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