share music?
share_music = Node.void("share_music")
info.add_child(share_music)
# Bonus music?
bonus_music = Node.void("bonus_music")
info.add_child(bonus_music)
# Some sort of music DB whitelist
info.add_child(
Node.s32_array(
"white_music_list",
[
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
],
)
)
info.add_child(
Node.s32_array(
"white_marker_list",
[
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
],
)
)
info.add_child(
Node.s32_array(
"white_theme_list",
[
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
],
)
)
info.add_child(
Node.s32_array(
"open_music_list",
[
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
],
)
)
info.add_child(
Node.s32_array(
"shareable_music_list",
[
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
],
)
)
jbox = Node.void("jbox")
info.add_child(jbox)
jbox.add_child(Node.s32("point", 0))
emblem = Node.void("emblem")
jbox.add_child(emblem)
normal = Node.void("normal")
emblem.add_child(normal)
premium = Node.void("premium")
emblem.add_child(premium)
normal.add_child(Node.s16("index", 2))
premium.add_child(Node.s16("index", 1))
born = Node.void("born")
info.add_child(born)
born.add_child(Node.s8("status", 0))
born.add_child(Node.s16("year", 0))
digdig = Node.void("digdig")
info.add_child(digdig)
stage_list = Node.void("stage_list")
digdig.add_child(stage_list)
# Stage numbers are between 1 and 13 inclusive.
for i in range(1, 14):
stage = Node.void("stage")
stage_list.add_child(stage)
stage.set_attribute("number", str(i))
stage.add_child(Node.u8("state", 0x1))
# Collection list values should look like:
# <rating>
# <id __type="s32">songid</id>
# <stime __type="str">start time?</stime>
# <etime __type="str">end time?</etime>
# </node>
collection = Node.void("collection")
info.add_child(collection)
collection.add_child(Node.void("rating_s"))
# Additional digdig nodes that aren't the main event
generic_dig = Node.void("generic_dig")
info.add_child(generic_dig)
map_list = Node.void("map_list")
generic_dig.add_child(map_list)
# DigDig nodes here have the following format:
# <map release_code='somecode' dataversion='someversion' id='someid' client_map_kind='somekind'>
# <stime __type="str">start time?</stime>
# <etime __type="str">end time?</etime>
# <stage_list>
# <!-- stage number is between 1 and 14 inclusive here -->
# <stage number='number'>
# <need_point __type="s32">point</need_point>
# <need_norma_num __type="s32">norma num</need_point>
# <norma_list>
# <norma>
# <point __type="s32">point</point>
# <!-- between 1 and 15 inclusive -->
# <type __type="s32">type</type>
# <music_id __type="s32">music_id</music_id>
# <seq_difficulty __type="s32">seq_difficulty</seq_difficulty>
# <rating __type="s32">rating</rating>
# <stage_level __type="s32">stage_level</stage_level>
# <goal __type="s32">goal</goalpoint>
# <title_line_list>
# <!-- there can be up to 4 of these -->
# <title type="str">32 bytes long title</title>
# </title_line_list>
# </norma>
# </norma_list>
# <item_list>
# <item>
# <point __type="s32">point</point>
# <!-- between 1 and 7 inclusive -->
# <type __type="s32">type</type>
# <music_id __type="s32">music_id</music_id>
# <bonus_tune_point __type="s32">bonus_tune_point</bonus_tune_point>
# <title_id __type="s32">title_id</title_id>
# <marker_id __type="s32">marker_id</marker_id>
# <background_id __type="s32">background_id</background_id>
# </item>
# </item_list>
# <!-- unlock challenge -->
# <unlock>
# <tune_list>
# <!-- between 1 and 3 inclusive -->
# <tune no='number'>
# <seq_list>
# <seq>
# <music_id __type="s32">music_id</music_id>
# <seq_difficulty __type="s32">seq_difficulty</seq_difficulty>
# <!-- flags are optional -->
# <flags __type="str">SECRET|empty</flags>
# </seq>
# </seq_list>
# </tune>
# </tune_list>
# <flags __type="str">RISKY|empty</flags>
# <!-- requirements for normal clear -->
# <clear>
# <type __type="s32">type</type>
# <!-- between 0 and 8 inclusive -->
# <rating __type="s32">rating</rating>
# <score __type="s32">score</score>
# <ex_option>
# <is_hard __type="bool">true/false</is_hard>
# <!-- between 0 and 6 inclusive -->
# <hazard_type __type="s32">type</hazard_type>
# </ex_option>
# </clear>
# <!-- requirements for gold clear -->
# <gold>
# <type __type="s32">type</type>
# <!-- between 0 and 8 inclusive -->
# <rating __type="s32">rating</rating>
# <score __type="s32">score</score>
# <ex_option>
# <is_hard __type="bool">true/false</is_hard>
# <!-- between 0 and 6 inclusive -->
# <hazard_type __type="s32">type</hazard_type>
# </ex_option>
# </gold>
# </unlock>
# <serif_list>
# <!-- kind should be between 1 and 6 inclusive -->
# <serif kind='kind'>
# <line_list>
# <!-- there can be up to four of these -->
# <line __type="str">64 byte string</str>
# </line_list>
# </serif>
# </serif_list>
# <bgm_list>
# <!-- kind can be between 1 and 2 inclusive -->
# <bgm kind='kind' id='id' />
# </bgm_list>
# <se_list>
# <!-- kind can be between 1 and 20 inclusive -->
# <se kind='kind' id='id' />
# </se_list>
# <!-- optional node -->
# <tex_number __type="s32">unknown</tex_number>
# </stage>
# </stage_list>
# </map>
expert_option = Node.void("expert_option")
info.add_child(expert_option)
expert_option.add_child(Node.bool("is_available", True))
tsumtsum = Node.void("tsumtsum")
info.add_child(tsumtsum)
tsumtsum.add_child(Node.bool("is_available", True))
nagatanien = Node.void("nagatanien")
info.add_child(nagatanien)
nagatanien.add_child(Node.bool("is_available", True))
all_music_matching = Node.void("all_music_matching")
info.add_child(all_music_matching)
all_music_matching.add_child(Node.bool("is_available", True))
question_list = Node.void("question_list")
info.add_child(question_list)
return info
def handle_shopinfo_regist_request(self, request: Node) -> Node:
# Update the name of this cab for admin purposes
self.update_machine_name(request.child_value("shop/name"))
shopinfo = Node.void("shopinfo")
data = Node.void("data")
shopinfo.add_child(data)
data.add_child(Node.u32("cabid", 1))
data.add_child(Node.string("locationid", "nowhere"))
data.add_child(Node.u8("tax_phase", 1))
facility = Node.void("facility")
data.add_child(facility)
facility.add_child(Node.u32("exist", 1))
data.add_child(self.__get_global_info())
return shopinfo
def handle_recommend_get_recommend_request(self, request: Node) -> Node:
recommend = Node.void("recommend")
data = Node.void("data")
recommend.add_child(data)
player = Node.void("player")
data.add_child(player)
music_list = Node.void("music_list")
player.add_child(music_list)
# TODO: Might be a way to figure out who plays what song and then offer
# recommendations based on that. There should be 12 songs returned here.
recommended_songs: List[Song] = []
for i, song in enumerate(recommended_songs):
music = Node.void("music")
music_list.add_child(music)
music.set_attribute("order", str(i))
music.add_child(Node.s32("music_id", song.id))
music.add_child(Node.s8("seq", song.chart))
return recommend
def handle_gametop_regist_request(self, request: Node) -> Node:
data = request.child("data")
player = data.child("player")
refid = player.child_value("refid")
name = player.child_value("name")
root = self.new_profile_by_refid(refid, name)
return root
def handle_gametop_get_pdata_request(self, request: Node) -> Node:
data = request.child("data")
player = data.child("player")
refid = player.child_value("refid")
root = self.get_profile_by_refid(refid)
if root is None:
root = Node.void("gametop")
root.set_attribute("status", str(Status.NO_PROFILE))
return root
def handle_gametop_get_mdata_request(self, request: Node) -> Node:
data = request.child("data")
player = data.child("player")
extid = player.child_value("jid")
mdata_ver = player.child_value(
"mdata_ver"
) # Game requests mdata 3 times per profile for some reason
if mdata_ver != 1:
root = Node.void("gametop")
datanode = Node.void("data")
root.add_child(datanode)
player = Node.void("player")
datanode.add_child(player)
player.add_child(Node.s32("jid", extid))
playdata = Node.void("mdata_list")
player.add_child(playdata)
return root
root = self.get_scores_by_extid(extid)
if root is None:
root = Node.void("gametop")
root.set_attribute("status", str(Status.NO_PROFILE))
return root
def handle_gametop_get_info_request(self, request: Node) -> Node:
root = Node.void("gametop")
data = Node.void("data")
root.add_child(data)
data.add_child(self.__get_global_info())
return root
def handle_gameend_final_request(self, request: Node) -> Node:
data = request.child("data")
player = data.child("player")
if player is not None:
refid = player.child_value("refid")
else:
refid = None
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)
# Grab unlock progress
item = player.child("item")
if item is not None:
owned_emblems = self.calculate_owned_items(
item.child_value("emblem_list")
)
for index in owned_emblems:
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
index,
"emblem",
{},
)
# jbox stuff
jbox = player.child("jbox")
jboxdict = profile.get_dict("jbox")
if jbox is not None:
jboxdict.replace_int("point", jbox.child_value("point"))
emblemtype = jbox.child_value("emblem/type")
index = jbox.child_value("emblem/index")
if emblemtype == self.JBOX_EMBLEM_NORMAL:
jboxdict.replace_int("normal_index", index)
elif emblemtype == self.JBOX_EMBLEM_PREMIUM:
jboxdict.replace_int("premium_index", index)
profile.replace_dict("jbox", jboxdict)
# Born stuff
born = player.child("born")
if born is not None:
profile.replace_int("born_status", born.child_value("status"))
profile.replace_int("born_year", born.child_value("year"))
else:
profile = None
if userid is not None and profile is not None:
self.put_profile(userid, profile)
return Node.void("gameend")
def format_profile(self, userid: UserID, profile: Profile) -> Node:
root = Node.void("gametop")
data = Node.void("data")
root.add_child(data)
# Figure out if we're force-unlocking songs.
game_config = self.get_game_config()
force_unlock = game_config.get_bool("force_song_unlock")
achievements = self.data.local.user.get_achievements(
self.game, self.version, userid
)
owned_songs: Set[int] = set()
owned_secrets: Set[int] = set()
owned_emblems: Set[int] = set()
for achievement in achievements:
if achievement.type == "emblem":
owned_emblems.add(achievement.id)
elif achievement.type == "song":
owned_songs.add(achievement.id)
elif achievement.type == "secret":
owned_secrets.add(achievement.id)
# Make sure we grant ownership of default main parts.
default_emblems = self.default_select_jbox()
owned_emblems.update(default_emblems)
default_main = next(iter(default_emblems)) if default_emblems else 0
# Jubeat Prop appears to allow full event overrides per-player
data.add_child(self.__get_global_info())
player = Node.void("player")
data.add_child(player)
# Some server node
server = Node.void("server")
player.add_child(server)
# Basic profile info
player.add_child(Node.string("name", profile.get_str("name", "なし")))
player.add_child(Node.s32("jid", profile.extid))
# Miscelaneous crap
player.add_child(Node.s32("session_id", 1))
player.add_child(Node.u64("event_flag", 0))
# Player info and statistics
info = Node.void("info")
player.add_child(info)
info.add_child(Node.s16("jubility", profile.get_int("jubility")))
info.add_child(Node.s16("jubility_yday", profile.get_int("jubility_yday")))
info.add_child(Node.s32("tune_cnt", profile.get_int("tune_cnt")))
info.add_child(Node.s32("save_cnt", profile.get_int("save_cnt")))
info.add_child(Node.s32("saved_cnt", profile.get_int("saved_cnt")))
info.add_child(Node.s32("fc_cnt", profile.get_int("fc_cnt")))
info.add_child(Node.s32("ex_cnt", profile.get_int("ex_cnt")))
info.add_child(Node.s32("clear_cnt", profile.get_int("clear_cnt")))
info.add_child(Node.s32("match_cnt", profile.get_int("match_cnt")))
info.add_child(Node.s32("beat_cnt", profile.get_int("beat_cnt")))
info.add_child(Node.s32("mynews_cnt", profile.get_int("mynews_cnt")))
info.add_child(
Node.s32("bonus_tune_points", profile.get_int("bonus_tune_points"))
)
info.add_child(
Node.bool("is_bonus_tune_played", profile.get_bool("is_bonus_tune_played"))
)
# Looks to be set to true when there's an old profile, stops tutorial from
# happening on first load.
info.add_child(
Node.bool(
"inherit",
profile.get_bool("has_old_version") and not profile.get_bool("saved"),
)
)
# Not saved, but loaded
info.add_child(Node.s32("mtg_entry_cnt", 123))
info.add_child(Node.s32("mtg_hold_cnt", 456))
info.add_child(Node.u8("mtg_result", 10))
# Last played data, for showing cursor and such
lastdict = profile.get_dict("last")
last = Node.void("last")
player.add_child(last)
last.add_child(Node.s64("play_time", lastdict.get_int("play_time")))
last.add_child(Node.string("shopname", lastdict.get_str("shopname")))
last.add_child(Node.string("areaname", lastdict.get_str("areaname")))
last.add_child(Node.s32("music_id", lastdict.get_int("music_id")))
last.add_child(Node.s8("seq_id", lastdict.get_int("seq_id")))
last.add_child(Node.s8("sort", lastdict.get_int("sort")))
last.add_child(Node.s8("category", lastdict.get_int("category")))
last.add_child(Node.s8("expert_option", lastdict.get_int("expert_option")))
last.add_child(Node.s32("dig_select", lastdict.get_int("dig_select")))
settings = Node.void("settings")
last.add_child(settings)
settings.add_child(Node.s8("marker", lastdict.get_int("marker")))
settings.add_child(Node.s8("theme", lastdict.get_int("theme")))
settings.add_child(Node.s16("title", lastdict.get_int("title")))
settings.add_child(Node.s16("parts", lastdict.get_int("parts")))
settings.add_child(Node.s8("rank_sort", lastdict.get_int("rank_sort")))
settings.add_child(Node.s8("combo_disp", lastdict.get_int("combo_disp")))
settings.add_child(Node.s8("matching", lastdict.get_int("matching")))
settings.add_child(Node.s8("hazard", lastdict.get_int("hazard")))
settings.add_child(Node.s8("hard", lastdict.get_int("hard")))
# Hack to make the default emblem appear properly.
partslist = lastdict.get_int_array("emblem", 5, [0, default_main, 0, 0, 0])
if partslist[1] == 0:
partslist[1] = default_main
settings.add_child(Node.s16_array("emblem", partslist))
# Secret unlocks
item = Node.void("item")
player.add_child(item)
item.add_child(
Node.s32_array(
"music_list", profile.get_int_array("music_list", 64, [-1] * 64)
)
)
item.add_child(
Node.s32_array(
"secret_list",
([-1] * 64)
if force_unlock
else self.create_owned_items(owned_songs, 64),
)
)
item.add_child(
Node.s32_array(
"theme_list", profile.get_int_array("theme_list", 16, [-1] * 16)
)
)
item.add_child(
Node.s32_array(
"marker_list", profile.get_int_array("marker_list", 16, [-1] * 16)
)
)
item.add_child(
Node.s32_array(
"title_list", profile.get_int_array("title_list", 160, [-1] * 160)
)
)
item.add_child(
Node.s32_array(
"parts_list", profile.get_int_array("parts_list", 160, [-1] * 160)
)
)
item.add_child(
Node.s32_array("emblem_list", self.create_owned_items(owned_emblems, 96))
)
new = Node.void("new")
item.add_child(new)
new.add_child(
Node.s32_array(
"secret_list",
([-1] * 64)
if force_unlock
else self.create_owned_items(owned_secrets, 64),
)
)
new.add_child(
Node.s32_array(
"theme_list", profile.get_int_array("theme_list_new", 16, [-1] * 16)
)
)
new.add_child(
Node.s32_array(
"marker_list", profile.get_int_array("marker_list_new", 16, [-1] * 16)
)
)
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# Add rivals to profile.
rivallist = Node.void("rivallist")
player.add_child(rivallist)
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links = self.data.local.user.get_links(self.game, self.version, userid)
rivalcount = 0
for link in links:
if link.type != "rival":
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continue
rprofile = self.get_profile(link.other_userid)
if rprofile is None:
continue
rival = Node.void("rival")
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rivallist.add_child(rival)
rival.add_child(Node.s32("jid", rprofile.extid))
rival.add_child(Node.string("name", rprofile.get_str("name")))
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# This looks like a carry-over from prop's career and isn't displayed.
career = Node.void("career")
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rival.add_child(career)
career.add_child(Node.s16("level", 1))
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# Lazy way of keeping track of rivals, since we can only have 3
# or the game with throw up.
rivalcount += 1
if rivalcount >= 3:
break
rivallist.set_attribute("count", str(rivalcount))
lab_edit_seq = Node.void("lab_edit_seq")
player.add_child(lab_edit_seq)
lab_edit_seq.set_attribute("count", "0")
# Full combo challenge
entry = self.data.local.game.get_time_sensitive_settings(
self.game, self.version, "fc_challenge"
)
if entry is None:
entry = ValidatedDict()
# Figure out if we've played these songs
start_time, end_time = self.data.local.network.get_schedule_duration("daily")
today_attempts = self.data.local.music.get_all_attempts(
self.game,
self.music_version,
userid,
entry.get_int("today", -1),
timelimit=start_time,
)
whim_attempts = self.data.local.music.get_all_attempts(
self.game,
self.music_version,
userid,
entry.get_int("whim", -1),
timelimit=start_time,
)
fc_challenge = Node.void("fc_challenge")
player.add_child(fc_challenge)
today = Node.void("today")
fc_challenge.add_child(today)
today.add_child(Node.s32("music_id", entry.get_int("today", -1)))
today.add_child(Node.u8("state", 0x40 if len(today_attempts) > 0 else 0x0))
whim = Node.void("whim")
fc_challenge.add_child(whim)
whim.add_child(Node.s32("music_id", entry.get_int("whim", -1)))
whim.add_child(Node.u8("state", 0x40 if len(whim_attempts) > 0 else 0x0))
# No news, ever.
news = Node.void("news")
player.add_child(news)
news.add_child(Node.s16("checked", 0))
news.add_child(Node.u32("checked_flag", 0))
# Sane defaults for unknown/who cares nodes
history = Node.void("history")
player.add_child(history)
history.set_attribute("count", "0")
free_first_play = Node.void("free_first_play")
player.add_child(free_first_play)
free_first_play.add_child(Node.bool("is_available", False))
navi = Node.void("navi")
player.add_child(navi)
navi.add_child(Node.u64("flag", profile.get_int("navi_flag")))
# Player status for events
event_info = Node.void("event_info")
player.add_child(event_info)
for achievement in achievements:
if achievement.type == "event":
# There are two significant bits here, 0x1 and 0x2, I think the first
# one is whether the event is started, second is if its finished?
event = Node.void("event")
event_info.add_child(event)
event.set_attribute("type", str(achievement.id))
state = 0x0
state = (
state + 0x2 if achievement.data.get_bool("is_completed") else 0x0
)
event.add_child(Node.u8("state", state))
# JBox stuff
jbox = Node.void("jbox")
jboxdict = profile.get_dict("jbox")
player.add_child(jbox)
jbox.add_child(Node.s32("point", jboxdict.get_int("point")))
emblem = Node.void("emblem")
jbox.add_child(emblem)
normal = Node.void("normal")
emblem.add_child(normal)
premium = Node.void("premium")
emblem.add_child(premium)
# Calculate a random index for normal and premium to give to player
# as a gatcha.
normalindex, premiumindex = self.random_select_jbox(owned_emblems)
normal.add_child(Node.s16("index", normalindex))
premium.add_child(Node.s16("index", premiumindex))
# Digdig stuff
digdig = Node.void("digdig")
digdigdict = profile.get_dict("digdig")
eternaldict = digdigdict.get_dict("eternal")
olddict = digdigdict.get_dict("old")
player.add_child(digdig)
digdig.add_child(Node.u64("flag", digdigdict.get_int("flag")))
# Emerald main stages
main = Node.void("main")
digdig.add_child(main)
stage = Node.void("stage")
main.add_child(stage)
stage.set_attribute("number", str(digdigdict.get_int("stage_number", 1)))
stage.add_child(Node.s32("point", digdigdict.get_int("point")))
stage.add_child(
Node.s32_array("param", digdigdict.get_int_array("param", 12, [0] * 12))
)
# Emerald eternal stages
eternal = Node.void("eternal")
digdig.add_child(eternal)
eternal.add_child(Node.s32("ratio", 1))
eternal.add_child(Node.s64("used_point", eternaldict.get_int("used_point")))
eternal.add_child(Node.s64("point", eternaldict.get_int("point")))
eternal.add_child(
Node.s64("excavated_point", eternaldict.get_int("excavated_point"))
)
cube = Node.void("cube")
eternal.add_child(cube)
cube.add_child(
Node.s8_array("state", eternaldict.get_int_array("state", 12, [0] * 12))
)
item = Node.void("item")
cube.add_child(item)
item.add_child(
Node.s32_array("kind", eternaldict.get_int_array("item_kind", 12, [0] * 12))
)
item.add_child(
Node.s32_array(
"value", eternaldict.get_int_array("item_value", 12, [0] * 12)
)
)
norma = Node.void("norma")
cube.add_child(norma)
norma.add_child(Node.s64_array("till_time", [0] * 12))
norma.add_child(
Node.s32_array(
"kind", eternaldict.get_int_array("norma_kind", 12, [0] * 12)
)
)
norma.add_child(
Node.s32_array(
"value", eternaldict.get_int_array("norma_value", 12, [0] * 12)
)
)
norma.add_child(
Node.s32_array(
"param", eternaldict.get_int_array("norma_param", 12, [0] * 12)
)
)
if self.ENABLE_GARNET:
# Garnet
old = Node.void("old")
digdig.add_child(old)
old.add_child(Node.s32("need_point", olddict.get_int("need_point")))
old.add_child(Node.s32("point", olddict.get_int("point")))
old.add_child(
Node.s32_array(
"excavated_point",
olddict.get_int_array("excavated_point", 5, [0] * 5),
)
)
old.add_child(
Node.s32_array(
"excavated", olddict.get_int_array("excavated", 5, [0] * 5)
)
)
old.add_child(
Node.s32_array("param", olddict.get_int_array("param", 5, [0] * 5))
)
# This should have a bunch of sub-nodes with the following format. Note that only
# the first ten nodes are saved even if more are read. Presumably this is the list
# of old songs we are allowing the player to unlock? Doesn't matter, we're disabling
# Garnet anyway.:
# <music>
# <music_id __type="s32">id</music_id>
# </music>
old.add_child(Node.void("music_list"))
# Unlock event, turns on unlock challenge for a particular stage.
unlock = Node.void("unlock")
player.add_child(unlock)
main = Node.void("main")
unlock.add_child(main)
stage_list = Node.void("stage_list")
main.add_child(stage_list)
# Stage numbers are between 1 and 13 inclusive.
for i in range(1, 14):
stage_flags = self.data.local.user.get_achievement(
self.game, self.version, userid, i, "stage"
)
if stage_flags is None:
stage_flags = ValidatedDict()
stage = Node.void("stage")
stage_list.add_child(stage)
stage.set_attribute("number", str(i))
stage.add_child(Node.u8("state", stage_flags.get_int("state")))
# DigDig event for server-controlled cubes (basically anything not Garnet or Emerald)
generic_dig = Node.void("generic_dig")
player.add_child(generic_dig)
map_list = Node.void("map_list")
generic_dig.add_child(map_list)
# Map list consists of up to 9 of the following structures:
# <map id="id of map as defined in info node above">
# <point __type="s32">points</point>
# <used_point __type="s32">points</used_point>
# <stage_num __type="s32">stage</stage_num>
# <stage_list>
# <stage number="number matching a stage number from info node above:"">
# <norma>
# <param __type="s32">0 0 0 0 0 0 0 0 0 0 0 0</param>
# </norma>
# <unlock>
# <state __type="u8">0</state>
# </unlock>
# </stage>
# </stage_list>
# </map>
# New Music stuff
new_music = Node.void("new_music")
player.add_child(new_music)
# Gift list, maybe from other players?
gift_list = Node.void("gift_list")
player.add_child(gift_list)
# If we had gifts, they look like this:
# <gift reason="??" kind="??">
# <id __type="s32">??</id>
# </gift>
# Birthday event?
born = Node.void("born")
player.add_child(born)
born.add_child(Node.s8("status", profile.get_int("born_status")))
born.add_child(Node.s16("year", profile.get_int("born_year")))
# More crap
question_list = Node.void("question_list")
player.add_child(question_list)
return root
def format_scores(
self, userid: UserID, profile: Profile, scores: List[Score]
) -> Node:
root = Node.void("gametop")
datanode = Node.void("data")
root.add_child(datanode)
player = Node.void("player")
datanode.add_child(player)
player.add_child(Node.s32("jid", profile.extid))
playdata = Node.void("mdata_list")
player.add_child(playdata)
music = ValidatedDict()
for score in scores:
# Ignore festo-and-above chart types.
if score.chart not in {
self.CHART_TYPE_BASIC,
self.CHART_TYPE_ADVANCED,
self.CHART_TYPE_EXTREME,
}:
continue
data = music.get_dict(str(score.id))
play_cnt = data.get_int_array("play_cnt", 3)
clear_cnt = data.get_int_array("clear_cnt", 3)
clear_flags = data.get_int_array("clear_flags", 3)
fc_cnt = data.get_int_array("fc_cnt", 3)
ex_cnt = data.get_int_array("ex_cnt", 3)
points = data.get_int_array("points", 3)
# Replace data for this chart type
play_cnt[score.chart] = score.plays
clear_cnt[score.chart] = score.data.get_int("clear_count")
fc_cnt[score.chart] = score.data.get_int("full_combo_count")
ex_cnt[score.chart] = score.data.get_int("excellent_count")
points[score.chart] = score.points
# Format the clear flags
clear_flags[score.chart] = self.GAME_FLAG_BIT_PLAYED
if score.data.get_int("clear_count") > 0:
clear_flags[score.chart] |= self.GAME_FLAG_BIT_CLEARED
if score.data.get_int("full_combo_count") > 0:
clear_flags[score.chart] |= self.GAME_FLAG_BIT_FULL_COMBO
if score.data.get_int("excellent_count") > 0:
clear_flags[score.chart] |= self.GAME_FLAG_BIT_EXCELLENT
# Save chart data back
data.replace_int_array("play_cnt", 3, play_cnt)
data.replace_int_array("clear_cnt", 3, clear_cnt)
data.replace_int_array("clear_flags", 3, clear_flags)
data.replace_int_array("fc_cnt", 3, fc_cnt)
data.replace_int_array("ex_cnt", 3, ex_cnt)
data.replace_int_array("points", 3, points)
# Update the ghost (untyped)
ghost = data.get("ghost", [None, None, None])
ghost[score.chart] = score.data.get("ghost")
data["ghost"] = ghost
# Save it back
music.replace_dict(str(score.id), data)
for scoreid in music:
scoredata = music[scoreid]
musicdata = Node.void("musicdata")
playdata.add_child(musicdata)
musicdata.set_attribute("music_id", scoreid)
musicdata.add_child(
Node.s32_array("play_cnt", scoredata.get_int_array("play_cnt", 3))
)
musicdata.add_child(
Node.s32_array("clear_cnt", scoredata.get_int_array("clear_cnt", 3))
)
musicdata.add_child(
Node.s32_array("fc_cnt", scoredata.get_int_array("fc_cnt", 3))
)
musicdata.add_child(
Node.s32_array("ex_cnt", scoredata.get_int_array("ex_cnt", 3))
)
musicdata.add_child(
Node.s32_array("score", scoredata.get_int_array("points", 3))
)
musicdata.add_child(
Node.s8_array("clear", scoredata.get_int_array("clear_flags", 3))
)
ghosts = scoredata.get("ghost", [None, None, None])
for i in range(len(ghosts)):
ghost = ghosts[i]
if ghost is None:
continue
bar = Node.u8_array("bar", ghost)
musicdata.add_child(bar)
bar.set_attribute("seq", str(i))
return root
def unformat_profile(
self, userid: UserID, request: Node, oldprofile: Profile
) -> Profile:
newprofile = oldprofile.clone()
newprofile.replace_bool("saved", True)
data = request.child("data")
# Figure out if we're force-unlocking songs. If we are, we don't want to persist
# secret stuff otherwise the game will accidentally unlock everything in the profile.
game_config = self.get_game_config()
force_unlock = game_config.get_bool("force_song_unlock")
# Grab system information
sysinfo = data.child("info")
# Grab player information
player = data.child("player")
# Grab result information
result = data.child("result")
# Grab last information. Lots of this will be filled in while grabbing scores
last = newprofile.get_dict("last")
if sysinfo is not None:
last.replace_int("play_time", sysinfo.child_value("time_gameend"))
last.replace_str("shopname", sysinfo.child_value("shopname"))
last.replace_str("areaname", sysinfo.child_value("areaname"))
# Grab player info for echoing back
info = player.child("info")
if info is not None:
newprofile.replace_int("jubility", info.child_value("jubility"))
newprofile.replace_int("jubility_yday", info.child_value("jubility_yday"))
newprofile.replace_int("tune_cnt", info.child_value("tune_cnt"))
newprofile.replace_int("save_cnt", info.child_value("save_cnt"))
newprofile.replace_int("saved_cnt", info.child_value("saved_cnt"))
newprofile.replace_int("fc_cnt", info.child_value("fc_cnt"))
newprofile.replace_int("ex_cnt", info.child_value("ex_cnt"))
newprofile.replace_int("clear_cnt", info.child_value("clear_cnt"))
newprofile.replace_int("match_cnt", info.child_value("match_cnt"))
newprofile.replace_int("beat_cnt", info.child_value("beat_cnt"))
newprofile.replace_int("mynews_cnt", info.child_value("mynews_cnt"))
newprofile.replace_int(
"bonus_tune_points", info.child_value("bonus_tune_points")
)
newprofile.replace_bool(
"is_bonus_tune_played", info.child_value("is_bonus_tune_played")
)
# Grab last settings
lastnode = player.child("last")
if lastnode is not None:
last.replace_int("expert_option", lastnode.child_value("expert_option"))
last.replace_int("dig_select", lastnode.child_value("dig_select"))
last.replace_int("sort", lastnode.child_value("sort"))
last.replace_int("category", lastnode.child_value("category"))
settings = lastnode.child("settings")
if settings is not None:
last.replace_int("matching", settings.child_value("matching"))
last.replace_int("hazard", settings.child_value("hazard"))
last.replace_int("hard", settings.child_value("hard"))
last.replace_int("marker", settings.child_value("marker"))
last.replace_int("theme", settings.child_value("theme"))
last.replace_int("title", settings.child_value("title"))
last.replace_int("parts", settings.child_value("parts"))
last.replace_int("rank_sort", settings.child_value("rank_sort"))
last.replace_int("combo_disp", settings.child_value("combo_disp"))
last.replace_int_array("emblem", 5, settings.child_value("emblem"))
# Grab unlock progress
item = player.child("item")
if item is not None:
newprofile.replace_int_array(
"music_list", 64, item.child_value("music_list")
)
newprofile.replace_int_array(
"theme_list", 16, item.child_value("theme_list")
)
newprofile.replace_int_array(
"marker_list", 16, item.child_value("marker_list")
)
newprofile.replace_int_array(
"title_list", 160, item.child_value("title_list")
)
newprofile.replace_int_array(
"parts_list", 160, item.child_value("parts_list")
)
if not force_unlock:
# Don't persist if we're force-unlocked, this data will be bogus.
owned_songs = self.calculate_owned_items(
item.child_value("secret_list")
)
for index in owned_songs:
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
index,
"song",
{},
)
owned_emblems = self.calculate_owned_items(item.child_value("emblem_list"))
for index in owned_emblems:
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
index,
"emblem",
{},
)
newitem = item.child("new")
if newitem is not None:
newprofile.replace_int_array(
"theme_list_new", 16, newitem.child_value("theme_list")
)
newprofile.replace_int_array(
"marker_list_new", 16, newitem.child_value("marker_list")
)
if not force_unlock:
# Don't persist if we're force-unlocked, this data will be bogus.
owned_secrets = self.calculate_owned_items(
newitem.child_value("secret_list")
)
for index in owned_secrets:
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
index,
"secret",
{},
)
# jbox stuff
jbox = player.child("jbox")
jboxdict = newprofile.get_dict("jbox")
if jbox is not None:
jboxdict.replace_int("point", jbox.child_value("point"))
emblemtype = jbox.child_value("emblem/type")
index = jbox.child_value("emblem/index")
if emblemtype == self.JBOX_EMBLEM_NORMAL:
jboxdict.replace_int("normal_index", index)
elif emblemtype == self.JBOX_EMBLEM_PREMIUM:
jboxdict.replace_int("premium_index", index)
newprofile.replace_dict("jbox", jboxdict)
# event stuff
event_info = player.child("event_info")
if event_info is not None:
for child in event_info.children:
try:
eventid = int(child.attribute("type"))
except TypeError:
# Event is empty
continue
is_completed = child.child_value("is_completed")
# Figure out if we should update the rating/scores or not
oldevent = self.data.local.user.get_achievement(
self.game,
self.version,
userid,
eventid,
"event",
)
if oldevent is None:
# Create a new event structure for this
oldevent = ValidatedDict()
oldevent.replace_bool("is_completed", is_completed)
# Save it as an achievement
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
eventid,
"event",
oldevent,
)
# DigDig stuff
digdig = player.child("digdig")
digdigdict = newprofile.get_dict("digdig")
if digdig is not None:
digdigdict.replace_int("flag", digdig.child_value("flag"))
main = digdig.child("main")
if main is not None:
stage = main.child("stage")
stage_num = int(stage.attribute("number"))
digdigdict.replace_int("stage_number", stage_num)
digdigdict.replace_int("point", stage.child_value("point"))
digdigdict.replace_int_array("param", 12, stage.child_value("param"))
if stage.child_value("uc_available") is True:
# We should enable unlock challenge for this node because the game
# doesn't do it for us automatically.
stage_flags = self.data.local.user.get_achievement(
self.game, self.version, userid, stage_num, "stage"
)
if stage_flags is None:
stage_flags = ValidatedDict()
stage_flags.replace_int("state", stage_flags.get_int("state") | 0x2)
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
stage_num,
"stage",
stage_flags,
)
eternal = digdig.child("eternal")
eternaldict = digdigdict.get_dict("eternal")
if eternal is not None:
eternaldict.replace_int("used_point", eternal.child_value("used_point"))
eternaldict.replace_int("point", eternal.child_value("point"))
eternaldict.replace_int(
"excavated_point", eternal.child_value("excavated_point")
)
eternaldict.replace_int_array(
"state", 12, eternal.child_value("cube/state")
)
eternaldict.replace_int_array(
"item_kind", 12, eternal.child_value("cube/item/kind")
)
eternaldict.replace_int_array(
"item_value", 12, eternal.child_value("cube/item/value")
)
eternaldict.replace_int_array(
"norma_kind", 12, eternal.child_value("cube/norma/kind")
)
eternaldict.replace_int_array(
"norma_value", 12, eternal.child_value("cube/norma/value")
)
eternaldict.replace_int_array(
"norma_param", 12, eternal.child_value("cube/norma/param")
)
digdigdict.replace_dict("eternal", eternaldict)
if self.ENABLE_GARNET:
old = digdig.child("old")
olddict = digdigdict.get_dict("old")
if old is not None:
olddict.replace_int("need_point", old.child_value("need_point"))
olddict.replace_int("point", old.child_value("point"))
olddict.replace_int_array(
"excavated_point", 5, old.child_value("excavated_point")
)
olddict.replace_int_array(
"excavated", 5, old.child_value("excavated")
)
olddict.replace_int_array("param", 5, old.child_value("param"))
digdigdict.replace_dict("old", olddict)
# DigDig unlock event
unlock = player.child("unlock")
if unlock is not None:
stage = unlock.child("main/stage")
if stage is not None:
stage_num = int(stage.attribute("number"))
state = stage.child_value("state")
# Just overwrite the state with this value
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
stage_num,
"stage",
{"state": state},
)
# If they cleared stage 13, we need to unlock eternal mode
if stage_num == 13 and (state & 0x18) > 0:
digdigdict.replace_int("flag", digdigdict.get_int("flag") | 0x2)
# Save this back now that we've parsed everything
newprofile.replace_dict("digdig", digdigdict)
# Still don't know what this is for lol
newprofile.replace_int("navi_flag", player.child_value("navi/flag"))
# Grab scores and save those
if result is not None:
for tune in result.children:
if tune.name != "tune":
continue
result = tune.child("player")
songid = tune.child_value("music")
timestamp = tune.child_value("timestamp") / 1000
chart = int(result.child("score").attribute("seq"))
points = result.child_value("score")
flags = int(result.child("score").attribute("clear"))
combo = int(result.child("score").attribute("combo"))
ghost = result.child_value("mbar")
stats = {
"perfect": result.child_value("nr_perfect"),
"great": result.child_value("nr_great"),
"good": result.child_value("nr_good"),
"poor": result.child_value("nr_poor"),
"miss": result.child_value("nr_miss"),
}
# Miscelaneous last data for echoing to profile get
last.replace_int("music_id", songid)
last.replace_int("seq_id", chart)
mapping = {
self.GAME_FLAG_BIT_CLEARED: self.PLAY_MEDAL_CLEARED,
self.GAME_FLAG_BIT_FULL_COMBO: self.PLAY_MEDAL_FULL_COMBO,
self.GAME_FLAG_BIT_EXCELLENT: self.PLAY_MEDAL_EXCELLENT,
self.GAME_FLAG_BIT_NEARLY_FULL_COMBO: self.PLAY_MEDAL_NEARLY_FULL_COMBO,
self.GAME_FLAG_BIT_NEARLY_EXCELLENT: self.PLAY_MEDAL_NEARLY_EXCELLENT,
}
# Figure out the highest medal based on bits passed in
medal = self.PLAY_MEDAL_FAILED
for bit in mapping:
if flags & bit > 0:
medal = max(medal, mapping[bit])
self.update_score(
userid, timestamp, songid, chart, points, medal, combo, ghost, stats
)
# Born stuff
born = player.child("born")
if born is not None:
newprofile.replace_int("born_status", born.child_value("status"))
newprofile.replace_int("born_year", born.child_value("year"))
# Save back last information gleaned from results
newprofile.replace_dict("last", last)
# Keep track of play statistics
self.update_play_statistics(userid)
return newprofile