994 lines
35 KiB
C++
994 lines
35 KiB
C++
#pragma once
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#include <stdint.h>
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#include <map>
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#include <memory>
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#include <phosg/Encoding.hh>
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#include <phosg/JSON.hh>
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#include <set>
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#include <string>
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#include <unordered_map>
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#include "../Text.hh"
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namespace Episode3 {
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// The comment in Server.hh does not apply to this file (and DataIndex.cc).
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// Except for the Location structure, these structures and functions are not
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// based on Sega's original implementation.
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class DataIndex;
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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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ENABLE_STATUS_MESSAGES = 0x00000010,
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LOAD_CARD_TEXT = 0x00000020,
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ENABLE_RECORDING = 0x00000040,
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DISABLE_MASKING = 0x00000080,
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DISABLE_INTERFERENCE = 0x00000100,
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};
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enum class StatSwapType : uint8_t {
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NONE = 0,
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A_T_SWAP = 1,
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A_H_SWAP = 2,
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};
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enum class ActionType : uint8_t {
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INVALID_00 = 0,
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DEFENSE = 1,
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ATTACK = 2,
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};
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enum class AttackMedium : uint8_t {
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UNKNOWN = 0,
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PHYSICAL = 1,
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TECH = 2,
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UNKNOWN_03 = 3, // Probably Resta
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INVALID_FF = 0xFF,
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};
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const char* name_for_attack_medium(AttackMedium medium);
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enum class CriterionCode : uint8_t {
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NONE = 0x00,
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HU_CLASS_SC = 0x01,
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RA_CLASS_SC = 0x02,
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FO_CLASS_SC = 0x03,
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SAME_TEAM = 0x04,
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SAME_PLAYER = 0x05,
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SAME_TEAM_NOT_SAME_PLAYER = 0x06, // Allies only
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UNKNOWN_07 = 0x07,
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NOT_SC = 0x08,
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SC = 0x09,
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HU_OR_RA_CLASS_SC = 0x0A,
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HUNTER_HUMAN_SC = 0x0B,
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HUNTER_HU_CLASS_MALE_SC = 0x0C,
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HUNTER_FEMALE_SC = 0x0D,
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HUNTER_HU_OR_FO_CLASS_HUMAN_SC = 0x0E,
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HUNTER_HU_CLASS_ANDROID_SC = 0x0F,
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UNKNOWN_10 = 0x10,
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UNKNOWN_11 = 0x11,
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HUNTER_HUNEWEARL_CLASS_SC = 0x12,
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HUNTER_RA_CLASS_MALE_SC = 0x13,
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HUNTER_RA_CLASS_FEMALE_SC = 0x14,
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HUNTER_RA_OR_FO_CLASS_FEMALE_SC = 0x15,
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HUNTER_HU_OR_RA_CLASS_HUMAN_SC = 0x16,
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HUNTER_RA_CLASS_ANDROID_SC = 0x17,
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HUNTER_FO_CLASS_FEMALE_SC = 0x18,
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HUNTER_FEMALE_HUMAN_SC = 0x19,
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HUNTER_ANDROID_SC = 0x1A,
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HU_OR_FO_CLASS_SC = 0x1B,
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RA_OR_FO_CLASS_SC = 0x1C,
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PHYSICAL_OR_UNKNOWN_ATTACK_MEDIUM = 0x1D,
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TECH_OR_UNKNOWN_ATTACK_MEDIUM = 0x1E,
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PHYSICAL_OR_TECH_OR_UNKNOWN_ATTACK_MEDIUM = 0x1F,
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UNKNOWN_20 = 0x20,
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UNKNOWN_21 = 0x21,
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UNKNOWN_22 = 0x22,
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};
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enum class CardRarity : uint8_t {
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N1 = 0x01,
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R1 = 0x02,
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S = 0x03,
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E = 0x04,
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N2 = 0x05,
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N3 = 0x06,
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N4 = 0x07,
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R2 = 0x08,
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R3 = 0x09,
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R4 = 0x0A,
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SS = 0x0B,
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D1 = 0x0C,
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D2 = 0x0D,
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INVIS = 0x0E,
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};
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enum class CardType : uint8_t {
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HUNTERS_SC = 0x00,
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ARKZ_SC = 0x01,
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ITEM = 0x02,
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CREATURE = 0x03,
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ACTION = 0x04,
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ASSIST = 0x05,
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INVALID_FF = 0xFF,
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END_CARD_LIST = 0xFF,
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};
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enum class CardClass : uint16_t {
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HU_SC = 0x0000,
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RA_SC = 0x0001,
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FO_SC = 0x0002,
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NATIVE_CREATURE = 0x000A,
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A_BEAST_CREATURE = 0x000B,
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MACHINE_CREATURE = 0x000C,
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DARK_CREATURE = 0x000D,
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GUARD_ITEM = 0x0015,
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MAG_ITEM = 0x0017,
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SWORD_ITEM = 0x0018,
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GUN_ITEM = 0x0019,
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CANE_ITEM = 0x001A,
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ATTACK_ACTION = 0x001E,
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DEFENSE_ACTION = 0x001F,
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TECH = 0x0020,
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PHOTON_BLAST = 0x0021,
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CONNECT_ONLY_ATTACK_ACTION = 0x0022,
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BOSS_ATTACK_ACTION = 0x0023,
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BOSS_TECH = 0x0024,
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ASSIST = 0x0028,
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};
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bool card_class_is_tech_like(CardClass cc);
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enum class TargetMode : uint8_t {
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NONE = 0x00, // Used for defense cards, mags, shields, etc.
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SINGLE_RANGE = 0x01,
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MULTI_RANGE = 0x02,
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SELF = 0x03,
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TEAM = 0x04,
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EVERYONE = 0x05,
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MULTI_RANGE_ALLIES = 0x06, // e.g. Shifta
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ALL_ALLIES = 0x07, // e.g. Anti, Resta, Leilla
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ALL = 0x08, // e.g. Last Judgment, Earthquake
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OWN_FCS = 0x09, // e.g. Traitor
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};
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enum class ConditionType : uint8_t {
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NONE = 0x00,
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AP_BOOST = 0x01, // Temporarily increase AP by N
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RAMPAGE = 0x02,
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MULTI_STRIKE = 0x03, // Duplicate attack N times
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DAMAGE_MOD_1 = 0x04, // Set attack damage / AP to N after action cards applied (step 1)
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IMMOBILE = 0x05, // Give Immobile condition
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HOLD = 0x06, // Give Hold condition
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UNKNOWN_07 = 0x07,
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TP_BOOST = 0x08, // Add N TP temporarily during attack
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GIVE_DAMAGE = 0x09, // Cause direct N HP loss
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GUOM = 0x0A, // Give Guom condition
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PARALYZE = 0x0B, // Give Paralysis condition
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UNKNOWN_0C = 0x0C, // Swap AP and TP temporarily (presumably)
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A_H_SWAP = 0x0D, // Swap AP and HP temporarily
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PIERCE = 0x0E, // Attack SC directly even if they have items equipped
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UNKNOWN_0F = 0x0F,
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HEAL = 0x10, // Increase HP by N
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RETURN_TO_HAND = 0x11, // Return card to hand
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UNKNOWN_12 = 0x12,
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UNKNOWN_13 = 0x13,
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ACID = 0x14, // Give Acid condition
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UNKNOWN_15 = 0x15,
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MIGHTY_KNUCKLE = 0x16, // Temporarily increase AP by N, and set ATK dice to zero
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UNIT_BLOW = 0x17, // Temporarily increase AP by N * number of this card set within phase
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CURSE = 0x18, // Give Curse condition
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COMBO_AP = 0x19, // Temporarily increase AP by number of this card set within phase
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PIERCE_RAMPAGE_BLOCK = 0x1A, // Block attack if Pierce/Rampage
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ABILITY_TRAP = 0x1B, // Temporarily disable opponent abilities
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FREEZE = 0x1C, // Give Freeze condition
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ANTI_ABNORMALITY_1 = 0x1D, // Cure all abnormal conditions
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UNKNOWN_1E = 0x1E,
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EXPLOSION = 0x1F, // Damage all SCs and FCs by number of this same card set * 2
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UNKNOWN_20 = 0x20,
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UNKNOWN_21 = 0x21,
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UNKNOWN_22 = 0x22,
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RETURN_TO_DECK = 0x23, // Cancel discard and move to bottom of deck instead
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AERIAL = 0x24, // Give Aerial status
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AP_LOSS = 0x25, // Make attacker temporarily lose N AP during defense
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BONUS_FROM_LEADER = 0x26, // Gain AP equal to the number of cards of type N on the field
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FREE_MANEUVER = 0x27, // Enable movement over occupied tiles
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HASTE = 0x28, // Multiply all move action costs by expr (which may be zero)
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CLONE = 0x29, // Make setting this card free if at least one card of type N is already on the field
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DEF_DISABLE_BY_COST = 0x2A, // Disable use of any defense cards costing between (N / 10) and (N % 10) points, inclusive
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FILIAL = 0x2B, // Increase controlling SC's HP by N when this card is destroyed
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SNATCH = 0x2C, // Steal N EXP during attack
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HAND_DISRUPTER = 0x2D, // Discard N cards from hand immediately
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DROP = 0x2E, // Give Drop condition
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ACTION_DISRUPTER = 0x2F, // Destroy all action cards used by attacker
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SET_HP = 0x30, // Set HP to N
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NATIVE_SHIELD = 0x31, // Block attacks from Native creatures
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A_BEAST_SHIELD = 0x32, // Block attacks from A.Beast creatures
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MACHINE_SHIELD = 0x33, // Block attacks from Machine creatures
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DARK_SHIELD = 0x34, // Block attacks from Dark creatures
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SWORD_SHIELD = 0x35, // Block attacks from Sword items
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GUN_SHIELD = 0x36, // Block attacks from Gun items
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CANE_SHIELD = 0x37, // Block attacks from Cane items
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UNKNOWN_38 = 0x38,
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UNKNOWN_39 = 0x39,
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DEFENDER = 0x3A, // Make attacks go to setter of this card instead of original target
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SURVIVAL_DECOYS = 0x3B, // Redirect damage for multi-sided attack
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GIVE_OR_TAKE_EXP = 0x3C, // Give N EXP, or take if N is negative
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UNKNOWN_3D = 0x3D,
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DEATH_COMPANION = 0x3E, // If this card has 1 or 2 HP, set its HP to N
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EXP_DECOY = 0x3F, // If defender has EXP, lose EXP instead of getting damage when attacked
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SET_MV = 0x40, // Set MV to N
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GROUP = 0x41, // Temporarily increase AP by N * number of this card on field, excluding itself
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BERSERK = 0x42, // User of this card receives the same damage as target, and isn't helped by target's defense cards
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GUARD_CREATURE = 0x43, // Attacks on controlling SC damage this card instead
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TECH = 0x44, // Technique cards cost 1 fewer ATK point
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BIG_SWING = 0x45, // Increase all attacking ATK costs by 1
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UNKNOWN_46 = 0x46,
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SHIELD_WEAPON = 0x47, // Limit attacker's choice of target to guard items
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ATK_DICE_BOOST = 0x48, // Increase ATK dice roll by 1
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UNKNOWN_49 = 0x49,
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MAJOR_PIERCE = 0x4A, // If SC has over half of max HP, attacks target SC instead of equipped items
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HEAVY_PIERCE = 0x4B, // If SC has 3 or more items equipped, attacks target SC instead of equipped items
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MAJOR_RAMPAGE = 0x4C, // If SC has over half of max HP, attacks target SC and all equipped items
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HEAVY_RAMPAGE = 0x4D, // If SC has 3 or more items equipped, attacks target SC and all equipped items
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AP_GROWTH = 0x4E, // Permanently increase AP by N
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TP_GROWTH = 0x4F, // Permanently increase TP by N
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REBORN = 0x50, // If any card of type N is on the field, this card goes to the hand when destroyed instead of being discarded
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COPY = 0x51, // Temporarily set AP/TP to N percent (or 100% if N is 0) of opponent's values
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UNKNOWN_52 = 0x52,
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MISC_GUARDS = 0x53, // Add N to card's defense value
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AP_OVERRIDE = 0x54, // Set AP to N temporarily
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TP_OVERRIDE = 0x55, // Set TP to N temporarily
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RETURN = 0x56, // Return card to hand on destruction instead of discarding
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A_T_SWAP_PERM = 0x57, // Permanently swap AP and TP
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A_H_SWAP_PERM = 0x58, // Permanently swap AP and HP
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SLAYERS_ASSASSINS = 0x59, // Temporarily increase AP during attack
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ANTI_ABNORMALITY_2 = 0x5A, // Remove all conditions
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FIXED_RANGE = 0x5B, // Use SC's range instead of weapon or attack card ranges
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ELUDE = 0x5C, // SC does not lose HP when equipped items are destroyed
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PARRY = 0x5D, // Forward attack to a random FC within one tile of original target, excluding attacker and original target
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BLOCK_ATTACK = 0x5E, // Completely block attack
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UNKNOWN_5F = 0x5F,
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UNKNOWN_60 = 0x60,
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COMBO_TP = 0x61, // Gain TP equal to the number of cards of type N on the field
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MISC_AP_BONUSES = 0x62, // Temporarily increase AP by N
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MISC_TP_BONUSES = 0x63, // Temporarily increase TP by N
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UNKNOWN_64 = 0x64,
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MISC_DEFENSE_BONUSES = 0x65, // Decrease damage by N
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MOSTLY_HALFGUARDS = 0x66, // Reduce damage from incoming attack by N
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PERIODIC_FIELD = 0x67, // Swap immunity to tech or physical attacks
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FC_LIMIT_BY_COUNT = 0x68, // Change FC limit from 8 ATK points total to 4 FCs total
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UNKNOWN_69 = 0x69,
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MV_BONUS = 0x6A, // Increase MV by N
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FORWARD_DAMAGE = 0x6B,
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WEAK_SPOT_INFLUENCE = 0x6C, // Temporarily decrease AP by N
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DAMAGE_MODIFIER_2 = 0x6D, // Set attack damage / AP after action cards applied (step 2)
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WEAK_HIT_BLOCK = 0x6E, // Block all attacks of N damage or less
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AP_SILENCE = 0x6F, // Temporarily decrease AP of opponent by N
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TP_SILENCE = 0x70, // Temporarily decrease TP of opponent by N
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A_T_SWAP = 0x71, // Temporarily swap AP and TP
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HALFGUARD = 0x72, // Halve damage from attacks that would inflict N or more damage
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UNKNOWN_73 = 0x73,
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RAMPAGE_AP_LOSS = 0x74, // Temporarily reduce AP by N
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UNKNOWN_75 = 0x75,
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REFLECT = 0x76, // Generate reverse attack
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UNKNOWN_77 = 0x77,
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ANY = 0x78, // Not a real condition; used as a wildcard in search functions
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UNKNOWN_79 = 0x79,
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UNKNOWN_7A = 0x7A,
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UNKNOWN_7B = 0x7B,
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UNKNOWN_7C = 0x7C,
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UNKNOWN_7D = 0x7D,
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INVALID_FF = 0xFF,
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ANY_FF = 0xFF, // Used as a wildcard in some search functions
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};
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const char* name_for_condition_type(ConditionType cond_type);
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enum class AssistEffect : uint16_t {
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NONE = 0x0000,
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DICE_HALF = 0x0001,
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DICE_PLUS_1 = 0x0002,
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DICE_FEVER = 0x0003,
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CARD_RETURN = 0x0004,
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LAND_PRICE = 0x0005,
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POWERLESS_RAIN = 0x0006,
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BRAVE_WIND = 0x0007,
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SILENT_COLOSSEUM = 0x0008,
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RESISTANCE = 0x0009,
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INDEPENDENT = 0x000A,
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ASSISTLESS = 0x000B,
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ATK_DICE_2 = 0x000C,
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DEFLATION = 0x000D,
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INFLATION = 0x000E,
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EXCHANGE = 0x000F,
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INFLUENCE = 0x0010,
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SKIP_SET = 0x0011,
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SKIP_MOVE = 0x0012,
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SKIP_ACT = 0x0013,
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SKIP_DRAW = 0x0014,
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FLY = 0x0015,
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NECROMANCER = 0x0016,
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PERMISSION = 0x0017,
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SHUFFLE_ALL = 0x0018,
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LEGACY = 0x0019,
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ASSIST_REVERSE = 0x001A,
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STAMINA = 0x001B,
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AP_ABSORPTION = 0x001C,
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HEAVY_FOG = 0x001D,
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TRASH_1 = 0x001E,
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EMPTY_HAND = 0x001F,
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HITMAN = 0x0020,
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ASSIST_TRASH = 0x0021,
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SHUFFLE_GROUP = 0x0022,
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ASSIST_VANISH = 0x0023,
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CHARITY = 0x0024,
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INHERITANCE = 0x0025,
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FIX = 0x0026,
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MUSCULAR = 0x0027,
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CHANGE_BODY = 0x0028,
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GOD_WHIM = 0x0029,
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GOLD_RUSH = 0x002A,
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ASSIST_RETURN = 0x002B,
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REQUIEM = 0x002C,
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RANSOM = 0x002D,
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SIMPLE = 0x002E,
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SLOW_TIME = 0x002F,
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QUICK_TIME = 0x0030,
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TERRITORY = 0x0031,
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OLD_TYPE = 0x0032,
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FLATLAND = 0x0033,
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IMMORTALITY = 0x0034,
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SNAIL_PACE = 0x0035,
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TECH_FIELD = 0x0036,
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FOREST_RAIN = 0x0037,
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CAVE_WIND = 0x0038,
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MINE_BRIGHTNESS = 0x0039,
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RUIN_DARKNESS = 0x003A,
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SABER_DANCE = 0x003B,
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BULLET_STORM = 0x003C,
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CANE_PALACE = 0x003D,
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GIANT_GARDEN = 0x003E,
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MARCH_OF_THE_MEEK = 0x003F,
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SUPPORT = 0x0040,
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RICH = 0x0041,
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REVERSE_CARD = 0x0042,
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VENGEANCE = 0x0043,
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SQUEEZE = 0x0044,
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HOMESICK = 0x0045,
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BOMB = 0x0046,
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SKIP_TURN = 0x0047,
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BATTLE_ROYALE = 0x0048,
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DICE_FEVER_PLUS = 0x0049,
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RICH_PLUS = 0x004A,
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CHARITY_PLUS = 0x004B,
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ANY = 0x004C, // Unused on cards; used in some search functions
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};
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enum class BattlePhase : uint8_t {
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INVALID_00 = 0,
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DICE = 1,
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SET = 2,
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MOVE = 3,
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ACTION = 4,
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DRAW = 5,
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INVALID_FF = 0xFF,
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};
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enum class ActionSubphase : uint8_t {
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ATTACK = 0,
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DEFENSE = 2,
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INVALID_FF = 0xFF,
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};
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const char* name_for_action_subphase(ActionSubphase subphase);
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enum class SetupPhase : uint8_t {
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REGISTRATION = 0,
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STARTER_ROLLS = 1,
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HAND_REDRAW_OPTION = 2,
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MAIN_BATTLE = 3,
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BATTLE_ENDED = 4,
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INVALID_FF = 0xFF,
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};
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enum class RegistrationPhase : uint8_t {
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AWAITING_NUM_PLAYERS = 0, // num_players not set yet
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AWAITING_PLAYERS = 1, // num_players set, but some players not registered
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AWAITING_DECKS = 2, // all players registered, but some decks missing
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REGISTERED = 3, // All players/decks present, but battle not started yet
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BATTLE_STARTED = 4,
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INVALID_FF = 0xFF,
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};
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enum class Direction : uint8_t {
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RIGHT = 0,
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UP = 1,
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LEFT = 2,
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DOWN = 3,
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INVALID_FF = 0xFF,
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};
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Direction turn_left(Direction d);
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|
Direction turn_right(Direction d);
|
|
Direction turn_around(Direction d);
|
|
const char* name_for_direction(Direction d);
|
|
|
|
struct Location {
|
|
uint8_t x;
|
|
uint8_t y;
|
|
Direction direction;
|
|
uint8_t unused;
|
|
|
|
Location();
|
|
Location(uint8_t x, uint8_t y);
|
|
Location(uint8_t x, uint8_t y, Direction direction);
|
|
bool operator==(const Location& other) const;
|
|
bool operator!=(const Location& other) const;
|
|
|
|
std::string str() const;
|
|
|
|
void clear();
|
|
void clear_FF();
|
|
} __attribute__((packed));
|
|
|
|
struct CardDefinition {
|
|
struct Stat {
|
|
enum Type : uint8_t {
|
|
BLANK = 0,
|
|
STAT = 1,
|
|
PLUS_STAT = 2,
|
|
MINUS_STAT = 3,
|
|
EQUALS_STAT = 4,
|
|
UNKNOWN = 5,
|
|
PLUS_UNKNOWN = 6,
|
|
MINUS_UNKNOWN = 7,
|
|
EQUALS_UNKNOWN = 8,
|
|
};
|
|
be_uint16_t code;
|
|
Type type;
|
|
int8_t stat;
|
|
|
|
void decode_code();
|
|
std::string str() const;
|
|
} __attribute__((packed));
|
|
|
|
struct Effect {
|
|
uint8_t effect_num;
|
|
ConditionType type;
|
|
ptext<char, 0x0F> expr; // May be blank if the condition type doesn't use it
|
|
uint8_t when;
|
|
ptext<char, 4> arg1;
|
|
ptext<char, 4> arg2;
|
|
ptext<char, 4> arg3;
|
|
CriterionCode apply_criterion;
|
|
uint8_t unknown_a2;
|
|
|
|
bool is_empty() const;
|
|
static std::string str_for_arg(const std::string& arg);
|
|
std::string str() const;
|
|
} __attribute__((packed));
|
|
|
|
be_uint32_t card_id;
|
|
parray<uint8_t, 0x40> jp_name;
|
|
CardType type; // If <0 (signed), then this is the end of the card list
|
|
uint8_t self_cost; // ATK dice points required
|
|
uint8_t ally_cost; // ATK points from allies required; PBs use this
|
|
uint8_t unused1;
|
|
Stat hp;
|
|
Stat ap;
|
|
Stat tp;
|
|
Stat mv;
|
|
parray<uint8_t, 8> left_colors;
|
|
parray<uint8_t, 8> right_colors;
|
|
parray<uint8_t, 8> top_colors;
|
|
parray<be_uint32_t, 6> range;
|
|
be_uint32_t unused2;
|
|
TargetMode target_mode;
|
|
uint8_t assist_turns; // 90 (dec) = once, 99 (dec) = forever
|
|
uint8_t cannot_move; // 0 for SC and creature cards; 1 for everything else
|
|
uint8_t cannot_attack; // 1 for shields, mags, defense actions, and assist cards
|
|
uint8_t unused3;
|
|
uint8_t hide_in_deck_edit; // 0 = player can use this card (appears in deck edit)
|
|
CriterionCode usable_criterion;
|
|
CardRarity rarity;
|
|
be_uint16_t unknown_a2;
|
|
be_uint16_t be_card_class; // Used for checking attributes (e.g. item types)
|
|
// These two fields seem to always contain the same value, and are always 0
|
|
// for non-assist cards and nonzero for assists. Each assist card has a unique
|
|
// value here and no effects, which makes it look like this is how assist
|
|
// effects are implemented. There seems to be some 1k-modulation going on here
|
|
// too; most cards are in the range 101-174 but a few have e.g. 1150, 2141. A
|
|
// few pairs of cards have the same effect, which makes it look like some
|
|
// other fields are also involved in determining their effects (see e.g. Skip
|
|
// Draw / Skip Move, Dice Fever / Dice Fever +, Reverse Card / Rich +).
|
|
parray<be_uint16_t, 2> assist_effect;
|
|
// Drop rates are decimal-encoded with the following fields:
|
|
// - rate % 10 (that is, the lowest decimal place) specifies the required game
|
|
// mode. 0 means any mode, 1 means offline only, 2 means 1P free-battle, 3
|
|
// means 2P+ free battle, 4 means story mode.
|
|
// - (rate / 10) % 100 (that is, the tens and hundreds decimal places) specify
|
|
// something else, but it's not clear what exactly.
|
|
// - rate / 1000 (the thousands decimal place) specifies the level class
|
|
// required to get this drop.
|
|
// - rate / 10000 (the ten-thousands decimal place) must be either 0, 1, or 2,
|
|
// but it's not clear yet what each value means.
|
|
// The drop rates are completely ignored if any of the following are true
|
|
// (which means the card can never be found in a normal post-battle draw):
|
|
// - type is SC_HUNTERS or SC_ARKZ
|
|
// - unknown_a3 is 0x23 or 0x24
|
|
// - rarity is E, D1, D2, or INVIS
|
|
// - hide_in_deck_edit is 1 (specifically 1; other nonzero values here don't
|
|
// prevent the card from appearing in post-battle draws)
|
|
parray<be_uint16_t, 2> drop_rates;
|
|
ptext<char, 0x14> en_name;
|
|
ptext<char, 0x0B> jp_short_name;
|
|
ptext<char, 0x08> en_short_name;
|
|
Effect effects[3];
|
|
uint8_t unused4;
|
|
|
|
bool is_sc() const;
|
|
bool is_fc() const;
|
|
bool is_named_android_sc() const;
|
|
bool any_top_color_matches(const CardDefinition& other) const;
|
|
CardClass card_class() const;
|
|
|
|
void decode_range();
|
|
std::string str() const;
|
|
} __attribute__((packed)); // 0x128 bytes in total
|
|
|
|
struct CardDefinitionsFooter {
|
|
be_uint32_t num_cards1;
|
|
be_uint32_t unknown_a1;
|
|
be_uint32_t num_cards2;
|
|
be_uint32_t unknown_a2[11];
|
|
be_uint32_t unknown_offset_a3;
|
|
be_uint32_t unknown_a4[3];
|
|
be_uint32_t footer_offset;
|
|
be_uint32_t unknown_a5[3];
|
|
} __attribute__((packed));
|
|
|
|
struct DeckDefinition {
|
|
ptext<char, 0x10> name;
|
|
be_uint32_t client_id; // 0-3
|
|
// List of card IDs. The card count is the number of nonzero entries here
|
|
// before a zero entry (or 50 if no entries are nonzero). The first card ID is
|
|
// the SC card, which the game implicitly subtracts from the limit - so a
|
|
// valid deck should actually have 31 cards in it.
|
|
parray<le_uint16_t, 50> card_ids;
|
|
be_uint32_t unknown_a1;
|
|
// Last modification time
|
|
le_uint16_t year;
|
|
uint8_t month;
|
|
uint8_t day;
|
|
uint8_t hour;
|
|
uint8_t minute;
|
|
uint8_t second;
|
|
uint8_t unknown_a2;
|
|
} __attribute__((packed)); // 0x84 bytes in total
|
|
|
|
struct PlayerConfig {
|
|
// TODO: Fill in the unknown fields here by looking around callsites of
|
|
// get_player_data_segment
|
|
/* 0000 */ ptext<char, 12> rank_text; // From B7 command
|
|
/* 000C */ parray<uint8_t, 0x1C> unknown_a1;
|
|
/* 0028 */ parray<be_uint16_t, 20> tech_menu_shortcut_entries;
|
|
/* 0050 */ parray<be_uint32_t, 10> choice_search_config;
|
|
/* 0078 */ parray<be_uint32_t, 0x30> scenario_progress;
|
|
/* 0138 */ be_uint16_t unknown_a2;
|
|
/* 013A */ be_uint16_t unknown_a3;
|
|
/* 013C */ parray<uint8_t, 0x18> unknown_a4;
|
|
/* 0154 */ uint8_t is_encrypted;
|
|
/* 0155 */ uint8_t basis;
|
|
/* 0156 */ parray<uint8_t, 2> unused;
|
|
// The following fields (here through the beginning of decks) are encrypted
|
|
// using the trivial algorithm, with the basis specified above, if
|
|
// is_encrypted is equal to 1.
|
|
// It appears the card counts field in this structure is actually 1000 (0x3E8)
|
|
// bytes long, even though in every other place the counts array appears it's
|
|
// 0x2F0 bytes long. They presumably did this because of the checksum logic.
|
|
/* 0158 */ parray<uint8_t, 1000> card_counts;
|
|
// These appear to be an attempt at checksumming the card counts array, but
|
|
// the algorithm don't cover the entire array and instead reads from later
|
|
// parts of this structure. This appears to be due to a copy/paste error in
|
|
// the original code. The algorithm sums card_counts [0] through [19] and puts
|
|
// the result in card_count_checksums[0], then sums card counts [50] through
|
|
// [69] and puts the result in card_count_checksums[1], etc. Presumably they
|
|
// intended to use 20 as the stride instead of 50, which would have exactly
|
|
// covered the entire card_counts array.
|
|
/* 0540 */ parray<be_uint16_t, 50> card_count_checksums;
|
|
// Yes, these are actually 64-bit integers. They include card IDs and some
|
|
// other data, encoded in a way I don't fully understand yet.
|
|
/* 05A4 */ parray<be_uint64_t, 0x1C2> unknown_a5;
|
|
/* 13B4 */ parray<uint8_t, 0x80> unknown_a7;
|
|
/* 1434 */ parray<DeckDefinition, 25> decks;
|
|
/* 2118 */ parray<uint8_t, 0x08> unknown_a8;
|
|
/* 2120 */ be_uint32_t offline_clv_exp; // CLvOff = this / 100
|
|
/* 2124 */ be_uint32_t online_clv_exp; // CLvOn = this / 100
|
|
struct PlayerReference {
|
|
/* 00 */ be_uint32_t guild_card_number;
|
|
/* 04 */ ptext<char, 0x18> player_name;
|
|
} __attribute__((packed));
|
|
// TODO: What do these player references mean? When are entries added to or
|
|
// removed from this list?
|
|
/* 2128 */ parray<PlayerReference, 9> unknown_a9;
|
|
/* 2224 */ parray<uint8_t, 0x50> unknown_a10;
|
|
/* 2274 */ ptext<char, 0x10> name;
|
|
/* 2284 */ parray<uint8_t, 0xCC> unknown_a11;
|
|
/* 2350 */
|
|
|
|
void decrypt();
|
|
void encrypt(uint8_t basis);
|
|
} __attribute__((packed));
|
|
|
|
enum class HPType : uint8_t {
|
|
DEFEAT_PLAYER = 0,
|
|
DEFEAT_TEAM = 1,
|
|
COMMON_HP = 2,
|
|
};
|
|
|
|
enum class DiceExchangeMode : uint8_t {
|
|
HIGH_ATK = 0,
|
|
HIGH_DEF = 1,
|
|
NONE = 2,
|
|
};
|
|
|
|
enum class AllowedCards : uint8_t {
|
|
ALL = 0,
|
|
N_ONLY = 1,
|
|
N_R_ONLY = 2,
|
|
N_R_S_ONLY = 3,
|
|
};
|
|
|
|
struct Rules {
|
|
// When this structure is used in a map/quest definition, FF in any of these
|
|
// fields means the user is allowed to override it. Any non-FF fields are
|
|
// fixed for the map/quest and cannot be overridden.
|
|
uint8_t overall_time_limit; // In increments of 5 minutes; 0 = unlimited
|
|
uint8_t phase_time_limit; // In seconds; 0 = unlimited
|
|
AllowedCards allowed_cards;
|
|
uint8_t min_dice; // 0 = default (1)
|
|
// 4
|
|
uint8_t max_dice; // 0 = default (6)
|
|
uint8_t disable_deck_shuffle; // 0 = shuffle on, 1 = off
|
|
uint8_t disable_deck_loop; // 0 = loop on, 1 = off
|
|
uint8_t char_hp;
|
|
// 8
|
|
HPType hp_type;
|
|
uint8_t no_assist_cards; // 1 = assist cards disallowed
|
|
uint8_t disable_dialogue; // 0 = dialogue on, 1 = dialogue off
|
|
DiceExchangeMode dice_exchange_mode;
|
|
// C
|
|
uint8_t disable_dice_boost; // 0 = dice boost on, 1 = off
|
|
parray<uint8_t, 3> unused;
|
|
|
|
Rules();
|
|
explicit Rules(std::shared_ptr<const JSONObject> json);
|
|
std::shared_ptr<JSONObject> json() const;
|
|
bool operator==(const Rules& other) const;
|
|
bool operator!=(const Rules& other) const;
|
|
void clear();
|
|
void set_defaults();
|
|
|
|
bool check_invalid_fields() const;
|
|
bool check_and_reset_invalid_fields();
|
|
|
|
std::string str() const;
|
|
} __attribute__((packed));
|
|
|
|
struct StateFlags {
|
|
le_uint16_t turn_num;
|
|
BattlePhase battle_phase;
|
|
uint8_t current_team_turn1;
|
|
uint8_t current_team_turn2;
|
|
ActionSubphase action_subphase;
|
|
SetupPhase setup_phase;
|
|
RegistrationPhase registration_phase;
|
|
parray<le_uint32_t, 2> team_exp;
|
|
parray<uint8_t, 2> team_dice_boost;
|
|
uint8_t first_team_turn;
|
|
uint8_t tournament_flag;
|
|
parray<CardType, 4> client_sc_card_types;
|
|
|
|
StateFlags();
|
|
bool operator==(const StateFlags& other) const;
|
|
bool operator!=(const StateFlags& other) const;
|
|
void clear();
|
|
void clear_FF();
|
|
} __attribute__((packed));
|
|
|
|
struct MapList {
|
|
be_uint32_t num_maps;
|
|
be_uint32_t unknown_a1; // Always 0?
|
|
be_uint32_t strings_offset; // From after total_size field (add 0x10 to this value)
|
|
be_uint32_t total_size; // Including header, entries, and strings
|
|
|
|
struct Entry { // Should be 0x220 bytes in total
|
|
be_uint16_t map_x;
|
|
be_uint16_t map_y;
|
|
be_uint16_t environment_number;
|
|
be_uint16_t map_number;
|
|
// Text offsets are from the beginning of the strings block after all map
|
|
// entries (that is, add strings_offset to them to get the string offset)
|
|
be_uint32_t name_offset;
|
|
be_uint32_t location_name_offset;
|
|
be_uint32_t quest_name_offset;
|
|
be_uint32_t description_offset;
|
|
be_uint16_t width;
|
|
be_uint16_t height;
|
|
parray<parray<uint8_t, 0x10>, 0x10> map_tiles;
|
|
parray<parray<uint8_t, 0x10>, 0x10> modification_tiles;
|
|
// This appears to be 0xFF for free battle maps, and 0 for quests.
|
|
// TODO: Figure out what this field's meaning actually is
|
|
uint8_t unknown_a1;
|
|
parray<uint8_t, 3> unused;
|
|
} __attribute__((packed));
|
|
|
|
// Variable-length fields:
|
|
// Entry entries[num_maps];
|
|
// char strings[...EOF]; // Null-terminated strings, pointed to by offsets in Entry structs
|
|
} __attribute__((packed));
|
|
|
|
struct CompressedMapHeader { // .mnm file format
|
|
le_uint32_t map_number;
|
|
le_uint32_t compressed_data_size;
|
|
// Compressed data immediately follows (which decompresses to a MapDefinition)
|
|
} __attribute__((packed));
|
|
|
|
struct MapDefinition { // .mnmd format; also the format of (decompressed) quests
|
|
/* 0000 */ be_uint32_t unknown_a1;
|
|
/* 0004 */ be_uint32_t map_number; // Must be unique across all maps
|
|
/* 0008 */ uint8_t width;
|
|
/* 0009 */ uint8_t height;
|
|
|
|
// The environment number specifies several things:
|
|
// - The model to load for the main battle stage
|
|
// - The music to play during the main battle
|
|
// - The color of the battle tile outlines (probably)
|
|
// - The preview image to show in the upper-left corner in the map select menu
|
|
// The environment numbers are:
|
|
// 00 - Unguis Lapis
|
|
// 01 - Nebula Montana (1)
|
|
// 02 - Lupus Silva (1)
|
|
// 03 - Lupus Silva (2)
|
|
// 04 - Molae Venti
|
|
// 05 - Nebula Montana (2)
|
|
// 06 - Tener Sinus
|
|
// 07 - Mortis Fons
|
|
// 08 - Morgue (destroyed)
|
|
// 09 - Tower of Caelum
|
|
// 0A = ??? (referred to as "^mapname"; crashes)
|
|
// 0B = Cyber
|
|
// 0C = Morgue (not destroyed)
|
|
// 0D = (Castor/Pollux map)
|
|
// 0E - Dolor Odor
|
|
// 0F = Ravum Aedes Sacra
|
|
// 10 - (Amplum Umbla map)
|
|
// 11 - Via Tubus
|
|
// 12 = Morgue (same as 08?)
|
|
// 13 = ??? (crashes)
|
|
// Environment numbers beyond 13 are not used in any known quests or maps.
|
|
/* 000A */ uint8_t environment_number;
|
|
|
|
// All alt_maps fields (including the floats) past num_alt_maps are filled in
|
|
// with FF. For example, if num_alt_maps == 8, the last two fields in each
|
|
// alt_maps array are filled with FF.
|
|
/* 000B */ uint8_t num_alt_maps; // TODO: What are the alt maps for?
|
|
|
|
// In the map_tiles array, the values are usually:
|
|
// 00 = not a valid tile (blocked)
|
|
// 01 = valid tile unless modified out (via modification_tiles)
|
|
// 02 = team A start (1v1)
|
|
// 03, 04 = team A start (2v2)
|
|
// 06, 07 = team B start (2v2)
|
|
// 08 = team B start (1v1)
|
|
// These values can be redefined by start_tile_definitions below, however.
|
|
// Note that the game displays the map reversed vertically in the preview
|
|
// window. For example, player 1 is on team A, which usually starts at the top
|
|
// of the map as defined in this struct, or at the bottom as shown in the
|
|
// preview window.
|
|
/* 000C */ parray<parray<uint8_t, 0x10>, 0x10> map_tiles;
|
|
|
|
// The start_tile_definitions field is a list of 6 bytes for each team. The
|
|
// low 6 bits of each byte match the starting location for the relevant player
|
|
// in map_tiles; the high 2 bits are the player's initial facing direction.
|
|
// - If the team has 1 player, only byte [0] is used.
|
|
// - If the team has 2 players, bytes [1] and [2] are used.
|
|
// - If the team has 3 players, bytes [3] through [5] are used.
|
|
/* 010C */ parray<parray<uint8_t, 6>, 2> start_tile_definitions;
|
|
|
|
/* 0118 */ parray<parray<uint8_t, 0x10>, 0x10> alt_maps1[2][0x0A];
|
|
/* 1518 */ parray<be_float, 0x12> alt_maps_unknown_a3[2][0x0A];
|
|
/* 1AB8 */ parray<be_float, 0x24> unknown_a4[3];
|
|
|
|
// In the modification_tiles array, the values are:
|
|
// 10 = blocked by rock (as if the corresponding map_tiles value was 00)
|
|
// 20 = blocked by fence (as if the corresponding map_tiles value was 00)
|
|
// 30-34 = teleporters (2 of each value may be present)
|
|
// 40-44 = traps (one of each type is chosen at random to be a real trap at
|
|
// battle start time)
|
|
// 50 = blocked by metal box (appears as improperly-z-buffered teal cube in
|
|
// preview; behaves like 10 and 20 in game)
|
|
/* 1C68 */ parray<parray<uint8_t, 0x10>, 0x10> modification_tiles;
|
|
|
|
/* 1D68 */ parray<uint8_t, 0x74> unknown_a5;
|
|
/* 1DDC */ Rules default_rules;
|
|
/* 1DEC */ parray<uint8_t, 4> unknown_a6;
|
|
|
|
/* 1DF0 */ ptext<char, 0x14> name;
|
|
/* 1E04 */ ptext<char, 0x14> location_name;
|
|
/* 1E18 */ ptext<char, 0x3C> quest_name; // == location_name if not a quest
|
|
/* 1E54 */ ptext<char, 0x190> description;
|
|
|
|
// These fields describe where the map cursor on the preview screen should
|
|
// scroll to
|
|
/* 1FE4 */ be_uint16_t map_x;
|
|
/* 1FE6 */ be_uint16_t map_y;
|
|
|
|
struct NPCDeck {
|
|
ptext<char, 0x18> name;
|
|
parray<be_uint16_t, 0x20> card_ids; // Last one appears to always be FFFF
|
|
} __attribute__((packed));
|
|
/* 1FE8 */ NPCDeck npc_decks[3]; // Unused if name[0] == 0
|
|
struct NPCCharacter {
|
|
parray<be_uint16_t, 2> unknown_a1;
|
|
parray<uint8_t, 4> unknown_a2;
|
|
ptext<char, 0x10> name;
|
|
parray<be_uint16_t, 0x7E> unknown_a3;
|
|
} __attribute__((packed));
|
|
/* 20F0 */ NPCCharacter npc_chars[3]; // Unused if name[0] == 0
|
|
|
|
/* 242C */ parray<uint8_t, 8> unknown_a7_a; // Always FF?
|
|
/* 2434 */ parray<be_uint32_t, 3> unknown_a7_b; // Always FF?
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|
|
|
// before_message appears before the battle; after_message appears after the
|
|
// battle. In free battle and online mode, before_message is ignored, but
|
|
// after_message still appears after the battle if it's not blank.
|
|
/* 2440 */ ptext<char, 0x190> before_message;
|
|
/* 25D0 */ ptext<char, 0x190> after_message;
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|
// dispatch_message is appears right before the player chooses a deck. Usually
|
|
// it contains something like "You can only dispatch <character>" or is blank.
|
|
/* 2760 */ ptext<char, 0x190> dispatch_message;
|
|
|
|
struct DialogueSet {
|
|
be_uint16_t unknown_a1;
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|
be_uint16_t unknown_a2; // Always 0x0064 if valid, 0xFFFF if unused?
|
|
ptext<char, 0x40> strings[4];
|
|
} __attribute__((packed)); // Total size: 0x104 bytes
|
|
/* 28F0 */ DialogueSet dialogue_sets[3][0x10]; // Up to 0x10 per valid NPC
|
|
|
|
/* 59B0 */ parray<be_uint16_t, 0x10> reward_card_ids;
|
|
|
|
/* 59D0 */ be_uint32_t unknown_a9_a;
|
|
/* 59D4 */ be_uint32_t unknown_a9_b;
|
|
/* 59D8 */ be_uint16_t unknown_a9_c;
|
|
/* 59DA */ be_uint16_t unknown_a9_d;
|
|
|
|
/* 59DC */ uint8_t unknown_a10;
|
|
|
|
// This field determines the type of block to be used in the Cyber
|
|
// environment. There are 10 block types (0-9); if this value is >= 10, it is
|
|
// treated as 0.
|
|
/* 59DD */ uint8_t cyber_block_type;
|
|
|
|
/* 59DE */ parray<uint8_t, 2> unknown_a11;
|
|
|
|
// This array specifies which SC characters can't participate in the quest
|
|
// (that is, the player is not allowed to choose decks with these SC cards).
|
|
// The values in this array don't match the SC card IDs, however:
|
|
// value in array => SC name (SC card ID)
|
|
// 0000 => Guykild (0005) 000C => Hyze (0117)
|
|
// 0001 => Kylria (0006) 000D => Rufina (0118)
|
|
// 0002 => Saligun (0110) 000E => Peko (0119)
|
|
// 0003 => Relmitos (0111) 000F => Creinu (011A)
|
|
// 0004 => Kranz (0002) 0010 => Reiz (011B)
|
|
// 0005 => Sil'fer (0004) 0011 => Lura (0007)
|
|
// 0006 => Ino'lis (0003) 0012 => Break (0008)
|
|
// 0007 => Viviana (0112) 0013 => Rio (011C)
|
|
// 0008 => Teifu (0113) 0014 => Endu (0116)
|
|
// 0009 => Orland (0001) 0015 => Memoru (011D)
|
|
// 000A => Stella (0114) 0016 => K.C. (011E)
|
|
// 000B => Glustar (0115) 0017 => Ohgun (011F)
|
|
// Unused entries in this array should be set to FFFF.
|
|
/* 59E0 */ parray<be_uint16_t, 0x18> unavailable_sc_cards;
|
|
|
|
// This array specifies which restrictions apply to each player slot.
|
|
struct EntryState {
|
|
// Values for player_type:
|
|
// 00 = Player (selectable by player, COM decks not allowed)
|
|
// 01 = Player/COM (selectable by player, player and COM decks allowed)
|
|
// 02 = COM (selectable by player, player decks not allowed)
|
|
// 03 = COM (not selectable by player; uses an NPC deck defined above)
|
|
// 04 = NONE (not selectable by player)
|
|
// FF = FREE (same as Player/COM, used in free battle mode)
|
|
uint8_t player_type;
|
|
// Values for deck_type:
|
|
// 00 = HERO ONLY
|
|
// 01 = DARK ONLY
|
|
// FF = any deck allowed
|
|
uint8_t deck_type;
|
|
} __attribute__((packed));
|
|
/* 5A10 */ parray<EntryState, 4> entry_states;
|
|
|
|
/* 5A18 */
|
|
|
|
std::string str(const DataIndex* data_index = nullptr) const;
|
|
} __attribute__((packed));
|
|
|
|
struct COMDeckDefinition {
|
|
size_t index;
|
|
std::string player_name;
|
|
std::string deck_name;
|
|
parray<le_uint16_t, 0x1F> card_ids;
|
|
};
|
|
|
|
class DataIndex {
|
|
public:
|
|
DataIndex(const std::string& directory, uint32_t behavior_flags);
|
|
|
|
struct CardEntry {
|
|
CardDefinition def;
|
|
std::string text;
|
|
std::vector<std::string> debug_tags; // Empty unless debug == true
|
|
};
|
|
|
|
class MapEntry {
|
|
public:
|
|
MapDefinition map;
|
|
bool is_quest;
|
|
|
|
MapEntry(const MapDefinition& map, bool is_quest);
|
|
MapEntry(const std::string& compressed_data, bool is_quest);
|
|
|
|
std::string compressed() const;
|
|
|
|
private:
|
|
mutable std::string compressed_data;
|
|
};
|
|
|
|
const std::string& get_compressed_card_definitions() const;
|
|
std::shared_ptr<const CardEntry> definition_for_card_id(uint32_t id) const;
|
|
std::shared_ptr<const CardEntry> definition_for_card_name(
|
|
const std::string& name) const;
|
|
std::set<uint32_t> all_card_ids() const;
|
|
uint64_t card_definitions_mtime() const;
|
|
|
|
const std::string& get_compressed_map_list() const;
|
|
std::shared_ptr<const MapEntry> definition_for_map_number(uint32_t id) const;
|
|
std::shared_ptr<const MapEntry> definition_for_map_name(
|
|
const std::string& name) const;
|
|
std::set<uint32_t> all_map_ids() const;
|
|
|
|
size_t num_com_decks() const;
|
|
std::shared_ptr<const COMDeckDefinition> com_deck(size_t which) const;
|
|
std::shared_ptr<const COMDeckDefinition> com_deck(const std::string& name) const;
|
|
std::shared_ptr<const COMDeckDefinition> random_com_deck() const;
|
|
|
|
const uint32_t behavior_flags;
|
|
|
|
private:
|
|
std::string compressed_card_definitions;
|
|
std::unordered_map<uint32_t, std::shared_ptr<CardEntry>> card_definitions;
|
|
std::unordered_map<std::string, std::shared_ptr<CardEntry>> card_definitions_by_name;
|
|
uint64_t mtime_for_card_definitions;
|
|
|
|
// The compressed map list is generated on demand from the maps map below.
|
|
// It's marked mutable because the logical consistency of the DataIndex object
|
|
// is not violated from the caller's perspective even if we don't generate the
|
|
// compressed map list at load time.
|
|
mutable std::string compressed_map_list;
|
|
std::map<uint32_t, std::shared_ptr<MapEntry>> maps;
|
|
std::unordered_map<std::string, std::shared_ptr<MapEntry>> maps_by_name;
|
|
|
|
std::vector<std::shared_ptr<COMDeckDefinition>> com_decks;
|
|
std::unordered_map<std::string, std::shared_ptr<COMDeckDefinition>> com_decks_by_name;
|
|
};
|
|
|
|
} // namespace Episode3
|