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artemis/titles/sao/base.py
2024-01-11 20:25:30 -05:00

981 lines
45 KiB
Python

import logging
from csv import *
from random import choice
from typing import Dict, List
from os import path
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 load_data_csv(self, file: str) -> List[Dict]:
ret = []
if path.exists(f"titles/sao/data/{file}.csv"):
with open(f"titles/sao/data/{file}.csv", "r", encoding="utf8") as f:
data = csv.DictReader(f, delimiter=',')
for x in data:
ret.append(x)
return ret
self.logger.warning(f"Failed to find csv file {file}.csv")
return ret
async 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()
async def handle_c122(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/get_maintenance_info
resp = SaoGetMaintResponse(header.cmd +1)
return resp.make()
async def handle_c12a(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/give_free_ticket
req = SaoGiveFreeTicketRequest(header, request)
self.logger.info(f"Give {req.give_num} free tickets (id {req.ticket_id}) to user {req.user_id}")
resp = SaoGiveFreeTicketResponse(header.cmd +1)
return resp.make()
async def handle_c12e(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/ac_cabinet_boot_notification
resp = SaoCommonAcCabinetBootNotificationResponse(header.cmd +1)
return resp.make()
async def handle_c100(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/get_app_versions
resp = SaoCommonGetAppVersionsRequest(header.cmd +1)
return resp.make()
async def handle_c102(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/master_data_version_check
resp = SaoMasterDataVersionCheckResponse(header.cmd +1)
return resp.make()
async def handle_c10a(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/paying_play_start
resp = SaoCommonPayingPlayStartRequest(header.cmd +1)
return resp.make()
async 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()
async 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)
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)
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()
async def handle_c40c(self, header: SaoRequestHeader, request: bytes) -> bytes:
#home/check_ac_login_bonus
resp = SaoHomeCheckAcLoginBonusResponse(header.cmd +1)
return resp.make()
async 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()
async def handle_c404(self, header: SaoRequestHeader, request: bytes) -> bytes:
#home/check_comeback_event
resp = SaoCheckComebackEventRequest(header.cmd +1)
return resp.make()
async def handle_c000(self, header: SaoRequestHeader, request: bytes) -> bytes:
#ticket/ticket
resp = SaoTicketResponse(header.cmd +1)
return resp.make()
async 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()
async 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()
async 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()
async 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()
async 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()
async 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()
async 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()
async 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()
async 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()
async def handle_c124(self, header: SaoRequestHeader, request: bytes) -> bytes:
#common/get_resource_path_info
resp = SaoGetResourcePathInfoResponse(header.cmd +1)
return resp.make()
async def handle_c900(self, header: SaoRequestHeader, request: bytes) -> bytes:
#quest/get_quest_scene_user_data_list // QuestScene.csv
req = SaoGetQuestSceneUserDataListRequest(header, request)
quest_data = self.game_data.item.get_quest_logs(req.user_id)
resp = SaoGetQuestSceneUserDataListResponse(header.cmd +1, quest_data)
return resp.make()
async def handle_c400(self, header: SaoRequestHeader, request: bytes) -> bytes:
#home/check_yui_medal_get_condition
resp = SaoCheckYuiMedalGetConditionResponse(header.cmd +1)
return resp.make()
async def handle_c402(self, header: SaoRequestHeader, request: bytes) -> bytes:
#home/get_yui_medal_bonus_user_data
resp = SaoGetYuiMedalBonusUserDataResponse(header.cmd +1)
return resp.make()
async def handle_c40a(self, header: SaoRequestHeader, request: bytes) -> bytes:
#home/check_profile_card_used_reward
resp = SaoCheckProfileCardUsedRewardResponse(header.cmd +1)
return resp.make()
async 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()
async 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()
async def handle_c806(self, header: SaoRequestHeader, request: bytes) -> bytes:
#custom/change_party
req_data = SaoChangePartyRequest(header, request)
party_hero_list = []
for party_team in req_data.party_data_list[0].party_team_data_list:
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(
req_data.user_id,
party_team.user_hero_log_id,
hero_level,
hero_exp,
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
)
party_hero_list.append(party_team.user_hero_log_id)
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])
resp = SaoNoopResponse(header.cmd +1)
return resp.make()
async def handle_c904(self, header: SaoRequestHeader, request: bytes) -> bytes:
#quest/episode_play_start
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()
async def handle_c908(self, header: SaoRequestHeader, request: bytes) -> bytes: # Level calculation missing for the profile and heroes
#quest/episode_play_end
req_data = SaoEpisodePlayEndRequest(header, request)
# Add stage progression to database
user_id = req_data.user_id
episode_id = req_data.episode_id
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
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
col = int(profile["own_col"]) + int(req_data.play_end_request_data_list[0].base_get_data_list[0].get_col)
if quest_clear_flag is True:
# Save stage progression - to be revised to avoid saving worse score
# Reference Episode.csv but Chapter 2,3,4 and 5 reports id -1, match using /10 + last digits
if episode_id > 10000 and episode_id < 11000:
# Starts at 1001
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]
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(
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
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)):
hero_data = self.game_data.item.get_hero_log(user_id, hero_list[i])
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(
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"]
)
# Grab the rare loot from the table, match it with the right item and then push to the player profile
json_data = {"data": []}
for r in range(0,req_data.play_end_request_data_list[0].get_rare_drop_data_count):
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))
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:
self.game_data.item.put_hero_log(user_id, commonRewardId, 1, 0, 101000016, 0, 30086, 1001, 1002, 0, 0)
if equipmentList:
self.game_data.item.put_equipment_data(user_id, commonRewardId, 1, 200, 0, 0, 0)
if itemList:
self.game_data.item.put_item(user_id, commonRewardId)
# Generate random hero(es) based off the response
for a in range(0,req_data.play_end_request_data_list[0].get_unanalyzed_log_tmp_reward_data_count):
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'])
if heroList:
self.game_data.item.put_hero_log(user_id, randomized_unanalyzed_id['CommonRewardId'], 1, 0, 101000016, 0, 30086, 1001, 1002, 0, 0)
if equipmentList:
self.game_data.item.put_equipment_data(user_id, randomized_unanalyzed_id['CommonRewardId'], 1, 200, 0, 0, 0)
if itemList:
self.game_data.item.put_item(user_id, randomized_unanalyzed_id['CommonRewardId'])
json_data["data"].append(randomized_unanalyzed_id['CommonRewardId'])
# 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()
async def handle_c914(self, header: SaoRequestHeader, request: bytes) -> bytes:
#quest/trial_tower_play_start
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)
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()
async def handle_c918(self, header: SaoRequestHeader, request: bytes) -> bytes:
#quest/trial_tower_play_end
req_data = SaoTrialTowerPlayEndRequest(header, request)
# Add tower progression to database
user_id = req_data.user_id
trial_tower_id = req_data.trial_tower_id
next_tower_id = 0
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
if quest_clear_flag is True:
# Save tower progression - to be revised to avoid saving worse score
if trial_tower_id == 9:
next_tower_id = 10001
elif trial_tower_id == 10:
trial_tower_id = 10001
next_tower_id = 3011
elif trial_tower_id == 19:
next_tower_id = 10002
elif trial_tower_id == 20:
trial_tower_id = 10002
next_tower_id = 3021
elif trial_tower_id == 29:
next_tower_id = 10003
elif trial_tower_id == 30:
trial_tower_id = 10003
next_tower_id = 3031
elif trial_tower_id == 39:
next_tower_id = 10004
elif trial_tower_id == 40:
trial_tower_id = 10004
next_tower_id = 3041
elif trial_tower_id == 49:
next_tower_id = 10005
elif trial_tower_id == 50:
trial_tower_id = 10005
next_tower_id = 3051
else:
trial_tower_id = trial_tower_id + 3000
next_tower_id = trial_tower_id + 1
self.game_data.item.put_player_quest(user_id, trial_tower_id, quest_clear_flag, clear_time, combo_num, total_damage, concurrent_destroying_num)
# 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)
# Update the profile
profile = self.game_data.profile.get_profile(user_id)
exp = int(profile["rank_exp"]) + 100 #always 100 extra exp for some reason
col = int(profile["own_col"]) + int(req_data.play_end_request_data_list[0].base_get_data_list[0].get_col)
# 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(
user_id,
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
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)):
hero_data = self.game_data.item.get_hero_log(user_id, hero_list[i])
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(
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"]
)
json_data = {"data": []}
# Grab the rare loot from the table, match it with the right item and then push to the player profile
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))
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:
self.game_data.item.put_hero_log(user_id, commonRewardId, 1, 0, 101000016, 0, 30086, 1001, 1002, 0, 0)
if equipmentList:
self.game_data.item.put_equipment_data(user_id, commonRewardId, 1, 200, 0, 0, 0)
if itemList:
self.game_data.item.put_item(user_id, commonRewardId)
# Generate random hero(es) based off the response
for x in req_data.play_end_request_data_list[0].get_unanalyzed_log_tmp_reward_data_list:
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)
while int(randomized_unanalyzed_id['UnanalyzedLogGradeId']) != x.unanalyzed_log_grade_id:
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:
self.game_data.item.put_hero_log(user_id, randomized_unanalyzed_id['CommonRewardId'], 1, 0, 101000016, 0, 30086, 1001, 1002, 0, 0)
if equipmentList:
self.game_data.item.put_equipment_data(user_id, randomized_unanalyzed_id['CommonRewardId'], 1, 200, 0, 0, 0)
if itemList:
self.game_data.item.put_item(user_id, randomized_unanalyzed_id['CommonRewardId'])
json_data["data"].append(randomized_unanalyzed_id['CommonRewardId'])
# 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)
return resp.make()
async 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()
async def handle_c91a(self, header: SaoRequestHeader, request: bytes) -> bytes: # handler is identical to the episode
#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])
return resp.make()
async def handle_cd00(self, header: SaoRequestHeader, request: bytes) -> bytes:
#defrag_match/get_defrag_match_basic_data
resp = SaoGetDefragMatchBasicDataResponse(header.cmd +1)
return resp.make()
async def handle_cd02(self, header: SaoRequestHeader, request: bytes) -> bytes:
#defrag_match/get_defrag_match_ranking_user_data
resp = SaoGetDefragMatchRankingUserDataResponse(header.cmd +1)
return resp.make()
async def handle_cd04(self, header: SaoRequestHeader, request: bytes) -> bytes:
#defrag_match/get_defrag_match_league_point_ranking_list
resp = SaoGetDefragMatchLeaguePointRankingListResponse(header.cmd +1)
return resp.make()
async def handle_cd06(self, header: SaoRequestHeader, request: bytes) -> bytes:
#defrag_match/get_defrag_match_league_score_ranking_list
resp = SaoGetDefragMatchLeagueScoreRankingListResponse(header.cmd +1)
return resp.make()
async def handle_d404(self, header: SaoRequestHeader, request: bytes) -> bytes:
#other/bnid_serial_code_check
resp = SaoBnidSerialCodeCheckResponse(header.cmd +1)
return resp.make()
async def handle_c306(self, header: SaoRequestHeader, request: bytes) -> bytes:
#card/scan_qr_quest_profile_card
resp = SaoScanQrQuestProfileCardResponse(header.cmd +1)
return resp.make()
async def handle_c700(self, header: SaoRequestHeader, request: bytes) -> bytes:
# shop/get_shop_resource_sales_data_list
# TODO: Get user shop data
req = GetShopResourceSalesDataListRequest(header, request)
resp = GetShopResourceSalesDataListResponse(header.cmd + 1)
return resp.make()
async def handle_d100(self, header: SaoRequestHeader, request: bytes) -> bytes:
# shop/get_yui_medal_shop_user_data_list
# TODO: Get user shop data
req = GetYuiMedalShopUserDataListRequest(header, request)
resp = GetYuiMedalShopUserDataListResponse(header.cmd + 1)
return resp.make()
async def handle_cf0e(self, header: SaoRequestHeader, request: bytes) -> bytes:
# gasha/get_gasha_medal_shop_user_data_list
# TODO: Get user shop data
req = GetGashaMedalShopUserDataListRequest(header, request)
resp = GetGashaMedalShopUserDataListResponse(header.cmd + 1)
return resp.make()
async def handle_d5da(self, header: SaoRequestHeader, request: bytes) -> bytes:
# master_data/get_m_yui_medal_shops
req = GetMYuiMedalShopDataRequest(header, request)
resp = GetMYuiMedalShopDataResponse(header.cmd + 1)
shops = self.load_data_csv("YuiMedalShops")
for shop in shops:
tmp = YuiMedalShopData.from_args(int(shop['YuiMedalShopId']), shop['Name'], shop['Description'])
tmp.selling_yui_medal = int(shop['SellingYuiMedal'])
tmp.selling_col = int(shop['SellingCol'])
tmp.selling_event_item_id = int(shop['SellingEventItemId'])
tmp.selling_event_item_num = int(shop['SellingEventItemNum'])
tmp.selling_ticket_num = int(shop['SellingTicketNum'])
tmp.purchase_limit = int(shop['PurchaseLimit'])
tmp.pick_up_flag = 1 if shop['PickUpFlag'] == "True" else 0
tmp.product_category = int(shop['ProductCategory'])
tmp.sales_type = int(shop['SalesType'])
tmp.target_days = int(shop['TargetDays'])
tmp.target_hour = int(shop['TargetHour'])
tmp.interval_hour = int(shop['IntervalHour'])
tmp.sort = int(shop['Sort'])
tmp.sales_end_date = datetime(2121, 1, 1, 0, 0, 0, 0) # always open
resp.data_list.append(tmp)
self.logger.debug(f"Load {len(resp.data_list)} Yui Medal Shops")
return resp.make()
async def handle_d5dc(self, header: SaoRequestHeader, request: bytes) -> bytes:
# master_data/get_m_yui_medal_shop_items
req = GetMYuiMedalShopItemsRequest(header, request)
resp = GetMYuiMedalShopItemsResponse(header.cmd + 1)
shops = self.load_data_csv("YuiMedalShopItems")
for shop in shops:
tmp = YuiMedalShopItemData.from_args(int(shop['YuiMedalShopItemId']), int(shop['YuiMedalShopId']), int(shop['CommonRewardType']), int(shop['CommonRewardId']), int(shop['CommonRewardNum']), int(shop['Strength']))
tmp.property1_property_id = int(shop['Property1PropertyId'])
tmp.property1_value1 = int(shop['Property1Value1'])
tmp.property1_value2 = int(shop['Property1Value2'])
tmp.property2_property_id = int(shop['Property2PropertyId'])
tmp.property2_value1 = int(shop['Property2Value1'])
tmp.property2_value2 = int(shop['Property2Value2'])
tmp.property3_property_id = int(shop['Property3PropertyId'])
tmp.property3_value1 = int(shop['Property3Value1'])
tmp.property3_value2 = int(shop['Property3Value2'])
tmp.property4_property_id = int(shop['Property4PropertyId'])
tmp.property4_value1 = int(shop['Property4Value1'])
tmp.property4_value2 = int(shop['Property4Value2'])
resp.data_list.append(tmp)
self.logger.debug(f"Load {len(resp.data_list)} Yui Medal Shop Items")
return resp.make()
async def handle_d5fc(self, header: SaoRequestHeader, request: bytes) -> bytes:
# master_data/get_m_gasha_medal_shops
req = GetMGashaMedalShopsRequest(header, request)
resp = GetMGashaMedalShopsResponse(header.cmd + 1)
shops = self.load_data_csv("GashaMedalShops")
for shop in shops:
tmp = GashaMedalShop.from_args(int(shop['GashaMedalShopId']), shop['Name'], int(shop['GashaMedalId']), int(shop['UseGashaMedalNum']), int(shop['PurchaseLimit']))
tmp.sales_end_date = datetime(2121, 1, 1, 0, 0, 0, 0) # always open
resp.data_list.append(tmp)
self.logger.debug(f"Load {len(resp.data_list)} Gasha Medal Shops")
return resp.make()
async def handle_d5fe(self, header: SaoRequestHeader, request: bytes) -> bytes:
# master_data/get_m_gasha_medal_shop_items
return SaoNoopResponse(header.cmd + 1).make()
async def handle_d604(self, header: SaoRequestHeader, request: bytes) -> bytes:
# master_data_2/get_m_res_earn_campaign_shops
req = GetMResEarnCampaignShopsRequest(header, request)
resp = GetMResEarnCampaignShopsResponse(header.cmd + 1)
shops = self.load_data_csv("ResEarnCampaignShops")
for shop in shops:
tmp = ResEarnCampaignShop.from_args(int(shop['ResEarnCampaignShopId']), int(shop['ResEarnCampaignApplicationId']), shop['Name'])
tmp.selling_yui_medal = int(shop['SellingYuiMedal'])
tmp.selling_col = int(shop['SellingCol'])
tmp.selling_event_item_id = int(shop['SellingEventItemId'])
tmp.selling_event_item_num = int(shop['SellingEventItemNum'])
tmp.purchase_limit = int(shop['PurchaseLimit'])
tmp.get_application_point = int(shop['GetApplicationPoint'])
tmp.sales_end_date = datetime(2121, 1, 1, 0, 0, 0, 0) # always open
resp.data_list.append(tmp)
#self.logger.debug(f"Load {len(resp.data_list)} Res Earn Campaign Shops")
return SaoNoopResponse(header.cmd + 1).make()
async def handle_d606(self, header: SaoRequestHeader, request: bytes) -> bytes:
# master_data_2/get_m_res_earn_campaign_shop_items
return SaoNoopResponse(header.cmd + 1).make()