document deck restrictions in Ep3 quest format
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@@ -1176,6 +1176,50 @@ string MapDefinition::str(const DataIndex* data_index) const {
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}
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lines.emplace_back(" a9=" + format_data_string(this->unknown_a9.data(), this->unknown_a9.bytes()));
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lines.emplace_back(" a11=" + format_data_string(this->unknown_a11.data(), this->unknown_a11.bytes()));
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lines.emplace_back(" unavailable_sc_cards=" + format_data_string(this->unavailable_sc_cards.data(), this->unavailable_sc_cards.bytes()));
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for (size_t z = 0; z < 4; z++) {
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string player_type;
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switch (this->entry_states[z].player_type) {
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case 0x00:
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player_type = "Player";
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break;
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case 0x01:
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player_type = "Player/COM";
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break;
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case 0x02:
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player_type = "COM";
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break;
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case 0x03:
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player_type = "FIXED_COM";
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break;
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case 0x04:
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player_type = "NONE";
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break;
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case 0xFF:
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player_type = "FREE";
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break;
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default:
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player_type = string_printf("(%02hhX)", this->entry_states[z].player_type);
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break;
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}
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string deck_type;
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switch (this->entry_states[z].deck_type) {
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case 0x00:
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deck_type = "HERO ONLY";
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break;
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case 0x01:
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deck_type = "DARK ONLY";
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break;
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case 0xFF:
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deck_type = "any deck allowed";
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break;
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default:
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deck_type = string_printf("(%02hhX)", this->entry_states[z].deck_type);
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break;
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}
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lines.emplace_back(string_printf(
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" entry_states[%zu] = %s / %s", z, player_type.c_str(), deck_type.c_str()));
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}
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return join(lines, "\n");
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}
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