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 "../CommandFormats.hh"
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#include "AssistServer.hh"
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#include "CardSpecial.hh"
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#include "MapState.hh"
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#include "PlayerState.hh"
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#include "RulerServer.hh"
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struct Lobby;
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namespace Episode3 {
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/**
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* This implementation of Episode 3 battles (contained in all files in the
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* src/Episode3 directory, except for DataIndex.hh/cc) is derived from Sega's
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* original server implementation, reverse-engineered from the Episode 3 client
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* executable. The control flow, function breakdown, and structure definitions
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* in these files map very closely to how their server implementation was
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* written; notable differences (due to necessary environment differences or bug
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* fixes) are described in the comments therein.
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*
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* There are likely undiscovered bugs in this code, some originally written by
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* Sega, but more written by me as I manually transcribed and updated this code.
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*/
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// Class ownership levels (classes may only contain weak_ptrs, not shared_ptrs,
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// to classes at the same or higher level):
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// - ServerBase
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// - - Server
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// - - - RulerServer
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// - - - - AssistServer
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// - - - - CardSpecial
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// - - - - - StateFlags
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// - - - - - DeckEntry
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// - - - - - PlayerState
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// - - - - - - Card
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// - - - - - - - CardShortStatus
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// - - - - - - - DeckState
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// - - - - - - - HandAndEquipState
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// - - - - - - - MapAndRulesState / OverlayState
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// - - - - - - - - Everything within DataIndex
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class Server;
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enum BehaviorFlag {
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SKIP_DECK_VERIFY = 0x00000001,
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IGNORE_CARD_COUNTS = 0x00000002,
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SKIP_D1_D2_REPLACE = 0x00000004,
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DISABLE_TIME_LIMITS = 0x00000008,
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};
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class ServerBase : public std::enable_shared_from_this<ServerBase> {
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public:
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ServerBase(
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std::shared_ptr<Lobby> lobby,
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std::shared_ptr<const DataIndex> data_index,
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uint32_t behavior_flags,
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uint32_t random_seed);
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void init();
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void reset();
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void recreate_server();
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struct PresenceEntry {
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uint8_t player_present;
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uint8_t deck_valid;
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uint8_t is_cpu_player;
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PresenceEntry();
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void clear();
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} __attribute__((packed));
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std::weak_ptr<Lobby> lobby;
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std::shared_ptr<const DataIndex> data_index;
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uint32_t behavior_flags;
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uint32_t random_seed;
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std::shared_ptr<MapAndRulesState> map_and_rules1;
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std::shared_ptr<MapAndRulesState> map_and_rules2;
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std::shared_ptr<DeckEntry> deck_entries[4];
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std::shared_ptr<Server> server;
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parray<PresenceEntry, 4> presence_entries;
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uint8_t num_clients_present;
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parray<NameEntry, 4> name_entries;
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parray<uint8_t, 4> name_entries_valid;
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OverlayState overlay_state;
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parray<parray<uint8_t, 0x2F0>, 4> client_card_counts;
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};
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class Server : public std::enable_shared_from_this<Server> {
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public:
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explicit Server(std::shared_ptr<ServerBase> base);
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void init();
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std::shared_ptr<ServerBase> base();
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std::shared_ptr<const ServerBase> base() const;
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template <typename T>
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void send(const T& cmd) const {
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if (cmd.header.size != sizeof(cmd) / 4) {
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throw std::logic_error("outbound command size field is incorrect");
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}
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if (cmd.header.subsubcommand == 0x06) {
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this->num_6xB4x06_commands_sent++;
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this->prev_num_6xB4x06_commands_sent = this->num_6xB4x06_commands_sent;
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if (this->num_6xB4x06_commands_sent > 0x100) {
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return;
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}
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}
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this->send(&cmd, cmd.header.size * 4);
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}
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void send(const void* data, size_t size) const;
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void add_team_exp(uint8_t team_id, int32_t exp);
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bool advance_battle_phase();
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void action_phase_after();
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void draw_phase_before();
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std::shared_ptr<const DataIndex::CardEntry> definition_for_card_ref(uint16_t card_ref) const;
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std::shared_ptr<Card> card_for_set_card_ref(uint16_t card_ref);
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std::shared_ptr<const Card> card_for_set_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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bool card_ref_is_empty_or_has_valid_card_id(uint16_t card_ref) const;
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bool check_for_battle_end();
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void check_for_destroyed_cards_and_send_6xB4x05_6xB4x02();
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bool check_presence_entry(uint8_t client_id);
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void clear_player_flags_after_dice_phase();
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void compute_all_map_occupied_bits();
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void compute_team_dice_boost(uint8_t team_id);
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void copy_player_states_to_prev_states();
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std::shared_ptr<const DataIndex::CardEntry> definition_for_card_id(uint16_t card_id) const;
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void destroy_cards_with_zero_hp();
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void determine_first_team_turn();
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void dice_phase_after();
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void set_phase_before();
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void draw_phase_after();
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void dice_phase_before();
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void end_attack_list_for_client(uint8_t client_id);
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void end_action_phase();
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bool enqueue_attack_or_defense(uint8_t client_id, ActionState* pa);
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BattlePhase get_battle_phase() const;
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ActionSubphase get_current_action_subphase() const;
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uint8_t get_current_team_turn() const;
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std::shared_ptr<PlayerState> get_player_state(uint8_t client_id);
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std::shared_ptr<const PlayerState> get_player_state(uint8_t client_id) const;
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uint32_t get_random(uint32_t max);
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float get_random_float_0_1();
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uint32_t get_round_num() const;
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SetupPhase get_setup_phase() const;
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uint32_t get_should_copy_prev_states_to_current_states() const;
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bool is_registration_complete() const;
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void move_phase_after();
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void action_phase_before();
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void send_6xB4x1C_names_update();
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int8_t send_6xB4x33_remove_ally_atk_if_needed(const ActionState& pa);
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void send_all_state_updates();
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void send_set_card_updates_and_6xB4x04_if_needed();
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void set_battle_ended();
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void set_battle_started();
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void set_client_id_ready_to_advance_phase(uint8_t client_id);
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void set_phase_after();
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void move_phase_before();
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void set_player_deck_valid(uint8_t client_id);
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void setup_and_start_battle();
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void update_battle_state_flags_and_send_6xB4x03_if_needed(
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bool always_send = false);
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bool update_registration_phase();
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void on_server_data_input(const std::string& data);
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void handle_6xB3x0B_mulligan_hand(const std::string& data);
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void handle_6xB3x0C_end_mulligan_phase(const std::string& data);
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void handle_6xB3x0D_end_non_action_phase(const std::string& data);
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void handle_6xB3x0E_discard_card_from_hand(const std::string& data);
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void handle_6xB3x0F_set_card_from_hand(const std::string& data);
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void handle_6xB3x10_move_fc_to_location(const std::string& data);
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void handle_6xB3x11_enqueue_attack_or_defense(const std::string& data);
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void handle_6xB3x12_end_attack_list(const std::string& data);
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void handle_6xB3x13_update_map_during_setup(const std::string& data);
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void handle_6xB3x14_update_deck_during_setup(const std::string& data);
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void handle_6xB3x15_unused_hard_reset_server_state(const std::string& data);
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void handle_6xB3x1B_update_player_name(const std::string& data);
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void handle_6xB3x1D_start_battle(const std::string& data);
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void handle_6xB3x21_end_battle(const std::string& data);
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void handle_6xB3x28_end_defense_list(const std::string& data);
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void handle_6xB3x2B_ignored(const std::string&);
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void handle_6xB3x34_subtract_ally_atk_points(const std::string& data);
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void handle_6xB3x37_client_ready_to_advance_from_starter_roll_phase(const std::string& data);
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void handle_6xB3x3A_ignored(const std::string& data);
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void handle_6xB3x40_map_list_request(const std::string& data);
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void handle_6xB3x41_map_request(const std::string& data);
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void handle_6xB3x48_end_turn(const std::string& data);
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void handle_6xB3x49_card_counts(const std::string& data);
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void unknown_8023D4E0(uint32_t flags);
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uint32_t get_team_exp(uint8_t team_id) const;
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uint32_t send_6xB4x06_if_card_ref_invalid(
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uint16_t card_ref, int16_t negative_value);
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void unknown_8023EEF4();
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void execute_bomb_assist_effect();
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void replace_targets_due_to_destruction_or_conditions(
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ActionState* as);
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bool any_target_exists_for_attack(const ActionState& as);
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uint8_t get_current_team_turn2() const;
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void unknown_8023EE48();
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void unknown_8023EE80();
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void unknown_802402F4();
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void send_6xB4x39() const;
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void send_6xB4x05(); // Recomputes the map occupied bits, so can't be const
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void send_6xB4x02_for_all_players_if_needed(bool always_send = false);
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void send_6xB4x50() const;
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std::vector<std::shared_ptr<Card>> const_cast_set_cards_v(
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const std::vector<std::shared_ptr<const Card>>& cards);
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private:
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typedef void (Server::*handler_t)(const std::string&);
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static const std::unordered_map<uint8_t, handler_t> subcommand_handlers;
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std::weak_ptr<ServerBase> w_base;
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public:
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uint32_t battle_finished;
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uint32_t battle_in_progress;
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uint32_t round_num;
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BattlePhase battle_phase;
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uint8_t first_team_turn;
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uint8_t current_team_turn1;
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SetupPhase setup_phase;
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RegistrationPhase registration_phase;
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ActionSubphase action_subphase;
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uint8_t current_team_turn2;
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ActionState pending_attacks[0x20];
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uint32_t num_pending_attacks;
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parray<uint8_t, 4> client_done_enqueuing_attacks;
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parray<uint8_t, 4> player_ready_to_end_phase;
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std::shared_ptr<PSOV2Encryption> random_crypt;
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uint32_t unknown_a10;
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uint32_t overall_time_expired;
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// Note: In the original implementation, this is a uint32_t and is measured in
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// seconds. In our environment, the simplest implementation uses now(), which
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// returns microseconds, so we use a uint64_t instead.
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uint64_t battle_start_usecs;
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uint32_t should_copy_prev_states_to_current_states;
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std::shared_ptr<CardSpecial> card_special;
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std::shared_ptr<StateFlags> state_flags;
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std::shared_ptr<PlayerState> player_states[4];
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parray<uint32_t, 4> clients_done_in_mulligan_phase;
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uint32_t num_pending_attacks_with_cards;
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std::shared_ptr<Card> attack_cards[0x20];
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ActionState pending_attacks_with_cards[0x20];
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uint32_t unknown_a14;
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uint32_t unknown_a15;
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parray<uint32_t, 4> defense_list_ended_for_client;
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std::shared_ptr<AssistServer> assist_server;
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uint16_t next_assist_card_set_number;
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std::shared_ptr<RulerServer> ruler_server;
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parray<parray<parray<uint8_t, 2>, 2>, 5> warp_positions; // Array indexes are (type, end, x/y)
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parray<int16_t, 2> team_exp;
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parray<int16_t, 2> team_dice_boost;
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parray<uint32_t, 2> team_client_count;
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parray<uint32_t, 2> team_num_ally_fcs_destroyed;
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parray<uint32_t, 2> team_num_cards_destroyed;
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uint32_t hard_reset_flag;
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uint8_t tournament_flag;
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parray<uint8_t, 5> num_trap_tiles_of_type;
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parray<uint8_t, 5> chosen_trap_tile_index_of_type;
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parray<parray<parray<uint8_t, 2>, 8>, 5> trap_tile_locs;
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ActionState pb_action_states[4];
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parray<uint8_t, 4> has_done_pb;
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parray<parray<uint8_t, 4>, 4> has_done_pb_with_client;
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mutable uint32_t num_6xB4x06_commands_sent;
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mutable uint32_t prev_num_6xB4x06_commands_sent;
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};
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} // namespace Episode3
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