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