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