implement episode 3 battles
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#pragma once
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#include <stdint.h>
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#include <memory>
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#include "../Text.hh"
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#include "../PSOEncryption.hh"
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namespace Episode3 {
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struct NameEntry {
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parray<char, 0x10> name;
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uint8_t client_id;
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uint8_t present;
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uint8_t unused_by_server;
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uint8_t unused;
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NameEntry();
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void clear();
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} __attribute__((packed));
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struct DeckEntry {
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ptext<char, 0x10> name;
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le_uint32_t team_id;
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parray<le_uint16_t, 0x1F> card_ids;
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// If the following flag is not set to 3, then the God Whim assist effect can
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// use cards that are hidden from the player during deck building. The client
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// always sets this to 3, and it's not clear why this even exists.
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uint8_t god_whim_flag;
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uint8_t unused1;
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le_uint16_t unused2;
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be_uint16_t unused3;
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DeckEntry();
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void clear();
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} __attribute__((packed));
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uint8_t index_for_card_ref(uint16_t card_ref);
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uint8_t client_id_for_card_ref(uint16_t card_ref);
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class DeckState {
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public:
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enum class CardState {
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DRAWABLE = 0,
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STORY_CHARACTER = 1,
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IN_HAND = 2,
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IN_PLAY = 3,
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DISCARDED = 4,
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INVALID = 5,
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};
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template <typename CardIDT>
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DeckState(
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uint8_t client_id,
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const parray<CardIDT, 0x1F>& card_ids,
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std::shared_ptr<PSOV2Encryption> random_crypt)
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: client_id(client_id),
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draw_index(1),
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card_ref_base(this->client_id << 8),
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shuffle_enabled(true),
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loop_enabled(true),
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random_crypt(random_crypt) {
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for (size_t z = 0; z < card_ids.size(); z++) {
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auto& e = this->entries[z];
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e.card_id = card_ids[z];
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e.deck_index = z;
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e.state = CardState::DRAWABLE;
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this->card_refs[z] = this->card_ref_for_index(z);
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}
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this->entries[0].state = CardState::STORY_CHARACTER;
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}
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void disable_loop();
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void disable_shuffle();
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uint8_t num_drawable_cards() const;
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bool contains_card_ref(uint16_t card_ref) const;
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uint16_t card_id_for_card_ref(uint16_t card_ref) const;
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uint16_t sc_card_id() const;
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uint16_t sc_card_ref() const;
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uint16_t card_ref_for_index(uint8_t index) const;
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CardState state_for_card_ref(uint16_t card_ref) const;
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uint16_t draw_card();
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bool draw_card_by_ref(uint16_t card_ref);
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bool set_card_ref_in_play(uint16_t card_ref);
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bool set_card_ref_drawable_next(uint16_t card_ref);
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bool set_card_ref_drawable_at_end(uint16_t card_ref);
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void set_card_discarded(uint16_t card_ref);
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void restart();
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void shuffle();
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void do_mulligan();
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private:
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struct CardEntry {
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uint16_t card_id;
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uint8_t deck_index;
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CardState state;
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};
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uint8_t client_id;
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uint8_t draw_index;
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uint16_t card_ref_base;
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bool shuffle_enabled;
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bool loop_enabled;
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parray<CardEntry, 31> entries;
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parray<uint16_t, 31> card_refs;
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std::shared_ptr<PSOV2Encryption> random_crypt;
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};
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} // namespace Episode3
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