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bemaniutils/bemani/backend/jubeat/prop.py
2023-02-17 03:40:07 +00:00

1718 lines
64 KiB
Python

# vim: set fileencoding=utf-8
import math
import random
from typing import Optional, Dict, List, Any, Set, Tuple
from typing_extensions import Final
from bemani.backend.base import Status
from bemani.backend.jubeat.common import (
JubeatDemodataGetHitchartHandler,
JubeatDemodataGetNewsHandler,
JubeatGamendRegisterHandler,
JubeatGametopGetMeetingHandler,
JubeatLobbyCheckHandler,
JubeatLoggerReportHandler,
)
from bemani.backend.jubeat.course import JubeatCourse
from bemani.backend.jubeat.base import JubeatBase
from bemani.backend.jubeat.saucerfulfill import JubeatSaucerFulfill
from bemani.common import Profile, ValidatedDict, VersionConstants, Time
from bemani.data import Data, Score, UserID
from bemani.protocol import Node
class JubeatProp(
JubeatDemodataGetHitchartHandler,
JubeatDemodataGetNewsHandler,
JubeatGamendRegisterHandler,
JubeatGametopGetMeetingHandler,
JubeatLobbyCheckHandler,
JubeatLoggerReportHandler,
JubeatCourse,
JubeatBase,
):
name: str = "Jubeat Prop"
version: int = VersionConstants.JUBEAT_PROP
GAME_COURSE_REQUIREMENT_SCORE: Final[int] = 1
GAME_COURSE_REQUIREMENT_FULL_COMBO: Final[int] = 2
GAME_COURSE_REQUIREMENT_PERFECT_PERCENT: Final[int] = 3
GAME_COURSE_RATING_FAILED: Final[int] = 1
GAME_COURSE_RATING_BRONZE: Final[int] = 2
GAME_COURSE_RATING_SILVER: Final[int] = 3
GAME_COURSE_RATING_GOLD: Final[int] = 4
JBOX_EMBLEM_NORMAL: Final[int] = 1
JBOX_EMBLEM_PREMIUM: Final[int] = 2
EVENTS: Dict[int, Dict[str, bool]] = {
5: {
"enabled": False,
},
6: {
"enabled": False,
},
9: {
"enabled": False,
},
14: {
"enabled": False,
},
15: {
"enabled": False,
},
16: {
"enabled": False,
},
17: {
"enabled": False,
},
18: {
"enabled": False,
},
19: {
"enabled": False,
},
}
def previous_version(self) -> Optional[JubeatBase]:
return JubeatSaucerFulfill(self.data, self.config, self.model)
@classmethod
def get_settings(cls) -> Dict[str, Any]:
"""
Return all of our front-end modifiably settings.
"""
return {
"bools": [
{
"name": "Force Unlock All Songs",
"tip": "Forces all songs to be available by default",
"category": "game_config",
"setting": "force_song_unlock",
},
],
}
@classmethod
def __class_to_rank(cls, cur_class: int, cur_subclass: int) -> int:
"""
Given a class and subclass, return an integer rank for that class.
Class mapping is as follows:
1 - Amateur
2 - Regular
3 - Master
4 - Legend
Subclass ranges from 1 to 5, except on Legend where it is 1 only.
"""
if cur_subclass > 5:
cur_subclass = 5
if cur_subclass < 1:
cur_subclass = 1
if cur_class > 4:
cur_class = 4
if cur_class < 1:
cur_class = 1
lut = {
1: {
5: 0,
4: 1,
3: 2,
2: 3,
1: 4,
},
2: {
5: 5,
4: 6,
3: 7,
2: 8,
1: 9,
},
3: {
5: 10,
4: 11,
3: 12,
2: 13,
1: 14,
},
# Legend only has one sub-class value (1), so to make range checks
# easier, just map all 5 possible values to the same integer.
4: {
5: 15,
4: 15,
3: 15,
2: 15,
1: 15,
},
}
return lut[cur_class][cur_subclass]
@classmethod
def __rank_to_class(cls, rank: int) -> Tuple[int, int]:
"""
Given a rank, return a tuple representing class, subclass. This function
is the inverse of __class_to_rank.
"""
if rank < 0:
rank = 0
if rank > 15:
rank = 15
lut = {
0: (1, 5),
1: (1, 4),
2: (1, 3),
3: (1, 2),
4: (1, 1),
5: (2, 5),
6: (2, 4),
7: (2, 3),
8: (2, 2),
9: (2, 1),
10: (3, 5),
11: (3, 4),
12: (3, 3),
13: (3, 2),
14: (3, 1),
15: (4, 1),
}
return lut[rank]
@classmethod
def _increment_class(cls, cur_class: int, cur_subclass: int) -> Tuple[int, int]:
"""
Given a class and subclass, return a tuple representing the next
class/subclass if we were to be promoted.
"""
return cls.__rank_to_class(cls.__class_to_rank(cur_class, cur_subclass) + 1)
@classmethod
def _decrement_class(cls, cur_class: int, cur_subclass: int) -> Tuple[int, int]:
"""
Given a class and subclass, return a tuple representing the previous
class/subclass if we were to be demoted.
"""
return cls.__rank_to_class(cls.__class_to_rank(cur_class, cur_subclass) - 1)
@classmethod
def _get_league_buckets(
cls, scores: List[Tuple[UserID, int]]
) -> Tuple[List[UserID], List[UserID], List[UserID]]:
"""
Given a list of userid, score tuples, return a tuple containing three lists.
The first list is the top 30% scorer IDs, the next list is the middle 40%
scorer IDs, and the final list is the bottom 30% scorer IDs.
"""
sorted_scores = sorted(scores, key=lambda x: x[1], reverse=True)
# Top 30% get promoted
promoted_amount = math.ceil(len(sorted_scores) * 0.3)
promotions = [x[0] for x in sorted_scores[:promoted_amount]]
rest = sorted_scores[promoted_amount:]
# Bottom 30% get demoted (this is bottom 3/7 of the rest)
demoted_amount = math.ceil(len(rest) * 0.42)
demotions = [x[0] for x in rest[-demoted_amount:]]
neutrals = [x[0] for x in rest[:-demoted_amount]]
return (promotions, neutrals, demotions)
@classmethod
def _get_league_scores(
cls, data: Data, current_id: int, profiles: List[Tuple[UserID, Profile]]
) -> Tuple[List[Tuple[UserID, int]], List[UserID]]:
"""
Given the current League ID (calculated based on the date range) and a list of
all user profiles for this game/version, return a uple containing two lists.
The first list should contain tuples where the first integer is a user ID and
the second integer is the user's total score for last week's course. The second
list is a list of user IDs that did not participate last week but have played
this game at some point.
"""
last_id = current_id - 1
scores = []
absentees = []
for [userid, _player] in profiles:
# Look up scores for last week if they played
league_score = data.local.user.get_achievement(
cls.game,
cls.version,
userid,
last_id,
"league",
)
# If they played, grab their total score so we can figure out if we should
# promote, demote or leave alone
if league_score is not None:
scores.append(
(
userid,
league_score["score"][0]
+ league_score["score"][1]
+ league_score["score"][2],
)
)
else:
absentees.append(userid)
return scores, absentees
@classmethod
def _get_league_absentees(
cls, data: Data, current_id: int, absentees: List[UserID]
) -> List[UserID]:
"""
Given a list of user IDs that didn't play for some number of weeks, return
a subset of those IDs that have been absent enough weeks to get a demotion.
Demotions happen for every two weeks without play.
"""
delinquents = []
for userid in absentees:
# Figure out the last time they played, if its an even boundary
# and at least 2 weeks back, demote them (one demotion for every
# two weeks not played).
last_league_id = 0
for achievement in data.local.user.get_achievements(
cls.game,
cls.version,
userid,
):
if achievement.type == "league":
last_league_id = max(achievement.id, last_league_id)
if last_league_id != 0:
# If they played mid-week two IDs ago, that's not quite
# two weeks back, so adjust by one.
weeks_different = (current_id - last_league_id) - 1
if weeks_different >= 2 and weeks_different % 2 == 0:
# It's been at least two weeks (or four, or six), which means
# there have been two weeks since the last time we did this,
# demote this person.
delinquents.append(userid)
return delinquents
@classmethod
def _modify_profile(cls, data: Data, userid: UserID, direction: str) -> None:
"""
Given a user ID and a direction (promote or demote), load the user's profile,
make the necessary promotion/demotion, and set the profile to notify the user
on next play that they have lost/gained rank. If the user still hasn't checked
their rank since last time we changed it, make sure they know about multiple
promotions/demotions.
"""
profile = data.local.user.get_profile(cls.game, cls.version, userid)
cur_class = profile.get_int("league_class", 1)
cur_subclass = profile.get_int("league_subclass", 5)
if direction == "promote":
new_class, new_subclass = cls._increment_class(cur_class, cur_subclass)
elif direction == "demote":
new_class, new_subclass = cls._decrement_class(cur_class, cur_subclass)
else:
raise Exception(f"Logic error, unknown direction {direction}!")
if new_class != cur_class or new_subclass != cur_subclass:
# If they've checked last time, set up the new old class.
if profile.get_bool("league_is_checked"):
last = profile.get_dict("last")
last.replace_int("league_class", cur_class)
last.replace_int("league_subclass", cur_subclass)
profile.replace_dict("last", last)
# We actually changed a level, let the user know!
profile.replace_int("league_class", new_class)
profile.replace_int("league_subclass", new_subclass)
profile.replace_bool("league_is_checked", False)
data.local.user.put_profile(cls.game, cls.version, userid, profile)
@classmethod
def run_scheduled_work(
cls, data: Data, config: Dict[str, Any]
) -> List[Tuple[str, Dict[str, Any]]]:
"""
Once a week, insert a new league course. Every day, insert new FC challenge courses.
"""
events = []
if data.local.network.should_schedule(
cls.game, cls.version, "league_course", "weekly"
):
# Generate a new league course list, save it to the DB.
start_time, end_time = data.local.network.get_schedule_duration("weekly")
all_songs = set(
song.id
for song in data.local.music.get_all_songs(cls.game, cls.version)
)
if len(all_songs) >= 3:
league_songs = random.sample(all_songs, 3)
data.local.game.put_time_sensitive_settings(
cls.game,
cls.version,
"league",
{
"start_time": start_time,
"end_time": end_time,
"music": league_songs,
},
)
events.append(
(
"jubeat_league_course",
{
"version": cls.version,
"songs": league_songs,
},
)
)
# League ID for the current league we just added.
leagueid = int(start_time / 604800)
# Evaluate player scores on previous courses and find players
# that didn't play last week.
all_profiles = data.local.user.get_all_profiles(cls.game, cls.version)
scores, absentees = cls._get_league_scores(data, leagueid, all_profiles)
# Get user IDs to promote, demote and ignore based on scores.
promote, ignore, demote = cls._get_league_buckets(scores)
demote.extend(cls._get_league_absentees(data, leagueid, absentees))
# Actually modify the profiles so the game knows to tell the user.
for userid in promote:
cls._modify_profile(data, userid, "promote")
for userid in demote:
cls._modify_profile(data, userid, "demote")
# Mark that we did some actual work here.
data.local.network.mark_scheduled(
cls.game, cls.version, "league_course", "weekly"
)
if data.local.network.should_schedule(
cls.game, cls.version, "fc_challenge", "daily"
):
# Generate a new list of two FC challenge songs.
start_time, end_time = data.local.network.get_schedule_duration("daily")
all_songs = set(
song.id
for song in data.local.music.get_all_songs(cls.game, cls.version)
)
if len(all_songs) >= 2:
daily_songs = random.sample(all_songs, 2)
data.local.game.put_time_sensitive_settings(
cls.game,
cls.version,
"fc_challenge",
{
"start_time": start_time,
"end_time": end_time,
"today": daily_songs[0],
"whim": daily_songs[1],
},
)
events.append(
(
"jubeat_fc_challenge_charts",
{
"version": cls.version,
"today": daily_songs[0],
"whim": daily_songs[1],
},
)
)
# Mark that we did some actual work here.
data.local.network.mark_scheduled(
cls.game, cls.version, "fc_challenge", "daily"
)
return events
def __get_global_info(self) -> Node:
info = Node.void("info")
# Event info. Valid event IDs are 5, 6, 9, 14, 15, 16, 17, 18, 19
event_info = Node.void("event_info")
info.add_child(event_info)
for event in self.EVENTS:
evt = Node.void("event")
event_info.add_child(evt)
evt.set_attribute("type", str(event))
evt.add_child(Node.u8("state", 1 if self.EVENTS[event]["enabled"] else 0))
# Each of the following three sections should have zero or more child nodes (no
# particular name) which look like the following:
# <node>
# <id __type="s32">songid</id>
# <stime __type="str">start time?</stime>
# <etime __type="str">end time?</etime>
# </node>
# Share music?
share_music = Node.void("share_music")
info.add_child(share_music)
# Bonus music?
bonus_music = Node.void("bonus_music")
info.add_child(bonus_music)
# Only now music?
only_now_music = Node.void("only_now_music")
info.add_child(only_now_music)
# Full combo challenge?
entry = self.data.local.game.get_time_sensitive_settings(
self.game, self.version, "fc_challenge"
)
if entry is None:
entry = ValidatedDict()
fc_challenge = Node.void("fc_challenge")
info.add_child(fc_challenge)
today = Node.void("today")
fc_challenge.add_child(today)
today.add_child(Node.s32("music_id", entry.get_int("today", -1)))
# Some sort of music DB whitelist
info.add_child(
Node.s32_array(
"white_music_list",
[
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
],
)
)
info.add_child(
Node.s32_array(
"open_music_list",
[
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
],
)
)
cabinet_survey = Node.void("cabinet_survey")
info.add_child(cabinet_survey)
cabinet_survey.add_child(Node.s32("id", -1))
cabinet_survey.add_child(Node.s32("status", 0))
kaitou_bisco = Node.void("kaitou_bisco")
info.add_child(kaitou_bisco)
kaitou_bisco.add_child(Node.s32("remaining_days", 0))
league = Node.void("league")
info.add_child(league)
league.add_child(Node.u8("status", 1))
bistro = Node.void("bistro")
info.add_child(bistro)
bistro.add_child(Node.u16("bistro_id", 0))
jbox = Node.void("jbox")
info.add_child(jbox)
jbox.add_child(Node.s32("point", 0))
emblem = Node.void("emblem")
jbox.add_child(emblem)
normal = Node.void("normal")
emblem.add_child(normal)
premium = Node.void("premium")
emblem.add_child(premium)
normal.add_child(Node.s16("index", 2))
premium.add_child(Node.s16("index", 1))
return info
def handle_shopinfo_regist_request(self, request: Node) -> Node:
# Update the name of this cab for admin purposes
self.update_machine_name(request.child_value("shop/name"))
shopinfo = Node.void("shopinfo")
data = Node.void("data")
shopinfo.add_child(data)
data.add_child(Node.u32("cabid", 1))
data.add_child(Node.string("locationid", "nowhere"))
data.add_child(Node.u8("tax_phase", 1))
facility = Node.void("facility")
data.add_child(facility)
facility.add_child(Node.u32("exist", 1))
data.add_child(self.__get_global_info())
return shopinfo
def handle_gametop_regist_request(self, request: Node) -> Node:
data = request.child("data")
player = data.child("player")
refid = player.child_value("refid")
name = player.child_value("name")
root = self.new_profile_by_refid(refid, name)
return root
def handle_gametop_get_pdata_request(self, request: Node) -> Node:
data = request.child("data")
player = data.child("player")
refid = player.child_value("refid")
root = self.get_profile_by_refid(refid)
if root is None:
root = Node.void("gametop")
root.set_attribute("status", str(Status.NO_PROFILE))
return root
def handle_gametop_get_mdata_request(self, request: Node) -> Node:
data = request.child("data")
player = data.child("player")
extid = player.child_value("jid")
mdata_ver = player.child_value(
"mdata_ver"
) # Game requests mdata 3 times per profile for some reason
if mdata_ver != 1:
root = Node.void("gametop")
datanode = Node.void("data")
root.add_child(datanode)
player = Node.void("player")
datanode.add_child(player)
player.add_child(Node.s32("jid", extid))
playdata = Node.void("mdata_list")
player.add_child(playdata)
return root
root = self.get_scores_by_extid(extid)
if root is None:
root = Node.void("gametop")
root.set_attribute("status", str(Status.NO_PROFILE))
return root
def handle_gametop_get_info_request(self, request: Node) -> Node:
root = Node.void("gametop")
data = Node.void("data")
root.add_child(data)
data.add_child(self.__get_global_info())
return root
def handle_gametop_get_course_request(self, request: Node) -> Node:
data = request.child("data")
player = data.child("player")
extid = player.child_value("jid")
gametop = Node.void("gametop")
data = Node.void("data")
gametop.add_child(data)
# Course list available
course_list = Node.void("course_list")
data.add_child(course_list)
validcourses: List[int] = []
courses = self.get_all_courses()
courses.extend(
[
{
"id": 31,
"name": "Enjoy! The 5th KAC ~ tracks of prop ~",
"level": 5,
"music": [
(60000065, 1),
(60000008, 1),
(60000001, 1),
(60001009, 1),
(60000010, 1),
],
"requirements": {
self.COURSE_REQUIREMENT_SCORE: [900000, 950000, 980000],
self.COURSE_REQUIREMENT_FULL_COMBO: [1, 2, 4],
},
},
{
"id": 32,
"name": "Challenge! The 5th KAC ~ tracks of prop ~",
"level": 7,
"music": [
(60000065, 2),
(60000008, 2),
(60000001, 2),
(60001009, 2),
(60000010, 2),
],
"requirements": {
self.COURSE_REQUIREMENT_SCORE: [900000, 950000, 980000],
},
},
{
"id": 33,
"name": "The 5th KAC ~ tracks of prop ~",
"level": 10,
"music": [
(60000065, 2),
(60000008, 2),
(60000001, 2),
(60001009, 2),
(60000010, 2),
],
"requirements": {
self.COURSE_REQUIREMENT_SCORE: [920000, 950000, 980000],
},
},
]
)
for course in courses:
coursenode = Node.void("course")
course_list.add_child(coursenode)
# Basic course info
if course["id"] in validcourses:
raise Exception("Cannot have same course ID specified twice!")
validcourses.append(course["id"])
coursenode.add_child(Node.s32("id", course["id"]))
coursenode.add_child(Node.string("name", course["name"]))
coursenode.add_child(Node.u8("level", course["level"]))
# Translate internal to game
def translate_req(internal_req: int) -> int:
return {
self.COURSE_REQUIREMENT_SCORE: self.GAME_COURSE_REQUIREMENT_SCORE,
self.COURSE_REQUIREMENT_FULL_COMBO: self.GAME_COURSE_REQUIREMENT_FULL_COMBO,
self.COURSE_REQUIREMENT_PERFECT_PERCENT: self.GAME_COURSE_REQUIREMENT_PERFECT_PERCENT,
}.get(internal_req, 0)
# Course bronze/silver/gold rules
ids = [0] * 3
bronze_values = [0] * 3
silver_values = [0] * 3
gold_values = [0] * 3
slot = 0
for req in course["requirements"]:
req_values = course["requirements"][req]
ids[slot] = translate_req(req)
bronze_values[slot] = req_values[0]
silver_values[slot] = req_values[1]
gold_values[slot] = req_values[2]
slot = slot + 1
norma = Node.void("norma")
coursenode.add_child(norma)
norma.add_child(Node.s32_array("norma_id", ids))
norma.add_child(Node.s32_array("bronze_value", bronze_values))
norma.add_child(Node.s32_array("silver_value", silver_values))
norma.add_child(Node.s32_array("gold_value", gold_values))
# Music list for course
music_index = 0
music_list = Node.void("music_list")
coursenode.add_child(music_list)
for entry in course["music"]:
music = Node.void("music")
music.set_attribute("index", str(music_index))
music_list.add_child(music)
music.add_child(Node.s32("music_id", entry[0]))
music.add_child(Node.u8("seq", entry[1]))
music_index = music_index + 1
# Look up profile so we can load the last course played
userid = self.data.remote.user.from_extid(self.game, self.version, extid)
profile = self.get_profile(userid)
if profile is None:
profile = Profile(self.game, self.version, "", extid)
# Player scores for courses
player_list = Node.void("player_list")
data.add_child(player_list)
player = Node.void("player")
player_list.add_child(player)
player.add_child(Node.s32("jid", extid))
result_list = Node.void("result_list")
player.add_child(result_list)
playercourses = self.get_courses(userid)
for courseid in playercourses:
if courseid not in validcourses:
continue
rating = {
self.COURSE_RATING_FAILED: self.GAME_COURSE_RATING_FAILED,
self.COURSE_RATING_BRONZE: self.GAME_COURSE_RATING_BRONZE,
self.COURSE_RATING_SILVER: self.GAME_COURSE_RATING_SILVER,
self.COURSE_RATING_GOLD: self.GAME_COURSE_RATING_GOLD,
}[playercourses[courseid]["rating"]]
scores = playercourses[courseid]["scores"]
result = Node.void("result")
result_list.add_child(result)
result.add_child(Node.s32("id", courseid))
result.add_child(Node.u8("rating", rating))
result.add_child(Node.s32_array("score", scores))
# Last course ID
data.add_child(
Node.s32(
"last_course_id", profile.get_dict("last").get_int("last_course_id", -1)
)
)
return gametop
def handle_gametop_get_league_request(self, request: Node) -> Node:
data = request.child("data")
player = data.child("player")
extid = player.child_value("jid")
# Look up profile so we can load the last course played
userid = self.data.remote.user.from_extid(self.game, self.version, extid)
profile = self.get_profile(userid)
if profile is None:
profile = Profile(self.game, self.version, "", extid)
gametop = Node.void("gametop")
data = Node.void("data")
gametop.add_child(data)
league_list = Node.void("league_list")
data.add_child(league_list)
# Look up the current league charts in the DB
entry = self.data.local.game.get_time_sensitive_settings(
self.game, self.version, "league"
)
if entry is not None:
# Just get the week number, use that as the ID
leagueid = int(entry["start_time"] / 604800)
league = Node.void("league")
league_list.add_child(league)
league.set_attribute("index", "0")
league.add_child(Node.s32("id", leagueid))
league.add_child(Node.u64("stime", entry["start_time"] * 1000))
league.add_child(Node.u64("etime", entry["end_time"] * 1000))
music_list = Node.void("music_list")
league.add_child(music_list)
# We need to know the player class so we can determine what chart to present.
current_class = profile.get_int("league_class", 1)
song_index = 0
for song in entry["music"]:
music = Node.void("music")
music_list.add_child(music)
music.set_attribute("index", str(song_index))
song_index = song_index + 1
music.add_child(Node.s32("music_id", song))
music.add_child(Node.u8("seq", 1 if current_class == 1 else 2))
player_list = Node.void("player_list")
league.add_child(player_list)
player = Node.void("player")
player_list.add_child(player)
player.add_child(Node.s32("jid", extid))
result = Node.void("result")
player.add_child(result)
league_score = self.data.local.user.get_achievement(
self.game, self.version, userid, leagueid, "league"
)
if league_score is None:
league_score = ValidatedDict()
result.add_child(
Node.s32_array("score", league_score.get_int_array("score", 3, [0] * 3))
)
result.add_child(
Node.s8_array("clear", league_score.get_int_array("clear", 3, [0] * 3))
)
data.add_child(
Node.s32("last_class", profile.get_dict("last").get_int("league_class", 1))
)
data.add_child(
Node.s32(
"last_subclass", profile.get_dict("last").get_int("league_subclass", 5)
)
)
data.add_child(Node.bool("is_checked", profile.get_bool("league_is_checked")))
return gametop
def format_profile(self, userid: UserID, profile: Profile) -> Node:
root = Node.void("gametop")
data = Node.void("data")
root.add_child(data)
# Figure out if we're force-unlocking songs.
game_config = self.get_game_config()
force_unlock = game_config.get_bool("force_song_unlock")
# Allow figuring out owned emblems.
achievements = self.data.local.user.get_achievements(
self.game, self.version, userid
)
owned_songs: Set[int] = set()
owned_secrets: Set[int] = set()
owned_emblems: Set[int] = set()
for achievement in achievements:
if achievement.type == "emblem":
owned_emblems.add(achievement.id)
elif achievement.type == "song":
owned_songs.add(achievement.id)
elif achievement.type == "secret":
owned_secrets.add(achievement.id)
# Make sure we grant ownership of default main parts.
default_emblems = self.default_select_jbox()
owned_emblems.update(default_emblems)
default_main = next(iter(default_emblems)) if default_emblems else 0
# Jubeat Prop appears to allow full event overrides per-player
data.add_child(self.__get_global_info())
player = Node.void("player")
data.add_child(player)
# Basic profile info
player.add_child(Node.string("name", profile.get_str("name", "なし")))
player.add_child(Node.s32("jid", profile.extid))
# Miscelaneous crap
player.add_child(Node.s32("session_id", 1))
player.add_child(Node.u64("event_flag", 0))
# Player info and statistics
info = Node.void("info")
player.add_child(info)
info.add_child(Node.s16("jubility", profile.get_int("jubility")))
info.add_child(Node.s16("jubility_yday", profile.get_int("jubility_yday")))
info.add_child(Node.s32("tune_cnt", profile.get_int("tune_cnt")))
info.add_child(Node.s32("save_cnt", profile.get_int("save_cnt")))
info.add_child(Node.s32("saved_cnt", profile.get_int("saved_cnt")))
info.add_child(Node.s32("fc_cnt", profile.get_int("fc_cnt")))
info.add_child(Node.s32("ex_cnt", profile.get_int("ex_cnt")))
info.add_child(Node.s32("clear_cnt", profile.get_int("clear_cnt")))
info.add_child(Node.s32("pf_cnt", profile.get_int("pf_cnt")))
info.add_child(Node.s32("match_cnt", profile.get_int("match_cnt")))
info.add_child(Node.s32("beat_cnt", profile.get_int("beat_cnt")))
info.add_child(Node.s32("mynews_cnt", profile.get_int("mynews_cnt")))
info.add_child(
Node.s32("bonus_tune_points", profile.get_int("bonus_tune_points"))
)
info.add_child(
Node.bool("is_bonus_tune_played", profile.get_bool("is_bonus_tune_played"))
)
# Looks to be set to true when there's an old profile, stops tutorial from
# happening on first load.
info.add_child(
Node.bool(
"inherit",
profile.get_bool("has_old_version") and not profile.get_bool("saved"),
)
)
# Not saved, but loaded
info.add_child(Node.s32("mtg_entry_cnt", 123))
info.add_child(Node.s32("mtg_hold_cnt", 456))
info.add_child(Node.u8("mtg_result", 10))
# Last played data, for showing cursor and such
lastdict = profile.get_dict("last")
last = Node.void("last")
player.add_child(last)
last.add_child(Node.s64("play_time", lastdict.get_int("play_time")))
last.add_child(Node.string("shopname", lastdict.get_str("shopname")))
last.add_child(Node.string("areaname", lastdict.get_str("areaname")))
last.add_child(Node.s8("expert_option", lastdict.get_int("expert_option")))
last.add_child(Node.s8("category", lastdict.get_int("category")))
last.add_child(Node.s8("sort", lastdict.get_int("sort")))
last.add_child(Node.s32("music_id", lastdict.get_int("music_id")))
last.add_child(Node.s8("seq_id", lastdict.get_int("seq_id")))
settings = Node.void("settings")
last.add_child(settings)
settings.add_child(Node.s8("marker", lastdict.get_int("marker")))
settings.add_child(Node.s8("theme", lastdict.get_int("theme")))
settings.add_child(Node.s16("title", lastdict.get_int("title")))
settings.add_child(Node.s16("parts", lastdict.get_int("parts")))
settings.add_child(Node.s8("rank_sort", lastdict.get_int("rank_sort")))
settings.add_child(Node.s8("combo_disp", lastdict.get_int("combo_disp")))
settings.add_child(Node.s8("matching", lastdict.get_int("matching")))
settings.add_child(Node.s8("hazard", lastdict.get_int("hazard")))
settings.add_child(Node.s8("hard", lastdict.get_int("hard")))
# Hack to make the default emblem appear properly.
partslist = lastdict.get_int_array("emblem", 5, [0, default_main, 0, 0, 0])
if partslist[1] == 0:
partslist[1] = default_main
settings.add_child(Node.s16_array("emblem", partslist))
# Secret unlocks
item = Node.void("item")
player.add_child(item)
item.add_child(
Node.s32_array(
"music_list", profile.get_int_array("music_list", 32, [-1] * 32)
)
)
item.add_child(
Node.s32_array(
"secret_list",
([-1] * 32)
if force_unlock
else self.create_owned_items(owned_songs, 32),
)
)
item.add_child(Node.s16("theme_list", profile.get_int("theme_list", -1)))
item.add_child(
Node.s32_array(
"marker_list", profile.get_int_array("marker_list", 2, [-1] * 2)
)
)
item.add_child(
Node.s32_array(
"title_list", profile.get_int_array("title_list", 160, [-1] * 160)
)
)
item.add_child(
Node.s32_array(
"parts_list", profile.get_int_array("parts_list", 160, [-1] * 160)
)
)
item.add_child(
Node.s32_array("emblem_list", self.create_owned_items(owned_emblems, 96))
)
new = Node.void("new")
item.add_child(new)
new.add_child(
Node.s32_array(
"secret_list",
([-1] * 32)
if force_unlock
else self.create_owned_items(owned_secrets, 32),
)
)
new.add_child(Node.s16("theme_list", profile.get_int("theme_list_new", -1)))
new.add_child(
Node.s32_array(
"marker_list", profile.get_int_array("marker_list_new", 2, [-1] * 2)
)
)
# Sane defaults for unknown/who cares nodes
history = Node.void("history")
player.add_child(history)
history.set_attribute("count", "0")
lab_edit_seq = Node.void("lab_edit_seq")
player.add_child(lab_edit_seq)
lab_edit_seq.set_attribute("count", "0")
cabinet_survey = Node.void("cabinet_survey")
player.add_child(cabinet_survey)
cabinet_survey.add_child(Node.u32("read_flag", 0))
kaitou_bisco = Node.void("kaitou_bisco")
player.add_child(kaitou_bisco)
kaitou_bisco.add_child(
Node.u32("read_flag", profile.get_int("kaitou_bisco_read_flag"))
)
navi = Node.void("navi")
player.add_child(navi)
navi.add_child(Node.u32("flag", profile.get_int("navi_flag")))
# Player status for events
event_info = Node.void("event_info")
player.add_child(event_info)
for achievement in achievements:
if achievement.type == "event":
# There are two significant bits here, 0x1 and 0x2, I think the first
# one is whether the event is started, second is if its finished?
event = Node.void("event")
event_info.add_child(event)
event.set_attribute("type", str(achievement.id))
state = 0x0
state = (
state + 0x2 if achievement.data.get_bool("is_completed") else 0x0
)
event.add_child(Node.u8("state", state))
# Full combo challenge
entry = self.data.local.game.get_time_sensitive_settings(
self.game, self.version, "fc_challenge"
)
if entry is None:
entry = ValidatedDict()
# Figure out if we've played these songs
start_time, end_time = self.data.local.network.get_schedule_duration("daily")
today_attempts = self.data.local.music.get_all_attempts(
self.game,
self.music_version,
userid,
entry.get_int("today", -1),
timelimit=start_time,
)
whim_attempts = self.data.local.music.get_all_attempts(
self.game,
self.music_version,
userid,
entry.get_int("whim", -1),
timelimit=start_time,
)
fc_challenge = Node.void("fc_challenge")
player.add_child(fc_challenge)
today = Node.void("today")
fc_challenge.add_child(today)
today.add_child(Node.s32("music_id", entry.get_int("today", -1)))
today.add_child(Node.u8("state", 0x40 if len(today_attempts) > 0 else 0x0))
whim = Node.void("whim")
fc_challenge.add_child(whim)
whim.add_child(Node.s32("music_id", entry.get_int("whim", -1)))
whim.add_child(Node.u8("state", 0x40 if len(whim_attempts) > 0 else 0x0))
# No news, ever.
news = Node.void("news")
player.add_child(news)
news.add_child(Node.s16("checked", 0))
news.add_child(Node.u32("checked_flag", 0))
# Add rivals to profile.
rivallist = Node.void("rivallist")
player.add_child(rivallist)
links = self.data.local.user.get_links(self.game, self.version, userid)
rivalcount = 0
for link in links:
if link.type != "rival":
continue
rprofile = self.get_profile(link.other_userid)
if rprofile is None:
continue
rival = Node.void("rival")
rivallist.add_child(rival)
rival.add_child(Node.s32("jid", rprofile.extid))
rival.add_child(Node.string("name", rprofile.get_str("name")))
rcareerdict = rprofile.get_dict("career")
career = Node.void("career")
rival.add_child(career)
career.add_child(Node.s16("level", rcareerdict.get_int("level", 1)))
league = Node.void("league")
rival.add_child(league)
league.add_child(
Node.bool(
"is_first_play", rprofile.get_bool("league_is_first_play", True)
)
)
league.add_child(Node.s32("class", rprofile.get_int("league_class", 1)))
league.add_child(
Node.s32("subclass", rprofile.get_int("league_subclass", 5))
)
# Lazy way of keeping track of rivals, since we can only have 3
# or the game with throw up.
rivalcount += 1
if rivalcount >= 3:
break
rivallist.set_attribute("count", str(rivalcount))
# Nothing in life is free, WTF?
free_first_play = Node.void("free_first_play")
player.add_child(free_first_play)
free_first_play.add_child(Node.bool("is_available", False))
free_first_play.add_child(Node.s32("point", 0))
free_first_play.add_child(Node.s32("point_used", 0))
come_come_jbox = Node.void("come_come_jbox")
free_first_play.add_child(come_come_jbox)
come_come_jbox.add_child(Node.bool("is_valid", False))
come_come_jbox.add_child(Node.s64("end_time_if_paired", 0))
# JBox stuff
jbox = Node.void("jbox")
jboxdict = profile.get_dict("jbox")
player.add_child(jbox)
jbox.add_child(Node.s32("point", jboxdict.get_int("point")))
emblem = Node.void("emblem")
jbox.add_child(emblem)
normal = Node.void("normal")
emblem.add_child(normal)
premium = Node.void("premium")
emblem.add_child(premium)
# Calculate a random index for normal and premium to give to player
# as a gatcha.
normalindex, premiumindex = self.random_select_jbox(owned_emblems)
normal.add_child(Node.s16("index", normalindex))
premium.add_child(Node.s16("index", premiumindex))
# Career stuff
career = Node.void("career")
careerdict = profile.get_dict("career")
player.add_child(career)
career.add_child(Node.s16("level", careerdict.get_int("level", 1)))
career.add_child(Node.s32("point", careerdict.get_int("point")))
career.add_child(
Node.s32_array("param", careerdict.get_int_array("param", 10, [-1] * 10))
)
career.add_child(Node.bool("is_unlocked", careerdict.get_bool("is_unlocked")))
# League stuff
league = Node.void("league")
player.add_child(league)
league.add_child(
Node.bool("is_first_play", profile.get_bool("league_is_first_play", True))
)
league.add_child(Node.s32("class", profile.get_int("league_class", 1)))
league.add_child(Node.s32("subclass", profile.get_int("league_subclass", 5)))
# New Music stuff
new_music = Node.void("new_music")
player.add_child(new_music)
# Emblem list stuff?
eapass_privilege = Node.void("eapass_privilege")
player.add_child(eapass_privilege)
emblem_node = Node.void("emblem_list")
eapass_privilege.add_child(emblem_node)
# Bonus music stuff?
bonus_music = Node.void("bonus_music")
player.add_child(bonus_music)
bonus_music.add_child(Node.void("music"))
bonus_music.add_child(Node.s32("event_id", -1))
bonus_music.add_child(Node.string("till_time", ""))
# Bistro stuff is back?
bistro = Node.void("bistro")
player.add_child(bistro)
chef = Node.void("chef")
bistro.add_child(chef)
chef.add_child(Node.s32("id", 1))
bistro.add_child(Node.s32("carry_over", 0))
route_list = Node.void("route_list")
bistro.add_child(route_list)
route_list.add_child(Node.u8("route_count", 0))
# If we have routes, they look like this:
# <route>
# <no __type="u8">#</no>
# <content kind="?">
# <value __type="s32">??</value>
# </content>
# <gourmates>
# <id __type="s32">??</id>
# </gourmates>
bistro.add_child(Node.bool("extension", False))
# Gift list, maybe from other players?
gift_list = Node.void("gift_list")
player.add_child(gift_list)
# If we had gifts, they look like this:
# <gift reason="??" kind="??">
# <id __type="s32">??</id>
# </gift>
return root
def unformat_profile(
self, userid: UserID, request: Node, oldprofile: Profile
) -> Profile:
newprofile = oldprofile.clone()
newprofile.replace_bool("saved", True)
data = request.child("data")
# Figure out if we're force-unlocking songs. If we are, we don't want to persist
# secret stuff otherwise the game will accidentally unlock everything in the profile.
game_config = self.get_game_config()
force_unlock = game_config.get_bool("force_song_unlock")
# Grab system information
sysinfo = data.child("info")
# Grab player information
player = data.child("player")
# Grab result information
result = data.child("result")
# Grab last information. Lots of this will be filled in while grabbing scores
last = newprofile.get_dict("last")
if sysinfo is not None:
last.replace_int("play_time", sysinfo.child_value("time_gameend"))
last.replace_str("shopname", sysinfo.child_value("shopname"))
last.replace_str("areaname", sysinfo.child_value("areaname"))
# Grab player info for echoing back
info = player.child("info")
if info is not None:
newprofile.replace_int("jubility", info.child_value("jubility"))
newprofile.replace_int("jubility_yday", info.child_value("jubility_yday"))
newprofile.replace_int("tune_cnt", info.child_value("tune_cnt"))
newprofile.replace_int("save_cnt", info.child_value("save_cnt"))
newprofile.replace_int("saved_cnt", info.child_value("saved_cnt"))
newprofile.replace_int("fc_cnt", info.child_value("fc_cnt"))
newprofile.replace_int("ex_cnt", info.child_value("ex_cnt"))
newprofile.replace_int("pf_cnt", info.child_value("pf_cnt"))
newprofile.replace_int("clear_cnt", info.child_value("clear_cnt"))
newprofile.replace_int("match_cnt", info.child_value("match_cnt"))
newprofile.replace_int("beat_cnt", info.child_value("beat_cnt"))
newprofile.replace_int(
"total_best_score", info.child_value("total_best_score")
)
newprofile.replace_int("mynews_cnt", info.child_value("mynews_cnt"))
newprofile.replace_int(
"bonus_tune_points", info.child_value("bonus_tune_points")
)
newprofile.replace_bool(
"is_bonus_tune_played", info.child_value("is_bonus_tune_played")
)
# Grab last settings (finally mostly in its own node!)
lastnode = player.child("last")
if lastnode is not None:
last.replace_int("expert_option", lastnode.child_value("expert_option"))
last.replace_int("sort", lastnode.child_value("sort"))
last.replace_int("category", lastnode.child_value("category"))
settings = lastnode.child("settings")
if settings is not None:
last.replace_int("matching", settings.child_value("matching"))
last.replace_int("hazard", settings.child_value("hazard"))
last.replace_int("hard", settings.child_value("hard"))
last.replace_int("marker", settings.child_value("marker"))
last.replace_int("theme", settings.child_value("theme"))
last.replace_int("title", settings.child_value("title"))
last.replace_int("parts", settings.child_value("parts"))
last.replace_int("rank_sort", settings.child_value("rank_sort"))
last.replace_int("combo_disp", settings.child_value("combo_disp"))
last.replace_int_array("emblem", 5, settings.child_value("emblem"))
# Grab unlock progress
item = player.child("item")
if item is not None:
newprofile.replace_int_array(
"title_list", 160, item.child_value("title_list")
)
newprofile.replace_int("theme_list", item.child_value("theme_list"))
newprofile.replace_int_array(
"marker_list", 2, item.child_value("marker_list")
)
newprofile.replace_int_array(
"parts_list", 160, item.child_value("parts_list")
)
newprofile.replace_int_array(
"music_list", 32, item.child_value("music_list")
)
if not force_unlock:
# Don't persist if we're force-unlocked, this data will be bogus.
owned_songs = self.calculate_owned_items(
item.child_value("secret_list")
)
for index in owned_songs:
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
index,
"song",
{},
)
owned_emblems = self.calculate_owned_items(item.child_value("emblem_list"))
for index in owned_emblems:
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
index,
"emblem",
{},
)
newitem = item.child("new")
if newitem is not None:
newprofile.replace_int(
"theme_list_new", newitem.child_value("theme_list")
)
newprofile.replace_int_array(
"marker_list_new", 2, newitem.child_value("marker_list")
)
if not force_unlock:
# Don't persist if we're force-unlocked, this data will be bogus.
owned_secrets = self.calculate_owned_items(
newitem.child_value("secret_list")
)
for index in owned_secrets:
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
index,
"secret",
{},
)
# Career progression
career = player.child("career")
careerdict = newprofile.get_dict("career")
if career is not None:
careerdict.replace_int("level", career.child_value("level"))
careerdict.replace_int("point", career.child_value("point"))
careerdict.replace_int_array("param", 10, career.child_value("param"))
careerdict.replace_bool("is_unlocked", career.child_value("is_unlocked"))
newprofile.replace_dict("career", careerdict)
# jbox stuff
jbox = player.child("jbox")
jboxdict = newprofile.get_dict("jbox")
if jbox is not None:
jboxdict.replace_int("point", jbox.child_value("point"))
emblemtype = jbox.child_value("emblem/type")
index = jbox.child_value("emblem/index")
if emblemtype == self.JBOX_EMBLEM_NORMAL:
jboxdict.replace_int("normal_index", index)
elif emblemtype == self.JBOX_EMBLEM_PREMIUM:
jboxdict.replace_int("premium_index", index)
newprofile.replace_dict("jbox", jboxdict)
# event stuff
event_info = player.child("event_info")
if event_info is not None:
for child in event_info.children:
try:
eventid = int(child.attribute("type"))
except TypeError:
# Event is empty
continue
is_completed = child.child_value("is_completed")
# Figure out if we should update the rating/scores or not
oldevent = self.data.local.user.get_achievement(
self.game,
self.version,
userid,
eventid,
"event",
)
if oldevent is None:
# Create a new event structure for this
oldevent = ValidatedDict()
oldevent.replace_bool("is_completed", is_completed)
# Save it as an achievement
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
eventid,
"event",
oldevent,
)
# A whole bunch of miscelaneous shit
newprofile.replace_int("navi_flag", player.child_value("navi/flag"))
newprofile.replace_int(
"kaitou_bisco_read_flag", player.child_value("kaitou_bisco/read_flag")
)
# Get timestamps for played songs
timestamps: Dict[int, int] = {}
history = player.child("history")
if history is not None:
for tune in history.children:
if tune.name != "tune":
continue
entry = int(tune.attribute("log_id"))
ts = int(tune.child_value("timestamp") / 1000)
timestamps[entry] = ts
# Grab scores and save those
if result is not None:
for tune in result.children:
if tune.name != "tune":
continue
result = tune.child("player")
entry = int(tune.attribute("id"))
songid = tune.child_value("music")
timestamp = timestamps.get(entry, Time.now())
chart = int(result.child("score").attribute("seq"))
points = result.child_value("score")
flags = int(result.child("score").attribute("clear"))
combo = int(result.child("score").attribute("combo"))
ghost = result.child_value("mbar")
# Miscelaneous last data for echoing to profile get
last.replace_int("music_id", songid)
last.replace_int("seq_id", chart)
mapping = {
self.GAME_FLAG_BIT_CLEARED: self.PLAY_MEDAL_CLEARED,
self.GAME_FLAG_BIT_FULL_COMBO: self.PLAY_MEDAL_FULL_COMBO,
self.GAME_FLAG_BIT_EXCELLENT: self.PLAY_MEDAL_EXCELLENT,
self.GAME_FLAG_BIT_NEARLY_FULL_COMBO: self.PLAY_MEDAL_NEARLY_FULL_COMBO,
self.GAME_FLAG_BIT_NEARLY_EXCELLENT: self.PLAY_MEDAL_NEARLY_EXCELLENT,
}
# Figure out the highest medal based on bits passed in
medal = self.PLAY_MEDAL_FAILED
for bit in mapping:
if flags & bit > 0:
medal = max(medal, mapping[bit])
self.update_score(
userid, timestamp, songid, chart, points, medal, combo, ghost
)
# If this was a course save, grab and save that info too
course = player.child("course")
if course is not None:
courseid = course.child_value("course_id")
rating = {
self.GAME_COURSE_RATING_FAILED: self.COURSE_RATING_FAILED,
self.GAME_COURSE_RATING_BRONZE: self.COURSE_RATING_BRONZE,
self.GAME_COURSE_RATING_SILVER: self.COURSE_RATING_SILVER,
self.GAME_COURSE_RATING_GOLD: self.COURSE_RATING_GOLD,
}[course.child_value("rating")]
scores = [0] * 5
for music in course.children:
if music.name != "music":
continue
index = int(music.attribute("index"))
scores[index] = music.child_value("score")
# Save course itself
self.save_course(userid, courseid, rating, scores)
# Save the last course ID
last.replace_int("last_course_id", courseid)
# If this was a league save, grab and save that info too
league = player.child("league")
if league is not None:
leagueid = league.child_value("league_id")
newprofile.replace_bool(
"league_is_checked", league.child_value("is_checked")
)
newprofile.replace_bool(
"league_is_first_play", league.child_value("is_first_play")
)
# Extract scores
score = [0] * 3
clear = [0] * 3
for music in league.children:
if music.name != "music":
continue
index = int(music.attribute("index"))
scorenode = music.child("score")
clear[index] = int(scorenode.attribute("clear"))
score[index] = scorenode.value
# Update score if it is higher
oldleague = self.data.local.user.get_achievement(
self.game,
self.version,
userid,
leagueid,
"league",
)
if oldleague is None:
oldleague = ValidatedDict()
oldscore = oldleague.get_int_array("score", 3)
if sum(oldscore) < sum(score):
self.data.local.user.put_achievement(
self.game,
self.version,
userid,
leagueid,
"league",
{"score": score, "clear": clear},
)
# Save back last information gleaned from results
newprofile.replace_dict("last", last)
# Keep track of play statistics
self.update_play_statistics(userid)
return newprofile
def format_scores(
self, userid: UserID, profile: Profile, scores: List[Score]
) -> Node:
root = Node.void("gametop")
datanode = Node.void("data")
root.add_child(datanode)
player = Node.void("player")
datanode.add_child(player)
player.add_child(Node.s32("jid", profile.extid))
playdata = Node.void("mdata_list")
player.add_child(playdata)
music = ValidatedDict()
for score in scores:
# Ignore festo-and-above chart types.
if score.chart not in {
self.CHART_TYPE_BASIC,
self.CHART_TYPE_ADVANCED,
self.CHART_TYPE_EXTREME,
}:
continue
data = music.get_dict(str(score.id))
play_cnt = data.get_int_array("play_cnt", 3)
clear_cnt = data.get_int_array("clear_cnt", 3)
clear_flags = data.get_int_array("clear_flags", 3)
fc_cnt = data.get_int_array("fc_cnt", 3)
ex_cnt = data.get_int_array("ex_cnt", 3)
points = data.get_int_array("points", 3)
# Replace data for this chart type
play_cnt[score.chart] = score.plays
clear_cnt[score.chart] = score.data.get_int("clear_count")
fc_cnt[score.chart] = score.data.get_int("full_combo_count")
ex_cnt[score.chart] = score.data.get_int("excellent_count")
points[score.chart] = score.points
# Format the clear flags
clear_flags[score.chart] = self.GAME_FLAG_BIT_PLAYED
if score.data.get_int("clear_count") > 0:
clear_flags[score.chart] |= self.GAME_FLAG_BIT_CLEARED
if score.data.get_int("full_combo_count") > 0:
clear_flags[score.chart] |= self.GAME_FLAG_BIT_FULL_COMBO
if score.data.get_int("excellent_count") > 0:
clear_flags[score.chart] |= self.GAME_FLAG_BIT_EXCELLENT
# Save chart data back
data.replace_int_array("play_cnt", 3, play_cnt)
data.replace_int_array("clear_cnt", 3, clear_cnt)
data.replace_int_array("clear_flags", 3, clear_flags)
data.replace_int_array("fc_cnt", 3, fc_cnt)
data.replace_int_array("ex_cnt", 3, ex_cnt)
data.replace_int_array("points", 3, points)
# Update the ghost (untyped)
ghost = data.get("ghost", [None, None, None])
ghost[score.chart] = score.data.get("ghost")
data["ghost"] = ghost
# Save it back
music.replace_dict(str(score.id), data)
for scoreid in music:
scoredata = music[scoreid]
musicdata = Node.void("musicdata")
playdata.add_child(musicdata)
musicdata.set_attribute("music_id", scoreid)
musicdata.add_child(
Node.s32_array("play_cnt", scoredata.get_int_array("play_cnt", 3))
)
musicdata.add_child(
Node.s32_array("clear_cnt", scoredata.get_int_array("clear_cnt", 3))
)
musicdata.add_child(
Node.s32_array("fc_cnt", scoredata.get_int_array("fc_cnt", 3))
)
musicdata.add_child(
Node.s32_array("ex_cnt", scoredata.get_int_array("ex_cnt", 3))
)
musicdata.add_child(
Node.s32_array("score", scoredata.get_int_array("points", 3))
)
musicdata.add_child(
Node.s8_array("clear", scoredata.get_int_array("clear_flags", 3))
)
ghosts = scoredata.get("ghost", [None, None, None])
for i in range(len(ghosts)):
ghost = ghosts[i]
if ghost is None:
continue
bar = Node.u8_array("bar", ghost)
musicdata.add_child(bar)
bar.set_attribute("seq", str(i))
return root