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artemis/titles/sao/base.py

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2023-11-11 07:13:09 +01:00
import logging
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from csv import *
from random import choice
from core.data import Data
from core import CoreConfig
from .config import SaoConfig
from .database import SaoData
from titles.sao.handlers.base import *
class SaoBase:
def __init__(self, core_cfg: CoreConfig, game_cfg: SaoConfig) -> None:
self.core_cfg = core_cfg
self.game_cfg = game_cfg
self.core_data = Data(core_cfg)
self.game_data = SaoData(core_cfg)
self.version = 0
self.logger = logging.getLogger("sao")
def handle_noop(self, header: SaoRequestHeader, request: bytes) -> bytes:
self.logger.info(f"Using Generic handler")
resp_thing = SaoNoopResponse(header.cmd + 1)
return resp_thing.make()
def handle_c122(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/get_maintenance_info
resp = SaoGetMaintResponse(header.cmd +1)
return resp.make()
def handle_c12e(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/ac_cabinet_boot_notification
resp = SaoCommonAcCabinetBootNotificationResponse(header.cmd +1)
return resp.make()
def handle_c100(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/get_app_versions
resp = SaoCommonGetAppVersionsRequest(header.cmd +1)
return resp.make()
def handle_c102(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/master_data_version_check
resp = SaoMasterDataVersionCheckResponse(header.cmd +1)
return resp.make()
def handle_c10a(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/paying_play_start
resp = SaoCommonPayingPlayStartRequest(header.cmd +1)
return resp.make()
def handle_ca02(self, header: SaoRequestHeader, request: bytes) -> bytes:
#quest_multi_play_room/get_quest_scene_multi_play_photon_server
resp = SaoGetQuestSceneMultiPlayPhotonServerResponse(header.cmd +1)
return resp.make()
def handle_c11e(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/get_auth_card_data
req = SaoGetAuthCardDataRequest(header, request)
#Check authentication
user_id = self.core_data.card.get_user_id_from_card( req.access_code )
if not user_id:
user_id = self.core_data.user.create_user() #works
card_id = self.core_data.card.create_card(user_id, req.access_code)
if card_id is None:
user_id = -1
self.logger.error("Failed to register card!")
# Create profile with 3 basic heroes
profile_id = self.game_data.profile.create_profile(user_id)
self.game_data.item.put_hero_log(user_id, 101000010, 1, 0, 101000016, 0, 30086, 1001, 1002, 1003, 1005)
self.game_data.item.put_hero_log(user_id, 102000010, 1, 0, 103000006, 0, 30086, 1001, 1002, 1003, 1005)
self.game_data.item.put_hero_log(user_id, 103000010, 1, 0, 112000009, 0, 30086, 1001, 1002, 1003, 1005)
self.game_data.item.put_hero_party(user_id, 0, 101000010, 102000010, 103000010)
self.game_data.item.put_equipment_data(user_id, 101000016, 1, 200, 0, 0, 0)
self.game_data.item.put_equipment_data(user_id, 103000006, 1, 200, 0, 0, 0)
self.game_data.item.put_equipment_data(user_id, 112000009, 1, 200, 0, 0, 0)
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self.game_data.item.put_player_quest(user_id, 1001, True, 300, 0, 0, 1)
# Force the tutorial stage to be completed due to potential crash in-game
self.logger.info(f"User Authenticated: { req.access_code } | { user_id }")
#Grab values from profile
profile_data = self.game_data.profile.get_profile(user_id)
if user_id and not profile_data:
profile_id = self.game_data.profile.create_profile(user_id)
self.game_data.item.put_hero_log(user_id, 101000010, 1, 0, 101000016, 0, 30086, 1001, 1002, 1003, 1005)
self.game_data.item.put_hero_log(user_id, 102000010, 1, 0, 103000006, 0, 30086, 1001, 1002, 1003, 1005)
self.game_data.item.put_hero_log(user_id, 103000010, 1, 0, 112000009, 0, 30086, 1001, 1002, 1003, 1005)
self.game_data.item.put_hero_party(user_id, 0, 101000010, 102000010, 103000010)
self.game_data.item.put_equipment_data(user_id, 101000016, 1, 200, 0, 0, 0)
self.game_data.item.put_equipment_data(user_id, 103000006, 1, 200, 0, 0, 0)
self.game_data.item.put_equipment_data(user_id, 112000009, 1, 200, 0, 0, 0)
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self.game_data.item.put_player_quest(user_id, 1001, True, 300, 0, 0, 1)
# Force the tutorial stage to be completed due to potential crash in-game
profile_data = self.game_data.profile.get_profile(user_id)
resp = SaoGetAuthCardDataResponse(header.cmd +1, profile_data)
return resp.make()
def handle_c40c(self, header: SaoRequestHeader, request: bytes) -> bytes:
#home/check_ac_login_bonus
resp = SaoHomeCheckAcLoginBonusResponse(header.cmd +1)
return resp.make()
def handle_c104(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/login
req = SaoCommonLoginRequest(header, request)
user_id = self.core_data.card.get_user_id_from_card( req.access_code )
profile_data = self.game_data.profile.get_profile(user_id)
resp = SaoCommonLoginResponse(header.cmd +1, profile_data)
return resp.make()
def handle_c404(self, header: SaoRequestHeader, request: bytes) -> bytes:
#home/check_comeback_event
resp = SaoCheckComebackEventRequest(header.cmd +1)
return resp.make()
def handle_c000(self, header: SaoRequestHeader, request: bytes) -> bytes:
#ticket/ticket
resp = SaoTicketResponse(header.cmd +1)
return resp.make()
def handle_c500(self, header: SaoRequestHeader, request: bytes) -> bytes:
#user_info/get_user_basic_data
req = SaoGetUserBasicDataRequest(header, request)
profile_data = self.game_data.profile.get_profile(req.user_id)
resp = SaoGetUserBasicDataResponse(header.cmd +1, profile_data)
return resp.make()
def handle_c600(self, header: SaoRequestHeader, request: bytes) -> bytes:
#have_object/get_hero_log_user_data_list
req = SaoGetHeroLogUserDataListRequest(header, request)
hero_data = self.game_data.item.get_hero_logs(req.user_id)
resp = SaoGetHeroLogUserDataListResponse(header.cmd +1, hero_data)
return resp.make()
def handle_c602(self, header: SaoRequestHeader, request: bytes) -> bytes:
#have_object/get_equipment_user_data_list
req = SaoGetEquipmentUserDataListRequest(header, request)
equipment_data = self.game_data.item.get_user_equipments(req.user_id)
resp = SaoGetEquipmentUserDataListResponse(header.cmd +1, equipment_data)
return resp.make()
def handle_c604(self, header: SaoRequestHeader, request: bytes) -> bytes:
#have_object/get_item_user_data_list
req = SaoGetItemUserDataListRequest(header, request)
item_data = self.game_data.item.get_user_items(req.user_id)
resp = SaoGetItemUserDataListResponse(header.cmd +1, item_data)
return resp.make()
def handle_c606(self, header: SaoRequestHeader, request: bytes) -> bytes:
#have_object/get_support_log_user_data_list
supportIdsData = self.game_data.static.get_support_log_ids(0, True)
resp = SaoGetSupportLogUserDataListResponse(header.cmd +1, supportIdsData)
return resp.make()
def handle_c800(self, header: SaoRequestHeader, request: bytes) -> bytes:
#custom/get_title_user_data_list
titleIdsData = self.game_data.static.get_title_ids(0, True)
resp = SaoGetTitleUserDataListResponse(header.cmd +1, titleIdsData)
return resp.make()
def handle_c608(self, header: SaoRequestHeader, request: bytes) -> bytes:
#have_object/get_episode_append_data_list
req = SaoGetEpisodeAppendDataListRequest(header, request)
profile_data = self.game_data.profile.get_profile(req.user_id)
resp = SaoGetEpisodeAppendDataListResponse(header.cmd +1, profile_data)
return resp.make()
def handle_c804(self, header: SaoRequestHeader, request: bytes) -> bytes:
#custom/get_party_data_list
req = SaoGetPartyDataListRequest(header, request)
hero_party = self.game_data.item.get_hero_party(req.user_id, 0)
hero1_data = self.game_data.item.get_hero_log(req.user_id, hero_party[3])
hero2_data = self.game_data.item.get_hero_log(req.user_id, hero_party[4])
hero3_data = self.game_data.item.get_hero_log(req.user_id, hero_party[5])
resp = SaoGetPartyDataListResponse(header.cmd +1, hero1_data, hero2_data, hero3_data)
return resp.make()
def handle_c902(self, header: SaoRequestHeader, request: bytes) -> bytes: # for whatever reason, having all entries empty or filled changes nothing
#quest/get_quest_scene_prev_scan_profile_card
resp = SaoGetQuestScenePrevScanProfileCardResponse(header.cmd +1)
return resp.make()
def handle_c124(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/get_resource_path_info
resp = SaoGetResourcePathInfoResponse(header.cmd +1)
return resp.make()
def handle_c900(self, header: SaoRequestHeader, request: bytes) -> bytes:
#quest/get_quest_scene_user_data_list // QuestScene.csv
req = SaoGetQuestSceneUserDataListRequest(header, request)
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quest_data = self.game_data.item.get_quest_logs(req.user_id)
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resp = SaoGetQuestSceneUserDataListResponse(header.cmd +1, quest_data)
return resp.make()
def handle_c400(self, header: SaoRequestHeader, request: bytes) -> bytes:
#home/check_yui_medal_get_condition
resp = SaoCheckYuiMedalGetConditionResponse(header.cmd +1)
return resp.make()
def handle_c402(self, header: SaoRequestHeader, request: bytes) -> bytes:
#home/get_yui_medal_bonus_user_data
resp = SaoGetYuiMedalBonusUserDataResponse(header.cmd +1)
return resp.make()
def handle_c40a(self, header: SaoRequestHeader, request: bytes) -> bytes:
#home/check_profile_card_used_reward
resp = SaoCheckProfileCardUsedRewardResponse(header.cmd +1)
return resp.make()
def handle_c814(self, header: SaoRequestHeader, request: bytes) -> bytes:
#custom/synthesize_enhancement_hero_log
req = SaoSynthesizeEnhancementHeroLogRequest(header, request)
synthesize_hero_log_data = self.game_data.item.get_hero_log(req.user_id, req.origin_user_hero_log_id)
for x in req.material_common_reward_user_data_list:
hero_exp = 0
itemList = self.game_data.static.get_item_id(x.user_common_reward_id)
heroList = self.game_data.static.get_hero_id(x.user_common_reward_id)
equipmentList = self.game_data.static.get_equipment_id(x.user_common_reward_id)
if itemList:
hero_exp = 2000 + int(synthesize_hero_log_data["log_exp"])
self.game_data.item.remove_item(req.user_id, x.user_common_reward_id)
if equipmentList:
equipment_data = self.game_data.item.get_user_equipment(req.user_id, x.user_common_reward_id)
if equipment_data is None:
self.logger.error(f"Failed to find equipment {x.user_common_reward_id} for user {req.user_id}!")
continue
hero_exp = int(equipment_data["enhancement_exp"]) + int(synthesize_hero_log_data["log_exp"])
self.game_data.item.remove_equipment(req.user_id, x.user_common_reward_id)
if heroList:
hero_data = self.game_data.item.get_hero_log(req.user_id, x.user_common_reward_id)
if hero_data is None:
self.logger.error(f"Failed to find hero {x.user_common_reward_id} for user {req.user_id}!")
continue
hero_exp = int(hero_data["log_exp"]) + int(synthesize_hero_log_data["log_exp"])
self.game_data.item.remove_hero_log(req.user_id, x.user_common_reward_id)
if hero_exp == 0:
self.logger.warn(f"Hero {x.user_common_reward_id} (type {x.common_reward_type}) not found!")
self.game_data.item.put_hero_log(
req.user_id,
int(req.origin_user_hero_log_id),
synthesize_hero_log_data["log_level"],
hero_exp,
synthesize_hero_log_data["main_weapon"],
synthesize_hero_log_data["sub_equipment"],
synthesize_hero_log_data["skill_slot1_skill_id"],
synthesize_hero_log_data["skill_slot2_skill_id"],
synthesize_hero_log_data["skill_slot3_skill_id"],
synthesize_hero_log_data["skill_slot4_skill_id"],
synthesize_hero_log_data["skill_slot5_skill_id"]
)
profile = self.game_data.profile.get_profile(req.user_id)
new_col = int(profile["own_col"]) - 100
# Update profile
self.game_data.profile.put_profile(
req.user_id,
profile["user_type"],
profile["nick_name"],
profile["rank_num"],
profile["rank_exp"],
new_col,
profile["own_vp"],
profile["own_yui_medal"],
profile["setting_title_id"]
)
# Load the item again to push to the response handler
synthesize_hero_log_data = self.game_data.item.get_hero_log(req.user_id, req.origin_user_hero_log_id)
resp = SaoSynthesizeEnhancementHeroLogResponse(header.cmd +1, synthesize_hero_log_data)
return resp.make()
def handle_c816(self, header: SaoRequestHeader, request: bytes) -> bytes:
#custom/synthesize_enhancement_equipment
req_data = SaoSynthesizeEnhancementEquipmentRequest(header, request)
synthesize_equipment_data = self.game_data.item.get_user_equipment(req_data.user_id, req_data.origin_user_equipment_id)
for x in req_data.material_common_reward_user_data_list:
equipment_exp = 0
itemList = self.game_data.static.get_item_id(x.user_common_reward_id)
heroList = self.game_data.static.get_hero_id(x.user_common_reward_id)
equipmentList = self.game_data.static.get_equipment_id(x.user_common_reward_id)
if itemList:
equipment_exp = 2000 + int(synthesize_equipment_data["enhancement_exp"])
self.game_data.item.remove_item(req_data.user_id, x.user_common_reward_id)
if equipmentList:
equipment_data = self.game_data.item.get_user_equipment(req_data.user_id, x.user_common_reward_id)
if equipment_data is None:
self.logger.error(f"Failed to find equipment {x.user_common_reward_id} for user {req_data.user_id}!")
continue
equipment_exp = int(equipment_data["enhancement_exp"]) + int(synthesize_equipment_data["enhancement_exp"])
self.game_data.item.remove_equipment(req_data.user_id, x.user_common_reward_id)
if heroList:
hero_data = self.game_data.item.get_hero_log(req_data.user_id, x.user_common_reward_id)
if hero_data is None:
self.logger.error(f"Failed to find hero {x.user_common_reward_id} for user {req_data.user_id}!")
continue
equipment_exp = int(hero_data["log_exp"]) + int(synthesize_equipment_data["enhancement_exp"])
self.game_data.item.remove_hero_log(req_data.user_id, x.user_common_reward_id)
if equipment_exp == 0:
self.logger.warn(f"Common reward {x.user_common_reward_id} (type {x.common_reward_type}) not found!")
continue
self.game_data.item.put_equipment_data(req_data.user_id, int(req_data.origin_user_equipment_id), synthesize_equipment_data["enhancement_value"], equipment_exp, 0, 0, 0)
profile = self.game_data.profile.get_profile(req_data.user_id)
new_col = int(profile["own_col"]) - 100
# Update profile
self.game_data.profile.put_profile(
req_data.user_id,
profile["user_type"],
profile["nick_name"],
profile["rank_num"],
profile["rank_exp"],
new_col,
profile["own_vp"],
profile["own_yui_medal"],
profile["setting_title_id"]
)
# Load the item again to push to the response handler
synthesize_equipment_data = self.game_data.item.get_user_equipment(req_data.user_id, req_data.origin_user_equipment_id)
resp = SaoSynthesizeEnhancementEquipmentResponse(header.cmd +1, synthesize_equipment_data)
return resp.make()
def handle_c806(self, header: SaoRequestHeader, request: bytes) -> bytes:
#custom/change_party
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req_data = SaoChangePartyRequest(header, request)
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party_hero_list = []
for party_team in req_data.party_data_list[0].party_team_data_list:
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hero_data = self.game_data.item.get_hero_log(req_data.user_id, party_team.user_hero_log_id)
hero_level = 1
hero_exp = 0
if hero_data:
hero_level = hero_data["log_level"]
hero_exp = hero_data["log_exp"]
self.game_data.item.put_hero_log(
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req_data.user_id,
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party_team.user_hero_log_id,
hero_level,
hero_exp,
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party_team.main_weapon_user_equipment_id,
party_team.sub_equipment_user_equipment_id,
party_team.skill_slot1_skill_id,
party_team.skill_slot2_skill_id,
party_team.skill_slot3_skill_id,
party_team.skill_slot4_skill_id,
party_team.skill_slot5_skill_id
)
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party_hero_list.append(party_team.user_hero_log_id)
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self.game_data.item.put_hero_party(req_data.user_id, req_data.party_data_list[0].party_team_data_list[0].user_party_team_id, party_hero_list[0], party_hero_list[1], party_hero_list[2])
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resp = SaoNoopResponse(header.cmd +1)
return resp.make()
def handle_c904(self, header: SaoRequestHeader, request: bytes) -> bytes:
#quest/episode_play_start
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req_data = SaoEpisodePlayStartRequest(header, request)
user_id = req_data.user_id
profile_data = self.game_data.profile.get_profile(user_id)
self.game_data.item.create_session(
user_id,
int(req_data.play_start_request_data[0].user_party_id),
req_data.episode_id,
req_data.play_mode,
req_data.play_start_request_data[0].quest_drop_boost_apply_flag
)
resp = SaoEpisodePlayStartResponse(header.cmd +1, profile_data)
return resp.make()
def handle_c908(self, header: SaoRequestHeader, request: bytes) -> bytes: # Level calculation missing for the profile and heroes
#quest/episode_play_end
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req_data = SaoEpisodePlayEndRequest(header, request)
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# Add stage progression to database
user_id = req_data.user_id
episode_id = req_data.episode_id
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quest_clear_flag = bool(req_data.play_end_request_data_list[0].score_data_list[0].boss_destroying_num)
clear_time = req_data.play_end_request_data_list[0].score_data_list[0].clear_time
combo_num = req_data.play_end_request_data_list[0].score_data_list[0].combo_num
total_damage = req_data.play_end_request_data_list[0].score_data_list[0].total_damage
concurrent_destroying_num = req_data.play_end_request_data_list[0].score_data_list[0].concurrent_destroying_num
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profile = self.game_data.profile.get_profile(user_id)
vp = int(profile["own_vp"])
exp = int(profile["rank_exp"]) + 100 #always 100 extra exp for some reason
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col = int(profile["own_col"]) + int(req_data.play_end_request_data_list[0].base_get_data_list[0].get_col)
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if quest_clear_flag is True:
# Save stage progression - to be revised to avoid saving worse score
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# Reference Episode.csv but Chapter 2,3,4 and 5 reports id -1, match using /10 + last digits
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if episode_id > 10000 and episode_id < 11000:
# Starts at 1001
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episode_id = episode_id - 9000
elif episode_id > 20000:
# Starts at 2001
stage_id = str(episode_id)[-2:]
episode_id = episode_id / 10
episode_id = int(episode_id) + int(stage_id)
# Match episode_id with the questSceneId saved in the DB through sortNo
questId = self.game_data.static.get_quests_id(episode_id)
episode_id = questId[2]
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self.game_data.item.put_player_quest(user_id, episode_id, quest_clear_flag, clear_time, combo_num, total_damage, concurrent_destroying_num)
vp = int(profile["own_vp"]) + 10 #always 10 VP per cleared stage
# Calculate level based off experience and the CSV list
with open(r'titles/sao/data/PlayerRank.csv') as csv_file:
csv_reader = csv.reader(csv_file, delimiter=',')
line_count = 0
data = []
rowf = False
for row in csv_reader:
if rowf==False:
rowf=True
else:
data.append(row)
for i in range(0,len(data)):
if exp>=int(data[i][1]) and exp<int(data[i+1][1]):
player_level = int(data[i][0])
break
# Update profile
updated_profile = self.game_data.profile.put_profile(
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user_id,
profile["user_type"],
profile["nick_name"],
player_level,
exp,
col,
vp,
profile["own_yui_medal"],
profile["setting_title_id"]
)
# Update heroes from the used party
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play_session = self.game_data.item.get_session(user_id)
session_party = self.game_data.item.get_hero_party(user_id, play_session["user_party_team_id"])
hero_list = []
hero_list.append(session_party["user_hero_log_id_1"])
hero_list.append(session_party["user_hero_log_id_2"])
hero_list.append(session_party["user_hero_log_id_3"])
for i in range(0,len(hero_list)):
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hero_data = self.game_data.item.get_hero_log(user_id, hero_list[i])
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log_exp = int(hero_data["log_exp"]) + int(req_data.play_end_request_data_list[0].base_get_data_list[0].get_hero_log_exp)
# Calculate hero level based off experience and the CSV list
with open(r'titles/sao/data/HeroLogLevel.csv') as csv_file:
csv_reader = csv.reader(csv_file, delimiter=',')
line_count = 0
data = []
rowf = False
for row in csv_reader:
if rowf==False:
rowf=True
else:
data.append(row)
for e in range(0,len(data)):
if log_exp>=int(data[e][1]) and log_exp<int(data[e+1][1]):
hero_level = int(data[e][0])
break
self.game_data.item.put_hero_log(
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user_id,
hero_data["user_hero_log_id"],
hero_level,
log_exp,
hero_data["main_weapon"],
hero_data["sub_equipment"],
hero_data["skill_slot1_skill_id"],
hero_data["skill_slot2_skill_id"],
hero_data["skill_slot3_skill_id"],
hero_data["skill_slot4_skill_id"],
hero_data["skill_slot5_skill_id"]
)
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# Grab the rare loot from the table, match it with the right item and then push to the player profile
json_data = {"data": []}
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for r in range(0,req_data.play_end_request_data_list[0].get_rare_drop_data_count):
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rewardList = self.game_data.static.get_rare_drop_id(int(req_data.play_end_request_data_list[0].get_rare_drop_data_list[r].quest_rare_drop_id))
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commonRewardId = rewardList["commonRewardId"]
heroList = self.game_data.static.get_hero_id(commonRewardId)
equipmentList = self.game_data.static.get_equipment_id(commonRewardId)
itemList = self.game_data.static.get_item_id(commonRewardId)
if heroList:
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self.game_data.item.put_hero_log(user_id, commonRewardId, 1, 0, 101000016, 0, 30086, 1001, 1002, 0, 0)
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if equipmentList:
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self.game_data.item.put_equipment_data(user_id, commonRewardId, 1, 200, 0, 0, 0)
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if itemList:
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self.game_data.item.put_item(user_id, commonRewardId)
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# Generate random hero(es) based off the response
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for a in range(0,req_data.play_end_request_data_list[0].get_unanalyzed_log_tmp_reward_data_count):
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with open('titles/sao/data/RewardTable.csv', 'r') as f:
keys_unanalyzed = next(f).strip().split(',')
data_unanalyzed = list(DictReader(f, fieldnames=keys_unanalyzed))
randomized_unanalyzed_id = choice(data_unanalyzed)
heroList = self.game_data.static.get_hero_id(randomized_unanalyzed_id['CommonRewardId'])
equipmentList = self.game_data.static.get_equipment_id(randomized_unanalyzed_id['CommonRewardId'])
itemList = self.game_data.static.get_item_id(randomized_unanalyzed_id['CommonRewardId'])
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if heroList:
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self.game_data.item.put_hero_log(user_id, randomized_unanalyzed_id['CommonRewardId'], 1, 0, 101000016, 0, 30086, 1001, 1002, 0, 0)
if equipmentList:
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self.game_data.item.put_equipment_data(user_id, randomized_unanalyzed_id['CommonRewardId'], 1, 200, 0, 0, 0)
if itemList:
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self.game_data.item.put_item(user_id, randomized_unanalyzed_id['CommonRewardId'])
json_data["data"].append(randomized_unanalyzed_id['CommonRewardId'])
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# Send response
self.game_data.item.create_end_session(user_id, episode_id, quest_clear_flag, json_data["data"])
resp = SaoEpisodePlayEndResponse(header.cmd +1)
return resp.make()
def handle_c914(self, header: SaoRequestHeader, request: bytes) -> bytes:
#quest/trial_tower_play_start
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req_data = SaoTrialTowerPlayStartRequest(header, request)
user_id = req_data.user_id
floor_id = req_data.trial_tower_id
profile_data = self.game_data.profile.get_profile(user_id)
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self.game_data.item.create_session(
user_id,
int(req_data.play_start_request_data[0].user_party_id),
req_data.trial_tower_id,
req_data.play_mode,
req_data.play_start_request_data[0].quest_drop_boost_apply_flag
)
resp = SaoEpisodePlayStartResponse(header.cmd +1, profile_data)
return resp.make()
def handle_c918(self, header: SaoRequestHeader, request: bytes) -> bytes:
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#quest/trial_tower_play_end
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req_data = SaoTrialTowerPlayEndRequest(header, request)
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# Add tower progression to database
user_id = req_data.user_id
trial_tower_id = req_data.trial_tower_id
next_tower_id = 0
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quest_clear_flag = bool(req_data.play_end_request_data_list[0].score_data_list[0].boss_destroying_num)
clear_time = req_data.play_end_request_data_list[0].score_data_list[0].clear_time
combo_num = req_data.play_end_request_data_list[0].score_data_list[0].combo_num
total_damage = req_data.play_end_request_data_list[0].score_data_list[0].total_damage
concurrent_destroying_num = req_data.play_end_request_data_list[0].score_data_list[0].concurrent_destroying_num
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if quest_clear_flag is True:
# Save tower progression - to be revised to avoid saving worse score
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if trial_tower_id == 9:
next_tower_id = 10001
elif trial_tower_id == 10:
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trial_tower_id = 10001
next_tower_id = 3011
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elif trial_tower_id == 19:
next_tower_id = 10002
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elif trial_tower_id == 20:
trial_tower_id = 10002
next_tower_id = 3021
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elif trial_tower_id == 29:
next_tower_id = 10003
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elif trial_tower_id == 30:
trial_tower_id = 10003
next_tower_id = 3031
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elif trial_tower_id == 39:
next_tower_id = 10004
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elif trial_tower_id == 40:
trial_tower_id = 10004
next_tower_id = 3041
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elif trial_tower_id == 49:
next_tower_id = 10005
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elif trial_tower_id == 50:
trial_tower_id = 10005
next_tower_id = 3051
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else:
trial_tower_id = trial_tower_id + 3000
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next_tower_id = trial_tower_id + 1
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self.game_data.item.put_player_quest(user_id, trial_tower_id, quest_clear_flag, clear_time, combo_num, total_damage, concurrent_destroying_num)
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# Check if next stage is already done
checkQuest = self.game_data.item.get_quest_log(user_id, next_tower_id)
if not checkQuest:
if next_tower_id != 3101:
self.game_data.item.put_player_quest(user_id, next_tower_id, 0, 0, 0, 0, 0)
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# Update the profile
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profile = self.game_data.profile.get_profile(user_id)
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exp = int(profile["rank_exp"]) + 100 #always 100 extra exp for some reason
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col = int(profile["own_col"]) + int(req_data.play_end_request_data_list[0].base_get_data_list[0].get_col)
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# Calculate level based off experience and the CSV list
with open(r'titles/sao/data/PlayerRank.csv') as csv_file:
csv_reader = csv.reader(csv_file, delimiter=',')
line_count = 0
data = []
rowf = False
for row in csv_reader:
if rowf==False:
rowf=True
else:
data.append(row)
for i in range(0,len(data)):
if exp>=int(data[i][1]) and exp<int(data[i+1][1]):
player_level = int(data[i][0])
break
updated_profile = self.game_data.profile.put_profile(
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user_id,
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profile["user_type"],
profile["nick_name"],
player_level,
exp,
col,
profile["own_vp"],
profile["own_yui_medal"],
profile["setting_title_id"]
)
# Update heroes from the used party
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play_session = self.game_data.item.get_session(user_id)
session_party = self.game_data.item.get_hero_party(user_id, play_session["user_party_team_id"])
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hero_list = []
hero_list.append(session_party["user_hero_log_id_1"])
hero_list.append(session_party["user_hero_log_id_2"])
hero_list.append(session_party["user_hero_log_id_3"])
for i in range(0,len(hero_list)):
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hero_data = self.game_data.item.get_hero_log(user_id, hero_list[i])
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log_exp = int(hero_data["log_exp"]) + int(req_data.play_end_request_data_list[0].base_get_data_list[0].get_hero_log_exp)
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# Calculate hero level based off experience and the CSV list
with open(r'titles/sao/data/HeroLogLevel.csv') as csv_file:
csv_reader = csv.reader(csv_file, delimiter=',')
line_count = 0
data = []
rowf = False
for row in csv_reader:
if rowf==False:
rowf=True
else:
data.append(row)
for e in range(0,len(data)):
if log_exp>=int(data[e][1]) and log_exp<int(data[e+1][1]):
hero_level = int(data[e][0])
break
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self.game_data.item.put_hero_log(
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user_id,
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hero_data["user_hero_log_id"],
hero_level,
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log_exp,
hero_data["main_weapon"],
hero_data["sub_equipment"],
hero_data["skill_slot1_skill_id"],
hero_data["skill_slot2_skill_id"],
hero_data["skill_slot3_skill_id"],
hero_data["skill_slot4_skill_id"],
hero_data["skill_slot5_skill_id"]
)
json_data = {"data": []}
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# Grab the rare loot from the table, match it with the right item and then push to the player profile
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for x in req_data.play_end_request_data_list[0].get_rare_drop_data_list:
rewardList = self.game_data.static.get_rare_drop_id(int(x.quest_rare_drop_id))
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commonRewardId = rewardList["commonRewardId"]
heroList = self.game_data.static.get_hero_id(commonRewardId)
equipmentList = self.game_data.static.get_equipment_id(commonRewardId)
itemList = self.game_data.static.get_item_id(commonRewardId)
if heroList:
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self.game_data.item.put_hero_log(user_id, commonRewardId, 1, 0, 101000016, 0, 30086, 1001, 1002, 0, 0)
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if equipmentList:
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self.game_data.item.put_equipment_data(user_id, commonRewardId, 1, 200, 0, 0, 0)
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if itemList:
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self.game_data.item.put_item(user_id, commonRewardId)
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# Generate random hero(es) based off the response
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for x in req_data.play_end_request_data_list[0].get_unanalyzed_log_tmp_reward_data_list:
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with open('titles/sao/data/RewardTable.csv', 'r') as f:
keys_unanalyzed = next(f).strip().split(',')
data_unanalyzed = list(DictReader(f, fieldnames=keys_unanalyzed))
randomized_unanalyzed_id = choice(data_unanalyzed)
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while int(randomized_unanalyzed_id['UnanalyzedLogGradeId']) != x.unanalyzed_log_grade_id:
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randomized_unanalyzed_id = choice(data_unanalyzed)
heroList = self.game_data.static.get_hero_id(randomized_unanalyzed_id['CommonRewardId'])
equipmentList = self.game_data.static.get_equipment_id(randomized_unanalyzed_id['CommonRewardId'])
itemList = self.game_data.static.get_item_id(randomized_unanalyzed_id['CommonRewardId'])
if heroList:
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self.game_data.item.put_hero_log(user_id, randomized_unanalyzed_id['CommonRewardId'], 1, 0, 101000016, 0, 30086, 1001, 1002, 0, 0)
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if equipmentList:
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self.game_data.item.put_equipment_data(user_id, randomized_unanalyzed_id['CommonRewardId'], 1, 200, 0, 0, 0)
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if itemList:
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self.game_data.item.put_item(user_id, randomized_unanalyzed_id['CommonRewardId'])
json_data["data"].append(randomized_unanalyzed_id['CommonRewardId'])
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# Send response
self.game_data.item.create_end_session(user_id, trial_tower_id, quest_clear_flag, json_data["data"])
resp = SaoTrialTowerPlayEndResponse(header.cmd +1)
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return resp.make()
def handle_c90a(self, header: SaoRequestHeader, request: bytes) -> bytes:
#quest/episode_play_end_unanalyzed_log_fixed
req = SaoEpisodePlayEndUnanalyzedLogFixedRequest(header, request)
end_session_data = self.game_data.item.get_end_session(req.user_id)
resp = SaoEpisodePlayEndUnanalyzedLogFixedResponse(header.cmd +1, end_session_data[4])
return resp.make()
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def handle_c91a(self, header: SaoRequestHeader, request: bytes) -> bytes: # handler is identical to the episode
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#quest/trial_tower_play_end_unanalyzed_log_fixed
req = TrialTowerPlayEndUnanalyzedLogFixed(header, request)
end_session_data = self.game_data.item.get_end_session(req.user_id)
resp = SaoEpisodePlayEndUnanalyzedLogFixedResponse(header.cmd +1, end_session_data[4])
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return resp.make()
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def handle_cd00(self, header: SaoRequestHeader, request: bytes) -> bytes:
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#defrag_match/get_defrag_match_basic_data
resp = SaoGetDefragMatchBasicDataResponse(header.cmd +1)
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return resp.make()
def handle_cd02(self, header: SaoRequestHeader, request: bytes) -> bytes:
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#defrag_match/get_defrag_match_ranking_user_data
resp = SaoGetDefragMatchRankingUserDataResponse(header.cmd +1)
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return resp.make()
def handle_cd04(self, header: SaoRequestHeader, request: bytes) -> bytes:
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#defrag_match/get_defrag_match_league_point_ranking_list
resp = SaoGetDefragMatchLeaguePointRankingListResponse(header.cmd +1)
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return resp.make()
def handle_cd06(self, header: SaoRequestHeader, request: bytes) -> bytes:
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#defrag_match/get_defrag_match_league_score_ranking_list
resp = SaoGetDefragMatchLeagueScoreRankingListResponse(header.cmd +1)
return resp.make()
def handle_d404(self, header: SaoRequestHeader, request: bytes) -> bytes:
#other/bnid_serial_code_check
resp = SaoBnidSerialCodeCheckResponse(header.cmd +1)
return resp.make()
def handle_c306(self, header: SaoRequestHeader, request: bytes) -> bytes:
#card/scan_qr_quest_profile_card
resp = SaoScanQrQuestProfileCardResponse(header.cmd +1)
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return resp.make()