522 lines
21 KiB
C#
522 lines
21 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.IO;
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using static SevenZip.Compression.LZMA.SevenZipHelper;
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namespace TJAPlayer3
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{
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class CSongReplay
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{
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/* Game version used for the replay
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* 521 = 0.5.2.1
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* 530 = 0.5.3
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* 531 = 0.5.3.1
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* 540 = 0.5.4
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* 600 = 0.6.0
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* 700 = 0.7.0
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* 1000 = 1.0.0
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*/
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public int STORED_GAME_VERSION = 600;
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public string REPLAY_FOLDER_NAME = "Replay";
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/* Mod Flags
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* Bit Offsets (Values) :
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* - 0 (1) : Mirror
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* - 1 (2) : Random (Kimagure)
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* - 2 (4) : Super Random (Detarame)
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* - 3 (8) : Invisible (Doron)
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* - 4 (16) : Perfect memory (Stealth)
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* - 5 (32) : Avalanche
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* - 6 (64) : Minesweeper
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* - 7 (128) : Just (Ok => Bad)
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* - 8 (256) : Safe (Bad => Ok)
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*/
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[Flags]
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public enum EModFlag
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{
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None = 0,
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Mirror = 1 << 0,
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Random = 1 << 1,
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SuperRandom = 1 << 2,
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Invisible = 1 << 3,
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PerfectMemory = 1 << 4,
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Avalanche = 1 << 5,
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Minesweeper = 1 << 6,
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Just = 1 << 7,
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Safe = 1 << 8
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}
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public CSongReplay()
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{
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replayFolder = "";
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storedPlayer = 0;
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}
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public CSongReplay(string ChartPath, int player)
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{
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string _chartFolder = Path.GetDirectoryName(ChartPath);
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replayFolder = Path.Combine(_chartFolder, REPLAY_FOLDER_NAME);
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try
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{
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Directory.CreateDirectory(replayFolder);
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Console.WriteLine("Folder Path: " + replayFolder);
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}
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catch (Exception ex)
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{
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Console.WriteLine("An error occurred: " + ex.Message);
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}
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storedPlayer = player;
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}
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public void tRegisterInput(double timestamp, byte keypress)
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{
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allInputs.Add(Tuple.Create(timestamp, keypress));
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}
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#region [Dan methods]
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public void tDanRegisterSongCount(int songCount)
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{
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DanSongCount = songCount;
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IndividualGoodCount = new int[songCount];
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IndividualOkCount = new int[songCount];
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IndividualBadCount = new int[songCount];
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IndividualRollCount = new int[songCount];
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IndividualMaxCombo = new int[songCount];
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IndividualBoomCount = new int[songCount];
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IndividualADLibCount = new int[songCount];
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IndividualScore = new int[songCount];
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}
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public void tDanInputSongResults(int songNo)
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{
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if (songNo >= DanSongCount) return;
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if (songNo < 0) return;
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IndividualGoodCount[songNo] = TJAPlayer3.stage演奏ドラム画面.n良[songNo];
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IndividualOkCount[songNo] = TJAPlayer3.stage演奏ドラム画面.n可[songNo];
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IndividualBadCount[songNo] = TJAPlayer3.stage演奏ドラム画面.n不可[songNo];
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IndividualRollCount[songNo] = TJAPlayer3.stage演奏ドラム画面.n連打[songNo];
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IndividualMaxCombo[songNo] = TJAPlayer3.stage演奏ドラム画面.nHighestCombo[songNo];
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IndividualBoomCount[songNo] = TJAPlayer3.stage演奏ドラム画面.nMine[songNo];
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IndividualADLibCount[songNo] = TJAPlayer3.stage演奏ドラム画面.nADLIB[songNo];
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danAccumulatedScore = 0;
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for (int acc = 0; acc < songNo; acc++) danAccumulatedScore += IndividualScore[acc];
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IndividualScore[songNo] = (int)TJAPlayer3.stage演奏ドラム画面.actScore.GetScore(0) - danAccumulatedScore;
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}
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#endregion
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#region [Load methods]
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private List<Tuple<double, byte>> ConvertByteArrayToTupleList(byte[] byteArray)
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{
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List<Tuple<double, byte>> tupleList = new List<Tuple<double, byte>>();
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for (int i = 0; i < byteArray.Length; i += sizeof(double) + sizeof(byte))
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{
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double doubleValue = BitConverter.ToDouble(byteArray, i);
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byte byteValue = byteArray[i + sizeof(double)];
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tupleList.Add(Tuple.Create(doubleValue, byteValue));
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}
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return tupleList;
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}
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public void tLoadReplayFile(string optkrFilePath)
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{
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try
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{
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using (FileStream fileStream = new FileStream(optkrFilePath, FileMode.Open))
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{
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using (BinaryReader reader = new BinaryReader(fileStream))
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{
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GameMode = reader.ReadByte();
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GameVersion = reader.ReadInt32();
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ChartChecksum = reader.ReadString();
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PlayerName = reader.ReadString();
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GoodCount = reader.ReadInt32();
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OkCount = reader.ReadInt32();
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BadCount = reader.ReadInt32();
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RollCount = reader.ReadInt32();
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MaxCombo = reader.ReadInt32();
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BoomCount = reader.ReadInt32();
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ADLibCount = reader.ReadInt32();
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Score = reader.ReadInt32();
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CoinValue = reader.ReadInt16();
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ReachedFloor = reader.ReadInt32();
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RemainingLives = reader.ReadInt32();
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DanSongCount = reader.ReadInt32();
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for (int i = 0; i < DanSongCount; i++)
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{
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IndividualGoodCount[i] = reader.ReadInt32();
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IndividualOkCount[i] = reader.ReadInt32();
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IndividualBadCount[i] = reader.ReadInt32();
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IndividualRollCount[i] = reader.ReadInt32();
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IndividualMaxCombo[i] = reader.ReadInt32();
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IndividualBoomCount[i] = reader.ReadInt32();
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IndividualADLibCount[i] = reader.ReadInt32();
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IndividualScore[i] = reader.ReadInt32();
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}
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ClearStatus = reader.ReadByte();
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ScoreRank = reader.ReadByte();
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ScrollSpeedValue = reader.ReadInt32();
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SongSpeedValue = reader.ReadInt32();
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JudgeStrictnessAdjust = reader.ReadInt32();
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ModFlags = reader.ReadInt32();
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GaugeType = reader.ReadByte();
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GaugeFill = reader.ReadSingle();
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Timestamp = reader.ReadInt64();
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CompressedInputsSize = reader.ReadInt32();
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CompressedInputs = reader.ReadBytes(CompressedInputsSize);
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var uncomp = SevenZip.Compression.LZMA.SevenZipHelper.Decompress(CompressedInputs);
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allInputs = ConvertByteArrayToTupleList(uncomp);
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ChartUniqueID = reader.ReadString();
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ChartDifficulty = reader.ReadByte();
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ChartLevel = reader.ReadByte();
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OnlineScoreID = reader.ReadInt64();
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}
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}
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}
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catch (Exception ex)
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{
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}
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}
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#endregion
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#region [Save methods]
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private byte[] ConvertTupleListToByteArray(List<Tuple<double, byte>> tupleList)
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{
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List<byte> byteArray = new List<byte>();
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foreach (var tuple in tupleList)
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{
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byte[] doubleBytes = BitConverter.GetBytes(tuple.Item1);
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byteArray.AddRange(doubleBytes);
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byteArray.Add(tuple.Item2);
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}
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return byteArray.ToArray();
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}
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public void tSaveReplayFile()
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{
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string _path = replayFolder + @"/Replay_" + ChartUniqueID + @"_" + PlayerName + @"_" + Timestamp.ToString() + @".optkr";
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try
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{
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using (FileStream fileStream = new FileStream(_path, FileMode.Create))
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{
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using (BinaryWriter writer = new BinaryWriter(fileStream))
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{
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writer.Write(GameMode);
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writer.Write(GameVersion);
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writer.Write(ChartChecksum);
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writer.Write(PlayerName);
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writer.Write(GoodCount);
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writer.Write(OkCount);
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writer.Write(BadCount);
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writer.Write(RollCount);
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writer.Write(MaxCombo);
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writer.Write(BoomCount);
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writer.Write(ADLibCount);
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writer.Write(Score);
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writer.Write(CoinValue);
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writer.Write(ReachedFloor);
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writer.Write(RemainingLives);
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writer.Write(DanSongCount);
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for (int i = 0; i < DanSongCount; i++)
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{
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writer.Write(IndividualGoodCount[i]);
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writer.Write(IndividualOkCount[i]);
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writer.Write(IndividualBadCount[i]);
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writer.Write(IndividualRollCount[i]);
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writer.Write(IndividualMaxCombo[i]);
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writer.Write(IndividualBoomCount[i]);
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writer.Write(IndividualADLibCount[i]);
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writer.Write(IndividualScore[i]);
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}
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writer.Write(ClearStatus);
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writer.Write(ScoreRank);
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writer.Write(ScrollSpeedValue);
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writer.Write(SongSpeedValue);
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writer.Write(JudgeStrictnessAdjust);
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writer.Write(ModFlags);
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writer.Write(GaugeType);
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writer.Write(GaugeFill);
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writer.Write(Timestamp);
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writer.Write(CompressedInputsSize);
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writer.Write(CompressedInputs);
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writer.Write(ChartUniqueID);
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writer.Write(ChartDifficulty);
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writer.Write(ChartLevel);
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writer.Write(OnlineScoreID);
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}
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}
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}
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catch (Exception ex)
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{
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}
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}
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public void tResultsRegisterReplayInformations(int Coins, int Clear, int SRank)
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{
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// Actual player (Used for saved informations)
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int actualPlayer = TJAPlayer3.GetActualPlayer(storedPlayer);
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// Game mode
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switch (TJAPlayer3.stage選曲.n確定された曲の難易度[0])
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{
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case (int)Difficulty.Dan:
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GameMode = 1;
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break;
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case (int)Difficulty.Tower:
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GameMode = 2;
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break;
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default:
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GameMode = 0;
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break;
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}
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// Game version
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GameVersion = STORED_GAME_VERSION;
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// Chart Checksum (temporary)
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ChartChecksum = "";
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// Player Name
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PlayerName = TJAPlayer3.SaveFileInstances[actualPlayer].data.Name;
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// Performance informations
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GoodCount = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nGreat;
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OkCount = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nGood;
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BadCount = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nMiss;
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RollCount = TJAPlayer3.stage演奏ドラム画面.GetRoll(storedPlayer);
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MaxCombo = TJAPlayer3.stage演奏ドラム画面.actCombo.n現在のコンボ数.最高値[storedPlayer];
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BoomCount = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nMine;
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ADLibCount = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nADLIB;
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Score = TJAPlayer3.stage演奏ドラム画面.CChartScore[storedPlayer].nScore;
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CoinValue = (short)Coins;
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// Tower parameters
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if (GameMode == 2)
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{
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ReachedFloor = CFloorManagement.LastRegisteredFloor;
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RemainingLives = CFloorManagement.CurrentNumberOfLives;
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}
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// Clear status
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ClearStatus = (byte)Clear;
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// Score rank
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ScoreRank = (byte)SRank;
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// Scroll speed value (as on ConfigIni, 9 is x1)
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ScrollSpeedValue = TJAPlayer3.ConfigIni.nScrollSpeed[actualPlayer];
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// Song speed value (as on ConfigIni, 20 is x1)
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SongSpeedValue = TJAPlayer3.ConfigIni.n演奏速度;
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// Just strictess adjust mod value (as on ConfigIni, between -2 for lenient and 2 for rigorous)
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JudgeStrictnessAdjust = TJAPlayer3.ConfigIni.nTimingZones[actualPlayer];
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/* Mod Flags
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* Bit Offsets (Values) :
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* - 0 (1) : Mirror
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* - 1 (2) : Random (Kimagure)
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* - 2 (4) : Super Random (Detarame)
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* - 3 (8) : Invisible (Doron)
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* - 4 (16) : Perfect memory (Stealth)
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* - 5 (32) : Avalanche
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* - 6 (64) : Minesweeper
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* - 7 (128) : Just (Ok => Bad)
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* - 8 (256) : Safe (Bad => Ok)
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*/
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ModFlags = (int)EModFlag.None;
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if (TJAPlayer3.ConfigIni.eRandom[actualPlayer] == Eランダムモード.MIRROR) ModFlags |= (int)EModFlag.Mirror;
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if (TJAPlayer3.ConfigIni.eRandom[actualPlayer] == Eランダムモード.RANDOM) ModFlags |= (int)EModFlag.Random;
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if (TJAPlayer3.ConfigIni.eRandom[actualPlayer] == Eランダムモード.SUPERRANDOM) ModFlags |= (int)EModFlag.SuperRandom;
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if (TJAPlayer3.ConfigIni.eRandom[actualPlayer] == Eランダムモード.HYPERRANDOM) ModFlags |= ((int)EModFlag.Random | (int)EModFlag.Mirror);
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if (TJAPlayer3.ConfigIni.eSTEALTH[actualPlayer] == Eステルスモード.DORON) ModFlags |= (int)EModFlag.Invisible;
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if (TJAPlayer3.ConfigIni.eSTEALTH[actualPlayer] == Eステルスモード.STEALTH) ModFlags |= (int)EModFlag.PerfectMemory;
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if (TJAPlayer3.ConfigIni.nFunMods[actualPlayer] == EFunMods.AVALANCHE) ModFlags |= (int)EModFlag.Avalanche;
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if (TJAPlayer3.ConfigIni.nFunMods[actualPlayer] == EFunMods.MINESWEEPER) ModFlags |= (int)EModFlag.Minesweeper;
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if (TJAPlayer3.ConfigIni.bJust[actualPlayer] == 1) ModFlags |= (int)EModFlag.Just;
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if (TJAPlayer3.ConfigIni.bJust[actualPlayer] == 2) ModFlags |= (int)EModFlag.Safe;
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/* Gauge type
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* - 0 : Normal
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* - 1 : Hard
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* - 2 : Extreme
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*/
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var chara = TJAPlayer3.Tx.Characters[TJAPlayer3.SaveFileInstances[actualPlayer].data.Character];
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GaugeType = (byte)HGaugeMethods.tGetGaugeTypeEnum(chara.effect.Gauge);
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// Gauge fill value
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GaugeFill = (float)TJAPlayer3.stage演奏ドラム画面.actGauge.db現在のゲージ値[storedPlayer];
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// Generation timestamp (in ticks)
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Timestamp = DateTime.Now.Ticks;
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// Compressed inputs and size
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byte[] barr = ConvertTupleListToByteArray(allInputs);
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CompressedInputs = SevenZip.Compression.LZMA.SevenZipHelper.Compress(barr);
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CompressedInputsSize = CompressedInputs.Length;
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// Chart metadata
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ChartUniqueID = TJAPlayer3.stage選曲.r確定された曲.uniqueId.data.id;
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ChartDifficulty = (byte)TJAPlayer3.stage選曲.n確定された曲の難易度[storedPlayer];
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ChartLevel = (byte)Math.Min(255, TJAPlayer3.stage選曲.r確定された曲.arスコア[ChartDifficulty].譜面情報.nレベル[ChartDifficulty]);
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// Online score ID used for online leaderboards linking, given by the server (Defaulted to 0 for now)
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OnlineScoreID = 0;
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// Replay Checksum (Calculate at the end)
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ReplayChecksum = "";
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}
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#endregion
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#region [Helper variables]
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private string chartPath;
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|||
|
private string replayFolder;
|
|||
|
private int storedPlayer;
|
|||
|
private int danAccumulatedScore = 0;
|
|||
|
|
|||
|
private List<Tuple<double, byte>> allInputs = new List<Tuple<double, byte>>();
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region [Replay file variables]
|
|||
|
|
|||
|
/* Game mode of the replay
|
|||
|
* 0 = Regular
|
|||
|
* 1 = Dan
|
|||
|
* 2 = Tower
|
|||
|
*/
|
|||
|
public byte GameMode = 0;
|
|||
|
// Game version used for the replay
|
|||
|
public int GameVersion;
|
|||
|
// MD5 checksum of the chart
|
|||
|
public string ChartChecksum;
|
|||
|
// Player name
|
|||
|
public string PlayerName;
|
|||
|
// Replay hash
|
|||
|
public string ReplayChecksum;
|
|||
|
/* Performance informations
|
|||
|
* - Good count (Int)
|
|||
|
* - Ok count (Int)
|
|||
|
* - Bad count (Int)
|
|||
|
* - Roll count (Int)
|
|||
|
* - Max combo (Int)
|
|||
|
* - Boom count (Int)
|
|||
|
* - ADLib count (Int)
|
|||
|
* - Score (Int)
|
|||
|
* - Coin value of the play (Short)
|
|||
|
*/
|
|||
|
public int GoodCount;
|
|||
|
public int OkCount;
|
|||
|
public int BadCount;
|
|||
|
public int RollCount;
|
|||
|
public int MaxCombo;
|
|||
|
public int BoomCount;
|
|||
|
public int ADLibCount;
|
|||
|
public int Score;
|
|||
|
public short CoinValue;
|
|||
|
/* Performance informations (Tower only)
|
|||
|
* - Reached floor (Int)
|
|||
|
* - Remaining lives (Int)
|
|||
|
*/
|
|||
|
public int ReachedFloor = 0;
|
|||
|
public int RemainingLives = 0;
|
|||
|
// Individual performance informations (Dan only)
|
|||
|
public int DanSongCount = 0;
|
|||
|
public int[] IndividualGoodCount;
|
|||
|
public int[] IndividualOkCount;
|
|||
|
public int[] IndividualBadCount;
|
|||
|
public int[] IndividualRollCount;
|
|||
|
public int[] IndividualMaxCombo;
|
|||
|
public int[] IndividualBoomCount;
|
|||
|
public int[] IndividualADLibCount;
|
|||
|
public int[] IndividualScore;
|
|||
|
/* Clear status
|
|||
|
* - Regular :
|
|||
|
* > 0 : Failed (None)
|
|||
|
* > 1 : Assisted clear (Bronze)
|
|||
|
* > 2 : Clear (Silver)
|
|||
|
* > 3 : Full combo (Gold)
|
|||
|
* > 4 : Perfect (Platinum / Rainbow)
|
|||
|
* - Tower :
|
|||
|
* > 0 : None
|
|||
|
* > 1 : 10% Mark (初)
|
|||
|
* > 2 : 25% Mark (低)
|
|||
|
* > 3 : 50% Mark (中)
|
|||
|
* > 4 : 75% Mark (高)
|
|||
|
* > 5 : Assisted clear (Bronze 可)
|
|||
|
* > 6 : Clear (Silver 良)
|
|||
|
* > 7 : Full combo (Gold 優)
|
|||
|
* > 8 : Perfect (Platinum / Rainbow 秀)
|
|||
|
* - Dan :
|
|||
|
* > 0 : Failed - No dan title
|
|||
|
* > 1 : Assisted Red clear - No dan title
|
|||
|
* > 2 : Assisted Gold clear - No dan title
|
|||
|
* > 3 : Red clear - Dan title
|
|||
|
* > 4 : Gold clear - Dan title
|
|||
|
* > 5 : Red full combo - Dan title
|
|||
|
* > 6 : Gold full combo - Dan title
|
|||
|
* > 7 : Red perfect - Dan title
|
|||
|
* > 8 : Gold perfect - Dan title
|
|||
|
*/
|
|||
|
public byte ClearStatus;
|
|||
|
/* Score Rank (Regular only)
|
|||
|
* - 0 : F (Under 500k, Press F for respects)
|
|||
|
* - 1 : E (500k ~ Under 600k, Ew...)
|
|||
|
* - 2 : D (600k ~ Under 700k, Disappointing)
|
|||
|
* - 3 : C (700k ~ Under 800k, Correct)
|
|||
|
* - 4 : B (800k ~ Under 900k, Brillant!)
|
|||
|
* - 5 : A (900k ~ Under 950k, Amazing!)
|
|||
|
* - 6 : S (950k and more, Splendiferous!!)
|
|||
|
* - 7 : Ω ((Around) 1M and more, Ωut-of-this-world!!!)
|
|||
|
*/
|
|||
|
public byte ScoreRank;
|
|||
|
// Scroll speed value (as on ConfigIni, 9 is x1)
|
|||
|
public int ScrollSpeedValue;
|
|||
|
// Song speed value (as on ConfigIni, 20 is x1)
|
|||
|
public int SongSpeedValue;
|
|||
|
// Just strictess adjust mod value (as on ConfigIni, between -2 for lenient and 2 for rigorous)
|
|||
|
public int JudgeStrictnessAdjust;
|
|||
|
/* Mod Flags
|
|||
|
* Bit Offsets (Values) :
|
|||
|
* - 0 (1) : Mirror
|
|||
|
* - 1 (2) : Random (Kimagure)
|
|||
|
* - 2 (4) : Super Random (Detarame)
|
|||
|
* - 3 (8) : Invisible (Doron)
|
|||
|
* - 4 (16) : Perfect memory (Stealth)
|
|||
|
* - 5 (32) : Avalanche
|
|||
|
* - 6 (64) : Minesweeper
|
|||
|
* - 7 (128) : Just (Ok => Bad)
|
|||
|
* - 8 (256) : Safe (Bad => Ok)
|
|||
|
*/
|
|||
|
public int ModFlags;
|
|||
|
/* Gauge type
|
|||
|
* - 0 : Normal
|
|||
|
* - 1 : Hard
|
|||
|
* - 2 : Extreme
|
|||
|
*/
|
|||
|
public byte GaugeType;
|
|||
|
// Gauge fill value
|
|||
|
public float GaugeFill;
|
|||
|
// Generation timestamp (in ticks)
|
|||
|
public long Timestamp;
|
|||
|
// Size in bytes of the compressed inputs (replay data) array
|
|||
|
public int CompressedInputsSize;
|
|||
|
// Compressed inputs (replay data)
|
|||
|
public byte[] CompressedInputs;
|
|||
|
/* Chart metadata
|
|||
|
* - Chart unique ID : String
|
|||
|
* - Chart difficulty : Byte (Between 0 and 6)
|
|||
|
* - Chart level : Byte (Rounded to 255, usually between 0 and 13)
|
|||
|
*/
|
|||
|
public string ChartUniqueID;
|
|||
|
public byte ChartDifficulty;
|
|||
|
public byte ChartLevel;
|
|||
|
// Online score ID used for online leaderboards linking, given by the server
|
|||
|
public long OnlineScoreID;
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|