620 lines
28 KiB
Python
620 lines
28 KiB
Python
# vim: set fileencoding=utf-8
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import copy
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from typing import Dict, Any
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from bemani.backend.popn.base import PopnMusicBase
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from bemani.backend.popn.stubs import PopnMusicSengokuRetsuden
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from bemani.backend.base import Status
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from bemani.common import Profile, VersionConstants
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from bemani.data import Score, UserID
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from bemani.protocol import Node
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class PopnMusicTuneStreet(PopnMusicBase):
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name = "Pop'n Music TUNE STREET"
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version = VersionConstants.POPN_MUSIC_TUNE_STREET
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# Play modes, as reported by profile save from the game
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GAME_PLAY_MODE_CHALLENGE = 3
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GAME_PLAY_MODE_CHO_CHALLENGE = 4
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GAME_PLAY_MODE_TOWN_CHO_CHALLENGE = 15
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# Play flags, as saved into/loaded from the DB
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GAME_PLAY_FLAG_FAILED = 0
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GAME_PLAY_FLAG_CLEARED = 1
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GAME_PLAY_FLAG_FULL_COMBO = 2
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GAME_PLAY_FLAG_PERFECT_COMBO = 3
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# Chart type, as reported by profile save from the game
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GAME_CHART_TYPE_NORMAL = 0
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GAME_CHART_TYPE_HYPER = 1
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GAME_CHART_TYPE_5_BUTTON = 2
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GAME_CHART_TYPE_EX = 3
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GAME_CHART_TYPE_BATTLE_NORMAL = 4
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GAME_CHART_TYPE_BATTLE_HYPER = 5
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GAME_CHART_TYPE_ENJOY_5_BUTTON = 6
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GAME_CHART_TYPE_ENJOY_9_BUTTON = 7
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# Extra chart types supported by Pop'n 19
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CHART_TYPE_OLD_NORMAL = 4
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CHART_TYPE_OLD_HYPER = 5
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CHART_TYPE_OLD_EX = 6
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CHART_TYPE_ENJOY_5_BUTTON = 7
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CHART_TYPE_ENJOY_9_BUTTON = 8
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CHART_TYPE_5_BUTTON = 9
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# Chart type, as packed into a hiscore binary
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GAME_CHART_TYPE_5_BUTTON_POSITION = 0
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GAME_CHART_TYPE_NORMAL_POSITION = 1
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GAME_CHART_TYPE_HYPER_POSITION = 2
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GAME_CHART_TYPE_EX_POSITION = 3
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GAME_CHART_TYPE_CHO_NORMAL_POSITION = 4
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GAME_CHART_TYPE_CHO_HYPER_POSITION = 5
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GAME_CHART_TYPE_CHO_EX_POSITION = 6
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# Highest song ID we can represent
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GAME_MAX_MUSIC_ID = 1045
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def previous_version(self) -> PopnMusicBase:
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return PopnMusicSengokuRetsuden(self.data, self.config, self.model)
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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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'ints': [
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{
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'name': 'Game Phase',
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'tip': 'Game unlock phase for all players.',
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'category': 'game_config',
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'setting': 'game_phase',
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'values': {
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0: 'NO PHASE',
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1: 'SECRET DATA RELEASE',
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2: 'MAX: ALL DATA RELEASE',
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}
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},
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{
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'name': 'Town Mode Phase',
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'tip': 'Town mode phase for all players.',
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'category': 'game_config',
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'setting': 'town_phase',
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'values': {
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0: 'town mode disabled',
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1: 'town phase 1',
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2: 'town phase 2',
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3: 'Pop\'n Naan Festival',
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# 4 seems to be a continuation of town phase 2. Intentionally leaving it out.
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5: 'town phase 3',
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6: 'town phase 4',
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7: 'Miracle 4 + 1',
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# 8 seems to be a continuation of town phase 4. Intentionally leaving it out.
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9: 'town phase MAX',
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10: 'Find your daughter!',
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# 11 is a continuation of phase MAX after find your daughter, with Tanabata
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# bamboo grass added as well.
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11: 'town phase MAX+1',
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12: 'Peruri-san visits',
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# 13 is a continuation of phase MAX+1 after peruri-san visits, with Watermelon
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# pattern tank added as well.
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13: 'town phase MAX+2',
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14: 'Find Deuil!',
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# 15 is a continuation of phase MAX+2 after find deuil, with Tsukimi dumplings
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# added as well.
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15: 'town phase MAX+3',
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16: 'Landmark stamp rally',
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# 17 is a continuation of MAX+3 after landmark stamp rally ends, but offering
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# no additional stuff.
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}
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},
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],
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'bools': [
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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 Customization Unlock',
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'tip': 'Force unlock all theme and menu customizations.',
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'category': 'game_config',
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'setting': 'force_unlock_customizations',
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},
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],
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}
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def __format_flags_for_score(self, score: Score) -> int:
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# Format song flags (cleared/not, combo flags)
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playedflag = {
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self.CHART_TYPE_5_BUTTON: 0x2000,
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self.CHART_TYPE_OLD_NORMAL: 0x0800,
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self.CHART_TYPE_OLD_HYPER: 0x1000,
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self.CHART_TYPE_OLD_EX: 0x4000,
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self.CHART_TYPE_NORMAL: 0x0800,
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self.CHART_TYPE_HYPER: 0x1000,
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self.CHART_TYPE_EX: 0x4000,
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# We don't have a played flag for these, only cleared/no play
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self.CHART_TYPE_ENJOY_5_BUTTON: 0,
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self.CHART_TYPE_ENJOY_9_BUTTON: 0,
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}[score.chart]
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# Shift value for cleared/failed/combo indicators
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shift = {
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self.CHART_TYPE_5_BUTTON: 4,
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self.CHART_TYPE_OLD_NORMAL: 0,
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self.CHART_TYPE_OLD_HYPER: 2,
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self.CHART_TYPE_OLD_EX: 6,
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self.CHART_TYPE_NORMAL: 0,
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self.CHART_TYPE_HYPER: 2,
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self.CHART_TYPE_EX: 6,
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self.CHART_TYPE_ENJOY_5_BUTTON: 9,
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self.CHART_TYPE_ENJOY_9_BUTTON: 8,
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}[score.chart]
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flags = {
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self.PLAY_MEDAL_CIRCLE_FAILED: self.GAME_PLAY_FLAG_FAILED,
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self.PLAY_MEDAL_DIAMOND_FAILED: self.GAME_PLAY_FLAG_FAILED,
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self.PLAY_MEDAL_STAR_FAILED: self.GAME_PLAY_FLAG_FAILED,
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self.PLAY_MEDAL_EASY_CLEAR: self.GAME_PLAY_FLAG_CLEARED,
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self.PLAY_MEDAL_CIRCLE_CLEARED: self.GAME_PLAY_FLAG_CLEARED,
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self.PLAY_MEDAL_DIAMOND_CLEARED: self.GAME_PLAY_FLAG_CLEARED,
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self.PLAY_MEDAL_STAR_CLEARED: self.GAME_PLAY_FLAG_CLEARED,
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self.PLAY_MEDAL_CIRCLE_FULL_COMBO: self.GAME_PLAY_FLAG_FULL_COMBO,
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self.PLAY_MEDAL_DIAMOND_FULL_COMBO: self.GAME_PLAY_FLAG_FULL_COMBO,
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self.PLAY_MEDAL_STAR_FULL_COMBO: self.GAME_PLAY_FLAG_FULL_COMBO,
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self.PLAY_MEDAL_PERFECT: self.GAME_PLAY_FLAG_PERFECT_COMBO,
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}[score.data.get_int('medal')]
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return (flags << shift) | playedflag
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def format_profile(self, userid: UserID, profile: Profile) -> Node:
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root = Node.void('playerdata')
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# Format profile
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binary_profile = [0] * 2198
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# Copy name. We intentionally leave location 12 alone as it is
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# the null termination for the name if it happens to be 12
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# characters (6 shift-jis kana).
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name_binary = profile.get_str('name', 'なし').encode('shift-jis')[0:12]
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for name_pos, byte in enumerate(name_binary):
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binary_profile[name_pos] = byte
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# Copy game mode. Modes sent to the game are as follows.
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# 0 - Enjoy mode.
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# 1 - Challenge mode.
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# 2 - Battle mode.
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# 3 - Net ranking mode (enabled by setting netvs_phase in game.get).
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# 4 - Cho challenge mode.
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# 5 - Town mode (enabled by event_phase in game.get).
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binary_profile[13] = {
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0: 0,
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1: 0,
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2: 1,
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3: 1,
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4: 4,
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5: 2,
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13: 5,
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14: 5,
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15: 5,
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}[profile.get_int('play_mode')]
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# Copy miscelaneous values
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binary_profile[15] = profile.get_int('last_play_flag') & 0xFF
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binary_profile[16] = profile.get_int('medal_and_friend') & 0xFF
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binary_profile[37] = profile.get_int('read_news') & 0xFF
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binary_profile[38] = profile.get_int('skin_tex_note') & 0xFF
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binary_profile[39] = profile.get_int('skin_tex_cmn') & 0xFF
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binary_profile[40] = profile.get_int('skin_sd_bgm') & 0xFF
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binary_profile[41] = profile.get_int('skin_sd_se') & 0xFF
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binary_profile[44] = profile.get_int('option') & 0xFF
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binary_profile[45] = (profile.get_int('option') >> 8) & 0xFF
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binary_profile[46] = (profile.get_int('option') >> 16) & 0xFF
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binary_profile[47] = (profile.get_int('option') >> 24) & 0xFF
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binary_profile[48] = profile.get_int('jubeat_collabo') & 0xFF
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binary_profile[49] = (profile.get_int('jubeat_collabo') >> 8) & 0xFF
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# 52-56 and 56-60 make up two 32 bit colors found in color_3p_flag.
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binary_profile[60] = profile.get_int('chara', -1) & 0xFF
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binary_profile[61] = (profile.get_int('chara', -1) >> 8) & 0xFF
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binary_profile[62] = profile.get_int('music') & 0xFF
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binary_profile[63] = (profile.get_int('music') >> 8) & 0xFF
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binary_profile[64] = profile.get_int('sheet') & 0xFF
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binary_profile[65] = profile.get_int('category') & 0xFF
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binary_profile[66] = profile.get_int('norma_point') & 0xFF
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binary_profile[67] = (profile.get_int('norma_point') >> 8) & 0xFF
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# Format Scores
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hiscore_array = [0] * int((((self.GAME_MAX_MUSIC_ID * 7) * 17) + 7) / 8)
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scores = self.data.remote.music.get_scores(self.game, self.version, userid)
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for score in scores:
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if score.id > self.GAME_MAX_MUSIC_ID:
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continue
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# Skip any scores for chart types we don't support
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if score.chart in [
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self.CHART_TYPE_EASY,
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]:
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continue
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flags = self.__format_flags_for_score(score)
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flags_index = score.id * 2
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binary_profile[108 + flags_index] = binary_profile[108 + flags_index] | (flags & 0xFF)
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binary_profile[109 + flags_index] = binary_profile[109 + flags_index] | ((flags >> 8) & 0xFF)
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if score.chart in [
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self.CHART_TYPE_ENJOY_5_BUTTON,
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self.CHART_TYPE_ENJOY_9_BUTTON,
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]:
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# We don't return enjoy scores, just the flags that we played them
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continue
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# Format actual score, according to DB chart position
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hiscore_index = (score.id * 7) + {
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self.CHART_TYPE_5_BUTTON: self.GAME_CHART_TYPE_5_BUTTON_POSITION,
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self.CHART_TYPE_OLD_NORMAL: self.GAME_CHART_TYPE_NORMAL_POSITION,
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self.CHART_TYPE_OLD_HYPER: self.GAME_CHART_TYPE_HYPER_POSITION,
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self.CHART_TYPE_OLD_EX: self.GAME_CHART_TYPE_EX_POSITION,
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self.CHART_TYPE_NORMAL: self.GAME_CHART_TYPE_CHO_NORMAL_POSITION,
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self.CHART_TYPE_HYPER: self.GAME_CHART_TYPE_CHO_HYPER_POSITION,
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self.CHART_TYPE_EX: self.GAME_CHART_TYPE_CHO_EX_POSITION,
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}[score.chart]
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hiscore_byte_pos = int((hiscore_index * 17) / 8)
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hiscore_bit_pos = int((hiscore_index * 17) % 8)
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hiscore_value = score.points << hiscore_bit_pos
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hiscore_array[hiscore_byte_pos] = hiscore_array[hiscore_byte_pos] | (hiscore_value & 0xFF)
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hiscore_array[hiscore_byte_pos + 1] = hiscore_array[hiscore_byte_pos + 1] | ((hiscore_value >> 8) & 0xFF)
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hiscore_array[hiscore_byte_pos + 2] = hiscore_array[hiscore_byte_pos + 2] | ((hiscore_value >> 16) & 0xFF)
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# Format most played
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most_played = [x[0] for x in self.data.local.music.get_most_played(self.game, self.version, userid, 20)]
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while len(most_played) < 20:
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most_played.append(-1)
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profile_pos = 68
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for musicid in most_played:
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binary_profile[profile_pos] = musicid & 0xFF
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binary_profile[profile_pos + 1] = (musicid >> 8) & 0xFF
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profile_pos = profile_pos + 2
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# Town purchases, including BGM/announcer changes and such.
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# The town customization area will show up if the player owns
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# one or more customization in any of the following four
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# purchase locations. These are all purchased in town mode.
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# - 4-7 are song unlock flags.
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# - 8 appears to be purchased pop-kuns.
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# - 9 appears to be purchased themes.
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# - 10 appears to be purchased BGMs.
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# - 11 appears to be purchased sound effects.
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binary_town = [0] * 141
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town = profile.get_dict('town')
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# Last play flag, so the selection for 5/9/9+cool sticks.
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binary_town[140] = town.get_int('play_type')
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# Fill in basic town points, tracked here and returned in basic profile for some reason.
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binary_town[0] = town.get_int('points') & 0xFF
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binary_town[1] = (town.get_int('points') >> 8) & 0xFF
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binary_town[2] = (town.get_int('points') >> 16) & 0xFF
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binary_town[3] = (town.get_int('points') >> 24) & 0xFF
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# Fill in purchase flags (this is for stuff like BGMs, SEs, Pop-kun customizations, etc).
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bought_flg = town.get_int_array('bought_flg', 3)
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game_config = self.get_game_config()
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force_unlock_songs = game_config.get_bool('force_unlock_songs')
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force_unlock_customizations = game_config.get_bool('force_unlock_customizations')
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if force_unlock_songs:
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bought_flg[0] = 0xFFFFFFFF
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if force_unlock_customizations:
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bought_flg[1] = 0xFFFFFFFF
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for flg, off in enumerate([4, 8, 12]):
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binary_town[off + 0] = bought_flg[flg] & 0xFF
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binary_town[off + 1] = (bought_flg[flg] >> 8) & 0xFF
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binary_town[off + 2] = (bought_flg[flg] >> 16) & 0xFF
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binary_town[off + 3] = (bought_flg[flg] >> 24) & 0xFF
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# Fill in build flags (presumably for what parcels of land have been bought and built on).
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build_flg = town.get_int_array('build_flg', 8)
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for flg, off in enumerate([16, 20, 24, 28, 32, 36, 40, 44]):
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binary_town[off + 0] = build_flg[flg] & 0xFF
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binary_town[off + 1] = (build_flg[flg] >> 8) & 0xFF
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binary_town[off + 2] = (build_flg[flg] >> 16) & 0xFF
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binary_town[off + 3] = (build_flg[flg] >> 24) & 0xFF
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# Fill in character flags (presumably for character location, orientation, stats, etc).
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chara_flg = town.get_int_array('chara_flg', 19)
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for flg, off in enumerate([48, 52, 56, 60, 64, 68, 72, 76, 80, 84, 88, 92, 96, 100, 104, 108, 112, 116, 120]):
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binary_town[off + 0] = chara_flg[flg] & 0xFF
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binary_town[off + 1] = (chara_flg[flg] >> 8) & 0xFF
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binary_town[off + 2] = (chara_flg[flg] >> 16) & 0xFF
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binary_town[off + 3] = (chara_flg[flg] >> 24) & 0xFF
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# Fill in miscellaneous event flags.
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event_flg = town.get_int_array('event_flg', 4)
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for flg, off in enumerate([124, 128, 132, 136]):
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binary_town[off + 0] = event_flg[flg] & 0xFF
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binary_town[off + 1] = (event_flg[flg] >> 8) & 0xFF
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binary_town[off + 2] = (event_flg[flg] >> 16) & 0xFF
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binary_town[off + 3] = (event_flg[flg] >> 24) & 0xFF
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# Construct final profile
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root.add_child(Node.binary('b', bytes(binary_profile)))
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root.add_child(Node.binary('hiscore', bytes(hiscore_array)))
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root.add_child(Node.binary('town', bytes(binary_town)))
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return root
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def unformat_profile(self, userid: UserID, request: Node, oldprofile: Profile) -> Profile:
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newprofile = copy.deepcopy(oldprofile)
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# Extract the playmode, important for scores later
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playmode = int(request.attribute('play_mode'))
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newprofile.replace_int('play_mode', playmode)
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# Extract profile options
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newprofile.replace_int('chara', int(request.attribute('chara_num')))
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if 'option' in request.attributes:
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newprofile.replace_int('option', int(request.attribute('option')))
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if 'last_play_flag' in request.attributes:
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newprofile.replace_int('last_play_flag', int(request.attribute('last_play_flag')))
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if 'medal_and_friend' in request.attributes:
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newprofile.replace_int('medal_and_friend', int(request.attribute('medal_and_friend')))
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if 'music_num' in request.attributes:
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newprofile.replace_int('music', int(request.attribute('music_num')))
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if 'sheet_num' in request.attributes:
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newprofile.replace_int('sheet', int(request.attribute('sheet_num')))
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if 'category_num' in request.attributes:
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newprofile.replace_int('category', int(request.attribute('category_num')))
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if 'read_news_no_max' in request.attributes:
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newprofile.replace_int('read_news', int(request.attribute('read_news_no_max')))
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if 'jubeat_collabo' in request.attributes:
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newprofile.replace_int('jubeat_collabo', int(request.attribute('jubeat_collabo')))
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if 'norma_point' in request.attributes:
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newprofile.replace_int('norma_point', int(request.attribute('norma_point')))
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if 'skin_tex_note' in request.attributes:
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newprofile.replace_int('skin_tex_note', int(request.attribute('skin_tex_note')))
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if 'skin_tex_cmn' in request.attributes:
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newprofile.replace_int('skin_tex_cmn', int(request.attribute('skin_tex_cmn')))
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if 'skin_sd_bgm' in request.attributes:
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newprofile.replace_int('skin_sd_bgm', int(request.attribute('skin_sd_bgm')))
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if 'skin_sd_se' in request.attributes:
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newprofile.replace_int('skin_sd_se', int(request.attribute('skin_sd_se')))
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# Keep track of play statistics
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self.update_play_statistics(userid)
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# Extract scores
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for node in request.children:
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if node.name == 'music':
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songid = int(node.attribute('music_num'))
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chart = int(node.attribute('sheet_num'))
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points = int(node.attribute('score'))
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data = int(node.attribute('data'))
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|
# We never save battle scores
|
|
if chart in [
|
|
self.GAME_CHART_TYPE_BATTLE_NORMAL,
|
|
self.GAME_CHART_TYPE_BATTLE_HYPER,
|
|
]:
|
|
continue
|
|
|
|
# Arrange order to be compatible with future mixes
|
|
if playmode in {self.GAME_PLAY_MODE_CHO_CHALLENGE, self.GAME_PLAY_MODE_TOWN_CHO_CHALLENGE}:
|
|
if chart in [
|
|
self.GAME_CHART_TYPE_5_BUTTON,
|
|
self.GAME_CHART_TYPE_ENJOY_5_BUTTON,
|
|
self.GAME_CHART_TYPE_ENJOY_9_BUTTON,
|
|
]:
|
|
# We don't save 5 button for cho scores, or enjoy modes
|
|
continue
|
|
chart = {
|
|
self.GAME_CHART_TYPE_NORMAL: self.CHART_TYPE_NORMAL,
|
|
self.GAME_CHART_TYPE_HYPER: self.CHART_TYPE_HYPER,
|
|
self.GAME_CHART_TYPE_EX: self.CHART_TYPE_EX,
|
|
}[chart]
|
|
else:
|
|
chart = {
|
|
self.GAME_CHART_TYPE_NORMAL: self.CHART_TYPE_OLD_NORMAL,
|
|
self.GAME_CHART_TYPE_HYPER: self.CHART_TYPE_OLD_HYPER,
|
|
self.GAME_CHART_TYPE_5_BUTTON: self.CHART_TYPE_5_BUTTON,
|
|
self.GAME_CHART_TYPE_EX: self.CHART_TYPE_OLD_EX,
|
|
self.GAME_CHART_TYPE_ENJOY_5_BUTTON: self.CHART_TYPE_ENJOY_5_BUTTON,
|
|
self.GAME_CHART_TYPE_ENJOY_9_BUTTON: self.CHART_TYPE_ENJOY_9_BUTTON,
|
|
}[chart]
|
|
|
|
# Extract play flags
|
|
shift = {
|
|
self.CHART_TYPE_5_BUTTON: 4,
|
|
self.CHART_TYPE_OLD_NORMAL: 0,
|
|
self.CHART_TYPE_OLD_HYPER: 2,
|
|
self.CHART_TYPE_OLD_EX: 6,
|
|
self.CHART_TYPE_NORMAL: 0,
|
|
self.CHART_TYPE_HYPER: 2,
|
|
self.CHART_TYPE_EX: 6,
|
|
self.CHART_TYPE_ENJOY_5_BUTTON: 9,
|
|
self.CHART_TYPE_ENJOY_9_BUTTON: 8,
|
|
}[chart]
|
|
|
|
if chart in [
|
|
self.CHART_TYPE_ENJOY_5_BUTTON,
|
|
self.CHART_TYPE_ENJOY_9_BUTTON,
|
|
]:
|
|
# We only store cleared or not played for enjoy mode
|
|
mask = 0x1
|
|
else:
|
|
# We store all data for regular charts
|
|
mask = 0x3
|
|
|
|
# Grab flags, map to medals in DB. Choose lowest one for each so
|
|
# a newer pop'n can still improve scores and medals.
|
|
flags = (data >> shift) & mask
|
|
medal = {
|
|
self.GAME_PLAY_FLAG_FAILED: self.PLAY_MEDAL_CIRCLE_FAILED,
|
|
self.GAME_PLAY_FLAG_CLEARED: self.PLAY_MEDAL_CIRCLE_CLEARED,
|
|
self.GAME_PLAY_FLAG_FULL_COMBO: self.PLAY_MEDAL_CIRCLE_FULL_COMBO,
|
|
self.GAME_PLAY_FLAG_PERFECT_COMBO: self.PLAY_MEDAL_PERFECT,
|
|
}[flags]
|
|
self.update_score(userid, songid, chart, points, medal)
|
|
|
|
# Update town mode data.
|
|
town = newprofile.get_dict('town')
|
|
|
|
# Basic stuff that's in the base node for no reason?
|
|
if 'tp' in request.attributes:
|
|
town.replace_int('points', int(request.attribute('tp')))
|
|
|
|
# Stuff that is in the town node
|
|
townnode = request.child('town')
|
|
if townnode is not None:
|
|
if 'play_type' in townnode.attributes:
|
|
town.replace_int('play_type', int(townnode.attribute('play_type')))
|
|
if 'base' in townnode.attributes:
|
|
town.replace_int_array('base', 4, [int(x) for x in townnode.attribute('base').split(',')])
|
|
if 'bought_flg' in townnode.attributes:
|
|
bought_array = [int(x) for x in townnode.attribute('bought_flg').split(',')]
|
|
if len(bought_array) == 3:
|
|
game_config = self.get_game_config()
|
|
force_unlock_songs = game_config.get_bool('force_unlock_songs')
|
|
force_unlock_customizations = game_config.get_bool('force_unlock_customizations')
|
|
old_bought_array = town.get_int_array('bought_flg', 3)
|
|
|
|
if force_unlock_songs:
|
|
# Don't save force unlocked flags, it'll clobber the profile.
|
|
bought_array[0] = old_bought_array[0]
|
|
if force_unlock_customizations:
|
|
# Don't save force unlocked flags, it'll clobber the profile.
|
|
bought_array[1] = old_bought_array[1]
|
|
|
|
town.replace_int_array('bought_flg', 3, bought_array)
|
|
if 'build_flg' in townnode.attributes:
|
|
town.replace_int_array('build_flg', 8, [int(x) for x in townnode.attribute('build_flg').split(',')])
|
|
if 'chara_flg' in townnode.attributes:
|
|
town.replace_int_array('chara_flg', 19, [int(x) for x in townnode.attribute('chara_flg').split(',')])
|
|
if 'event_flg' in townnode.attributes:
|
|
town.replace_int_array('event_flg', 4, [int(x) for x in townnode.attribute('event_flg').split(',')])
|
|
for bid in range(8):
|
|
if f'building_{bid}' in townnode.attributes:
|
|
town.replace_int_array(f'building_{bid}', 8, [int(x) for x in townnode.attribute(f'building_{bid}').split(',')])
|
|
|
|
newprofile.replace_dict('town', town)
|
|
|
|
return newprofile
|
|
|
|
def handle_game_get_request(self, request: Node) -> Node:
|
|
game_config = self.get_game_config()
|
|
game_phase = game_config.get_int('game_phase')
|
|
town_phase = game_config.get_int('town_phase')
|
|
|
|
root = Node.void('game')
|
|
root.set_attribute('game_phase', str(game_phase)) # Phase unlocks, for song availability.
|
|
root.set_attribute('boss_battle_point', '1')
|
|
root.set_attribute('boss_diff', '100,100,100,100,100,100,100,100,100,100')
|
|
root.set_attribute('card_phase', '3')
|
|
root.set_attribute('event_phase', str(town_phase)) # Town mode, for the main event.
|
|
root.set_attribute('gfdm_phase', '2')
|
|
root.set_attribute('ir_phase', '14')
|
|
root.set_attribute('jubeat_phase', '2')
|
|
root.set_attribute('local_matching_enable', '1')
|
|
root.set_attribute('matching_sec', '120')
|
|
root.set_attribute('netvs_phase', '0') # Net taisen mode phase, maximum 18 (no lobby support).
|
|
return root
|
|
|
|
def handle_game_active_request(self, request: Node) -> Node:
|
|
# Update the name of this cab for admin purposes
|
|
self.update_machine_name(request.attribute('shop_name'))
|
|
return Node.void('game')
|
|
|
|
def handle_playerdata_expire_request(self, request: Node) -> Node:
|
|
return Node.void('playerdata')
|
|
|
|
def handle_playerdata_logout_request(self, request: Node) -> Node:
|
|
return Node.void('playerdata')
|
|
|
|
def handle_playerdata_get_request(self, request: Node) -> Node:
|
|
modelstring = request.attribute('model')
|
|
refid = request.attribute('ref_id')
|
|
root = self.get_profile_by_refid(
|
|
refid,
|
|
self.NEW_PROFILE_ONLY if modelstring is None else self.OLD_PROFILE_ONLY,
|
|
)
|
|
if root is None:
|
|
root = Node.void('playerdata')
|
|
root.set_attribute('status', str(Status.NO_PROFILE))
|
|
return root
|
|
|
|
def handle_playerdata_town_request(self, request: Node) -> Node:
|
|
refid = request.attribute('ref_id')
|
|
root = Node.void('playerdata')
|
|
|
|
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
|
|
if userid is None:
|
|
return root
|
|
|
|
profile = self.get_profile(userid)
|
|
if profile is None:
|
|
return root
|
|
|
|
town = profile.get_dict('town')
|
|
|
|
residence = Node.void('residence')
|
|
root.add_child(residence)
|
|
residence.set_attribute('id', str(town.get_int('residence')))
|
|
|
|
# It appears there can be up to 9 map nodes, not sure why. I'm only returning the
|
|
# first one. Perhaps if there's multiple towns, the residence ID lets you choose
|
|
# between them? Maybe it has to do with friends towns?
|
|
mapdata = [0] * 180
|
|
|
|
# Map over progress for base and buildings. Positions 173-176 are for base flags.
|
|
base = town.get_int_array('base', 4)
|
|
for i in range(4):
|
|
mapdata[173 + i] = base[i]
|
|
|
|
# Positions 42-105 are for building flags.
|
|
for bid, start in enumerate([42, 50, 58, 66, 74, 82, 90, 98]):
|
|
building = town.get_int_array(f'building_{bid}', 8)
|
|
for i in range(8):
|
|
mapdata[start + i] = building[i]
|
|
|
|
mapnode = Node.binary('map', bytes(mapdata))
|
|
root.add_child(mapnode)
|
|
mapnode.set_attribute('residence', '0')
|
|
|
|
return root
|
|
|
|
def handle_playerdata_new_request(self, request: Node) -> Node:
|
|
refid = request.attribute('ref_id')
|
|
name = request.attribute('name')
|
|
root = self.new_profile_by_refid(refid, name)
|
|
if root is None:
|
|
root = Node.void('playerdata')
|
|
root.set_attribute('status', str(Status.NO_PROFILE))
|
|
return root
|
|
|
|
def handle_playerdata_set_request(self, request: Node) -> Node:
|
|
refid = request.attribute('ref_id')
|
|
|
|
root = Node.void('playerdata')
|
|
if refid is None:
|
|
return root
|
|
|
|
userid = self.data.remote.user.from_refid(self.game, self.version, refid)
|
|
if userid is None:
|
|
return root
|
|
|
|
oldprofile = self.get_profile(userid) or Profile(self.game, self.version, refid, 0)
|
|
newprofile = self.unformat_profile(userid, request, oldprofile)
|
|
|
|
if newprofile is not None:
|
|
self.put_profile(userid, newprofile)
|
|
|
|
return root
|
|
|
|
def handle_lobby_request(self, request: Node) -> Node:
|
|
# Stub out the entire lobby service
|
|
return Node.void('lobby')
|