# vim: set fileencoding=utf-8 from typing import Any, Dict, List, Optional from typing_extensions import Final from bemani.backend.ess import EventLogHandler from bemani.backend.sdvx.base import SoundVoltexBase from bemani.backend.sdvx.infiniteinfection import SoundVoltexInfiniteInfection from bemani.common import ID, VersionConstants from bemani.protocol import Node class SoundVoltexGravityWars( EventLogHandler, SoundVoltexBase, ): name: str = "SOUND VOLTEX III GRAVITY WARS" version: int = VersionConstants.SDVX_GRAVITY_WARS GAME_LIMITED_LOCKED: Final[int] = 1 GAME_LIMITED_UNLOCKABLE: Final[int] = 2 GAME_LIMITED_UNLOCKED: Final[int] = 3 GAME_CURRENCY_PACKETS: Final[int] = 0 GAME_CURRENCY_BLOCKS: Final[int] = 1 GAME_CLEAR_TYPE_NO_CLEAR: Final[int] = 1 GAME_CLEAR_TYPE_CLEAR: Final[int] = 2 GAME_CLEAR_TYPE_HARD_CLEAR: Final[int] = 3 GAME_CLEAR_TYPE_ULTIMATE_CHAIN: Final[int] = 4 GAME_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN: Final[int] = 5 GAME_GRADE_NO_PLAY: Final[int] = 0 GAME_GRADE_D: Final[int] = 1 GAME_GRADE_C: Final[int] = 2 GAME_GRADE_B: Final[int] = 3 GAME_GRADE_A: Final[int] = 4 GAME_GRADE_AA: Final[int] = 5 GAME_GRADE_AAA: Final[int] = 6 GAME_CATALOG_TYPE_SONG: Final[int] = 0 GAME_CATALOG_TYPE_APPEAL_CARD: Final[int] = 1 GAME_CATALOG_TYPE_CREW: Final[int] = 4 GAME_GAUGE_TYPE_SKILL: Final[int] = 1 @classmethod def get_settings(cls) -> Dict[str, Any]: """ Return all of our front-end modifiably settings. """ return { "bools": [ { "name": "Disable Online Matching", "tip": "Disable online matching between games.", "category": "game_config", "setting": "disable_matching", }, { "name": "Force Song Unlock", "tip": "Force unlock all songs.", "category": "game_config", "setting": "force_unlock_songs", }, { "name": "Force Appeal Card Unlock", "tip": "Force unlock all appeal cards.", "category": "game_config", "setting": "force_unlock_cards", }, { "name": "Force Crew Card Unlock", "tip": "Force unlock all crew and subcrew cards.", "category": "game_config", "setting": "force_unlock_crew", }, ], } def previous_version(self) -> Optional[SoundVoltexBase]: return SoundVoltexInfiniteInfection(self.data, self.config, self.model) def _get_skill_analyzer_courses(self) -> List[Dict[str, Any]]: # This is overridden in S1/S2 code. return [] def _get_skill_analyzer_seasons(self) -> Dict[int, str]: # This is overridden in S1/S2 code. return {} def _get_extra_events(self) -> List[int]: # This is overridden in S1/S2 code. return [] def __game_to_db_clear_type(self, clear_type: int) -> int: return { self.GAME_CLEAR_TYPE_NO_CLEAR: self.CLEAR_TYPE_FAILED, self.GAME_CLEAR_TYPE_CLEAR: self.CLEAR_TYPE_CLEAR, self.GAME_CLEAR_TYPE_HARD_CLEAR: self.CLEAR_TYPE_HARD_CLEAR, self.GAME_CLEAR_TYPE_ULTIMATE_CHAIN: self.CLEAR_TYPE_ULTIMATE_CHAIN, self.GAME_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN: self.CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN, }[clear_type] def __db_to_game_clear_type(self, clear_type: int) -> int: return { self.CLEAR_TYPE_NO_PLAY: self.GAME_CLEAR_TYPE_NO_CLEAR, self.CLEAR_TYPE_FAILED: self.GAME_CLEAR_TYPE_NO_CLEAR, self.CLEAR_TYPE_CLEAR: self.GAME_CLEAR_TYPE_CLEAR, self.CLEAR_TYPE_HARD_CLEAR: self.GAME_CLEAR_TYPE_HARD_CLEAR, self.CLEAR_TYPE_ULTIMATE_CHAIN: self.GAME_CLEAR_TYPE_ULTIMATE_CHAIN, self.CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN: self.GAME_CLEAR_TYPE_PERFECT_ULTIMATE_CHAIN, }[clear_type] def __game_to_db_grade(self, grade: int) -> int: return { self.GAME_GRADE_NO_PLAY: self.GRADE_NO_PLAY, self.GAME_GRADE_D: self.GRADE_D, self.GAME_GRADE_C: self.GRADE_C, self.GAME_GRADE_B: self.GRADE_B, self.GAME_GRADE_A: self.GRADE_A, self.GAME_GRADE_AA: self.GRADE_AA, self.GAME_GRADE_AAA: self.GRADE_AAA, }[grade] def __db_to_game_grade(self, grade: int) -> int: return { self.GRADE_NO_PLAY: self.GAME_GRADE_NO_PLAY, self.GRADE_D: self.GAME_GRADE_D, self.GRADE_C: self.GAME_GRADE_C, self.GRADE_B: self.GAME_GRADE_B, self.GRADE_A: self.GAME_GRADE_A, self.GRADE_A_PLUS: self.GAME_GRADE_A, self.GRADE_AA: self.GAME_GRADE_AA, self.GRADE_AA_PLUS: self.GAME_GRADE_AA, self.GRADE_AAA: self.GAME_GRADE_AAA, self.GRADE_AAA_PLUS: self.GAME_GRADE_AAA, self.GRADE_S: self.GAME_GRADE_AAA, }[grade] def __get_skill_analyzer_skill_levels(self) -> Dict[int, str]: return { 0: "Skill LEVEL 01 岳翔", 1: "Skill LEVEL 02 流星", 2: "Skill LEVEL 03 月衝", 3: "Skill LEVEL 04 瞬光", 4: "Skill LEVEL 05 天極", 5: "Skill LEVEL 06 烈風", 6: "Skill LEVEL 07 雷電", 7: "Skill LEVEL 08 麗華", 8: "Skill LEVEL 09 魔騎士", 9: "Skill LEVEL 10 剛力羅", 10: "Skill LEVEL 11 或帝滅斗", 11: "Skill LEVEL ∞(12) 暴龍天", } def handle_game_3_common_request(self, request: Node) -> Node: game = Node.void("game_3") limited = Node.void("music_limited") game.add_child(limited) # Song unlock config game_config = self.get_game_config() if game_config.get_bool("force_unlock_songs"): ids = set() songs = self.data.local.music.get_all_songs(self.game, self.version) for song in songs: if song.data.get_int("limited") in ( self.GAME_LIMITED_LOCKED, self.GAME_LIMITED_UNLOCKABLE, ): ids.add((song.id, song.chart)) for songid, chart in ids: info = Node.void("info") limited.add_child(info) info.add_child(Node.s32("music_id", songid)) info.add_child(Node.u8("music_type", chart)) info.add_child(Node.u8("limited", self.GAME_LIMITED_UNLOCKED)) # Event config event = Node.void("event") game.add_child(event) def enable_event(eid: int) -> None: evt = Node.void("info") event.add_child(evt) evt.add_child(Node.u32("event_id", eid)) if not game_config.get_bool("disable_matching"): enable_event(1) # Matching enabled enable_event(2) # Floor Infection enable_event(3) # Policy Break enable_event(60) # BEMANI Summer Diary for eventid in self._get_extra_events(): enable_event(eventid) # Skill Analyzer config skill_course = Node.void("skill_course") game.add_child(skill_course) seasons = self._get_skill_analyzer_seasons() skillnames = self.__get_skill_analyzer_skill_levels() courses = self._get_skill_analyzer_courses() max_level: Dict[int, int] = {} for course in courses: max_level[course["level"]] = max( course["season_id"], max_level.get(course["level"], -1) ) for course in courses: info = Node.void("info") skill_course.add_child(info) info.add_child(Node.s16("course_id", course.get("id", course["level"]))) info.add_child(Node.s16("level", course["level"])) info.add_child(Node.s32("season_id", course["season_id"])) info.add_child(Node.string("season_name", seasons[course["season_id"]])) info.add_child( Node.bool( "season_new_flg", max_level[course["level"]] == course["season_id"] ) ) info.add_child( Node.string( "course_name", course.get("skill_name", skillnames.get(course["level"], "")), ) ) info.add_child(Node.s16("course_type", 0)) info.add_child( Node.s16("skill_name_id", course.get("skill_name_id", course["level"])) ) info.add_child( Node.bool( "matching_assist", course["level"] >= 0 and course["level"] <= 6 ) ) info.add_child(Node.s16("gauge_type", self.GAME_GAUGE_TYPE_SKILL)) info.add_child(Node.s16("paseli_type", 0)) for trackno, trackdata in enumerate(course["tracks"]): track = Node.void("track") info.add_child(track) track.add_child(Node.s16("track_no", trackno)) track.add_child(Node.s32("music_id", trackdata["id"])) track.add_child(Node.s8("music_type", trackdata["type"])) return game def handle_game_3_exception_request(self, request: Node) -> Node: return Node.void("game_3") def handle_game_3_shop_request(self, request: Node) -> Node: self.update_machine_name(request.child_value("shopname")) # Respond with number of milliseconds until next request game = Node.void("game_3") game.add_child(Node.u32("nxt_time", 1000 * 5 * 60)) return game def handle_game_3_lounge_request(self, request: Node) -> Node: game = Node.void("game_3") # Refresh interval in seconds. game.add_child(Node.u32("interval", 10)) return game def handle_game_3_entry_s_request(self, request: Node) -> Node: game = Node.void("game_3") # This should be created on the fly for a lobby that we're in. game.add_child(Node.u32("entry_id", 1)) return game def handle_game_3_entry_e_request(self, request: Node) -> Node: # Lobby destroy method, eid node (u32) should be used # to destroy any open lobbies. return Node.void("game_3") def handle_game_3_frozen_request(self, request: Node) -> Node: game = Node.void("game_3") game.add_child(Node.u8("result", 0)) return game def handle_game_3_save_e_request(self, request: Node) -> Node: # This has to do with Policy Break against ReflecBeat and # floor infection, but we don't implement multi-game support so meh. return Node.void("game_3") def handle_game_3_play_e_request(self, request: Node) -> Node: return Node.void("game_3") def handle_game_3_buy_request(self, request: Node) -> Node: refid = request.child_value("refid") if refid is not None: userid = self.data.remote.user.from_refid(self.game, self.version, refid) else: userid = None if userid is not None: profile = self.get_profile(userid) else: profile = None if userid is not None and profile is not None: # Look up packets and blocks packet = profile.get_int("packet") block = profile.get_int("block") # Add on any additional we earned this round packet = packet + (request.child_value("earned_gamecoin_packet") or 0) block = block + (request.child_value("earned_gamecoin_block") or 0) currency_type = request.child_value("currency_type") price = request.child_value("item/price") if isinstance(price, list): # Sometimes we end up buying more than one item at once price = sum(price) if currency_type == self.GAME_CURRENCY_PACKETS: # This is a valid purchase newpacket = packet - price if newpacket < 0: result = 1 else: packet = newpacket result = 0 elif currency_type == self.GAME_CURRENCY_BLOCKS: # This is a valid purchase newblock = block - price if newblock < 0: result = 1 else: block = newblock result = 0 else: # Bad currency type result = 1 if result == 0: # Transaction is valid, update the profile with new packets and blocks profile.replace_int("packet", packet) profile.replace_int("block", block) self.put_profile(userid, profile) # If this was a song unlock, we should mark it as unlocked item_type = request.child_value("item/item_type") item_id = request.child_value("item/item_id") param = request.child_value("item/param") if not isinstance(item_type, list): # Sometimes we buy multiple things at once. Make it easier by always assuming this. item_type = [item_type] item_id = [item_id] param = [param] for i in range(len(item_type)): self.data.local.user.put_achievement( self.game, self.version, userid, item_id[i], f"item_{item_type[i]}", { "param": param[i], }, ) else: # Unclear what to do here, return a bad response packet = 0 block = 0 result = 1 game = Node.void("game_3") game.add_child(Node.u32("gamecoin_packet", packet)) game.add_child(Node.u32("gamecoin_block", block)) game.add_child(Node.s8("result", result)) return game def handle_game_3_new_request(self, request: Node) -> Node: refid = request.child_value("refid") name = request.child_value("name") loc = ID.parse_machine_id(request.child_value("locid")) self.new_profile_by_refid(refid, name, loc) root = Node.void("game_3") return root def handle_game_3_load_request(self, request: Node) -> Node: refid = request.child_value("refid") root = self.get_profile_by_refid(refid) if root is not None: return root # Figure out if this user has an older profile or not userid = self.data.remote.user.from_refid(self.game, self.version, refid) if userid is not None: previous_game = self.previous_version() else: previous_game = None if previous_game is not None: profile = previous_game.get_profile(userid) else: profile = None if profile is not None: root = Node.void("game_3") root.add_child(Node.u8("result", 2)) root.add_child(Node.string("name", profile.get_str("name"))) return root else: root = Node.void("game_3") root.add_child(Node.u8("result", 1)) return root def handle_game_3_save_request(self, request: Node) -> Node: refid = request.child_value("refid") if refid is not None: userid = self.data.remote.user.from_refid(self.game, self.version, refid) else: userid = None if userid is not None: oldprofile = self.get_profile(userid) newprofile = self.unformat_profile(userid, request, oldprofile) else: newprofile = None if userid is not None and newprofile is not None: self.put_profile(userid, newprofile) return Node.void("game_3") def handle_game_3_load_m_request(self, request: Node) -> Node: refid = request.child_value("dataid") if refid is not None: userid = self.data.remote.user.from_refid(self.game, self.version, refid) else: userid = None if userid is not None: scores = self.data.remote.music.get_scores(self.game, self.version, userid) else: scores = [] # Output to the game game = Node.void("game_3") new = Node.void("new") game.add_child(new) for score in scores: music = Node.void("music") new.add_child(music) music.add_child(Node.u32("music_id", score.id)) music.add_child(Node.u32("music_type", score.chart)) music.add_child(Node.u32("score", score.points)) music.add_child(Node.u32("cnt", score.plays)) music.add_child( Node.u32( "clear_type", self.__db_to_game_clear_type(score.data.get_int("clear_type")), ) ) music.add_child( Node.u32( "score_grade", self.__db_to_game_grade(score.data.get_int("grade")) ) ) stats = score.data.get_dict("stats") music.add_child(Node.u32("btn_rate", stats.get_int("btn_rate"))) music.add_child(Node.u32("long_rate", stats.get_int("long_rate"))) music.add_child(Node.u32("vol_rate", stats.get_int("vol_rate"))) return game def handle_game_3_save_m_request(self, request: Node) -> Node: refid = request.child_value("refid") if refid is not None: userid = self.data.remote.user.from_refid(self.game, self.version, refid) else: userid = None # Doesn't matter if userid is None here, that's an anonymous score musicid = request.child_value("music_id") chart = request.child_value("music_type") points = request.child_value("score") combo = request.child_value("max_chain") clear_type = self.__game_to_db_clear_type(request.child_value("clear_type")) grade = self.__game_to_db_grade(request.child_value("score_grade")) stats = { "btn_rate": request.child_value("btn_rate"), "long_rate": request.child_value("long_rate"), "vol_rate": request.child_value("vol_rate"), "critical": request.child_value("critical"), "near": request.child_value("near"), "error": request.child_value("error"), } # Save the score self.update_score( userid, musicid, chart, points, clear_type, grade, combo, stats, ) # Return a blank response return Node.void("game_3") def handle_game_3_save_c_request(self, request: Node) -> Node: refid = request.child_value("dataid") if refid is not None: userid = self.data.remote.user.from_refid(self.game, self.version, refid) else: userid = None if userid is not None: course_id = request.child_value("crsid") clear_type = request.child_value("ct") achievement_rate = request.child_value("ar") season_id = request.child_value("ssnid") # Do not update the course achievement when old achievement rate is greater. old = self.data.local.user.get_achievement( self.game, self.version, userid, (season_id * 100) + course_id, "course" ) if old is not None and old.get_int("achievement_rate") > achievement_rate: return Node.void("game_3") self.data.local.user.put_achievement( self.game, self.version, userid, (season_id * 100) + course_id, "course", { "clear_type": clear_type, "achievement_rate": achievement_rate, }, ) # Return a blank response return Node.void("game_3")