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use chrono::{DateTime, Local};
use num_derive::FromPrimitive;
use num_traits::FromPrimitive;
use crate::{error::SFError, gamestate::items::Item, misc::*};
#[derive(Debug, Clone, PartialEq, Eq, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// Information about the legendary dungeon event
pub struct LegendaryDungeonEvent {
/// The theme of the current event
pub theme: Option<LegendaryDungeonEventTheme>,
/// The time after which we are allowed to interact with the legendary
/// dungeons
pub start: Option<DateTime<Local>>,
/// The time up until which we are allowed to start new runs
pub end: Option<DateTime<Local>>,
/// The time at which the dungeon is expected to completely close.
/// Interacting with the dungeon (at all) is not possible after this.
pub close: Option<DateTime<Local>>,
pub(crate) active: Option<LegendaryDungeon>,
}
impl LegendaryDungeonEvent {
#[must_use]
/// Returns the status of the legendary dungeon event. This is basically the
/// screen, that you would be looking at in-game
pub fn status(&self) -> LegendaryDungeonStatus<'_> {
use LegendaryDungeonStage as Stage;
use LegendaryDungeonStatus as Status;
let now = Local::now();
if self.start.is_none_or(|a| a > now) {
return Status::Unavailable;
}
if self.close.is_none_or(|a| a < now) {
return Status::Unavailable;
}
let Some(theme) = self
.theme
.filter(|a| !matches!(a, LegendaryDungeonEventTheme::Unknown))
else {
return Status::Unavailable;
};
let Some(active) = &self.active else {
return if self.end.is_some_and(|a| a > now) {
Status::NotEntered(theme)
} else {
Status::Unavailable
};
};
if !active.pending_items.is_empty() {
return Status::TakeItem {
dungeon: active,
items: &active.pending_items,
};
}
let room_status = |status| Status::Room {
dungeon: active,
status,
encounter: active.encounter,
typ: active.room_type,
};
match active.stage {
Stage::NotEntered => Status::NotEntered(theme),
Stage::DoorSelect => Status::DoorSelect {
dungeon: active,
doors: &active.doors,
},
Stage::RoomSpecial if active.room_type == RoomType::BossRoom => {
Status::PickGem {
dungeon: active,
available_gems: &active.available_gems,
}
}
#[allow(clippy::pedantic)]
Stage::Healing => {
let started = active.healing_start.unwrap_or_default();
let now = Local::now();
let elapsed = now - started;
let elapsed_minuted = elapsed.num_minutes() as f64;
let heal_per_day = 100.0;
let heal_per_hour = heal_per_day / 24.0;
let heal_per_minute = heal_per_hour / 60.0;
let healed = elapsed_minuted * heal_per_minute;
let current_health_percent = healed.clamp(0.0, 100.0) as u8;
Status::Healing {
dungeon: active,
started,
current_health_percent,
}
}
Stage::RoomEntered => room_status(RoomStatus::Entered),
Stage::RoomInteracted => room_status(RoomStatus::Interacted),
Stage::RoomSpecial => room_status(RoomStatus::Special),
Stage::RoomFinished => room_status(RoomStatus::Finished),
Stage::Unknown => Status::Unknown,
Stage::Finished => Status::Ended(&active.total_stats),
}
}
}
#[derive(Debug, Clone, Copy, FromPrimitive, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// The theme of the legendary dungeon event
pub enum LegendaryDungeonEventTheme {
/// Diabolical Company Party theme
DiabolicalCompanyParty = 1,
/// Lord of the Things theme
LordOfTheThings = 2,
/// Fantastic Legendaries theme
FantasticLegendaries = 3,
/// Shady Birthday Bash theme
ShadyBirthdayBash = 4,
/// Massive Winter Spectacle theme
MassiveWinterSpectacle = 5,
/// Abyss of Madness theme
AbyssOfMadness = 6,
/// Hunt for Blazing Easter Egg theme
HuntForBlazingEasterEgg = 7,
/// Vile Vacation theme
VileVacation = 8,
/// A theme that has not yet been implemented
#[default]
Unknown = -1,
}
#[derive(Debug, Clone, PartialEq, Eq, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// The state of a legendary dungeon run
pub struct LegendaryDungeon {
/// Statistics for the current run
pub stats: Stats,
/// Total statistics across all runs in this event
pub total_stats: TotalStats,
/// The hp you currently have
pub current_hp: i64,
/// Any action, that reduces hp will immediately update `current_hp`. In
/// order for the game to properly transition from your old hp to the
/// current hp (visually), this here will contain your previous hp from
/// befor you took the action
pub pre_battle_hp: i64,
/// The hp you started the dungeon with
pub max_hp: i64,
/// The blessings currently active (max 3)
pub blessings: [Option<DungeonEffect>; 3],
/// The curses currently active (max 3)
pub curses: [Option<DungeonEffect>; 3],
pub(crate) stage: LegendaryDungeonStage,
/// The current floor you are on
pub current_floor: u32,
/// The highest floor you have reached in this run
pub max_floor: u32,
/// The amount of keys you have available to unlock doors
pub keys: u32,
/// The amount of mushrooms you would have to spend to heal 20% of your
/// health
pub heal_quarter_cost: u32,
/// The effects the merchant is currently trying to sell you
pub merchant_offers: Vec<MerchantOffer>,
/// The gems available to choose from after defeating the boss
pub active_gems: Vec<GemOfFate>,
/// The doors that you can pick between when in the `DoorSelect` stage
pub(crate) doors: [Door; 2],
pub(crate) room_type: RoomType,
/// The thing you currently have in the room with you
pub(crate) encounter: RoomEncounter,
/// Items, that must be collected/chosen between before you can continue
pub(crate) pending_items: Vec<Item>,
/// The gems available to choose from after defeating the boss
pub(crate) available_gems: Vec<GemOfFate>,
// 2 = alive
// 1 = ?
// 0 = dead (healing)
health_status: i64,
/// The time at which the healing process started after dropping hp to 0
pub(crate) healing_start: Option<DateTime<Local>>,
}
impl LegendaryDungeon {
pub(crate) fn update(&mut self, data: &[i64]) -> Result<(), SFError> {
// [00] 718719374 <= Some sort of random id?
self.health_status = data.cget(1, "ld unknown")?;
self.current_hp = data.cget(2, "ld current hp")?;
self.pre_battle_hp = data.cget(3, "ld pre hp")?;
self.max_hp = data.cget(4, "ld max hp")?;
for (pos, v) in self.blessings.iter_mut().enumerate() {
let s = data.csiget(11 + pos, "ld blessing rem", 0)?;
*v = DungeonEffect::parse(
data.csiget(5 + pos, "ld blessing typ", 0)?,
s / 10_000,
data.csiget(42 + pos, "ld blessing max", 0)?,
s % 10_000,
);
}
for (pos, v) in self.curses.iter_mut().enumerate() {
let s_pos = match pos {
0 => 14,
1 => 40,
_ => 41,
};
let s = data.csiget(s_pos, "ld blessing rem", 0)?;
*v = DungeonEffect::parse(
data.csiget(8 + pos, "ld blessing typ", 0)?,
s / 10_000,
data.csiget(45 + pos, "ld blessing max", 0)?,
s % 10_000,
);
}
self.stage =
data.cfpget(15, "dungeon stage", |a| a)?.unwrap_or_default();
// 16 => gem count
self.current_floor = data.csiget(17, "ld floor", 0)?;
self.max_floor = data.csiget(18, "ld max floor", 0)?;
if self.stage == LegendaryDungeonStage::DoorSelect {
for (pos, v) in self.doors.iter_mut().enumerate() {
v.typ = data
.cfpget(19 + pos, "ld door typ", |a| a)?
.unwrap_or_default();
let raw_trap = data.cget(25 + pos, "ld door trap")?;
v.trap = match raw_trap {
0 => None,
x => FromPrimitive::from_i64(x),
}
}
} else {
self.room_type =
data.cfpget(19, "ld room type", |a| a)?.unwrap_or_default();
}
let raw_enc = data.csiget(22, "ld encounter", 999)?;
self.encounter = RoomEncounter::parse(raw_enc);
// 27..= 38 has moved
self.keys = data.csiget(39, "ld keys", 0)?;
// Unknown:
// 21, 23, 24, 40, 41, 48;
Ok(())
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
/// The current status of the legendary dungeon
pub enum LegendaryDungeonStatus<'a> {
/// The legendary dungeon is not open, so you can not interact with it in
/// any way, shape or form
Unavailable,
/// You have not yet entered the dungeon. Start the dungeon by sending a
/// `LegendaryDungeonStart` command
NotEntered(LegendaryDungeonEventTheme),
/// The event has ended, so you are not allowed to start another attempt,
/// but you may look at your stats
Ended(&'a TotalStats),
/// You are in the door select screen and must either pick the left, or
/// right door. You do so with the `LegendaryDungeonPickDoor` command with
/// the index of the door
DoorSelect {
/// The legendary dungeon state
dungeon: &'a LegendaryDungeon,
/// The two doors available to pick from
doors: &'a [Door; 2],
},
/// You have defeated the dungeon boss and must pick one of the offered
/// gems. You do so with the `IADungeonSelectSoulStone` command and the
/// type of the gem you want
PickGem {
/// The legendary dungeon state
dungeon: &'a LegendaryDungeon,
/// The gems available to choose from
available_gems: &'a [GemOfFate],
},
/// We are currently healing. Wait until you can continue.
Healing {
/// The legendary dungeon state
dungeon: &'a LegendaryDungeon,
/// The time at which we started to heal (last time we died)
started: DateTime<Local>,
/// [0-100]. Will be updated based on the current `DateTime`, so this
/// will change inbetween invocations
current_health_percent: u8,
},
/// You are currently in a room
Room {
/// The legendary dungeon state
dungeon: &'a LegendaryDungeon,
/// The status of the room (entered, interacted, etc.)
status: RoomStatus,
/// The encounter in the room
encounter: RoomEncounter,
/// The type of room
typ: RoomType,
},
/// You have items that need to be taken
TakeItem {
/// The legendary dungeon state
dungeon: &'a LegendaryDungeon,
/// The items available to take
items: &'a [Item],
},
/// The dungeon is in a state, that has not been anticipated. Your best bet
/// is to send a `LegendaryDungeonInteract` with a value of:
/// [0,20,40,50,51,60,70] If you get this status, please report it
Unknown,
}
#[derive(Debug, Clone, Copy, FromPrimitive, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// The current stage of the legendary dungeon run
pub enum LegendaryDungeonStage {
/// The dungeon has not been entered yet
NotEntered = 0,
/// The player is currently selecting a door
DoorSelect = 1,
/// A room has been entered
RoomEntered = 10,
/// The player has interacted with the room
RoomInteracted = 11,
/// A special room event is occurring
RoomSpecial = 12,
/// The room has been finished
RoomFinished = 100,
/// The player is currently healing
Healing = 101,
/// The dungeon run has finished
Finished = 102,
/// A stage that has not yet been implemented
#[default]
Unknown = -1,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, FromPrimitive, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// The type of room in the legendary dungeon
pub enum RoomType {
/// A generic room with nothing special
Generic = 1,
/// A room with a mini-boss
BossRoom = 4,
/// The room with the final boss of the dungeon
FinalBossRoom = 5,
/// A room with a standard encounter (e.g. chest, crate)
Encounter = 100,
/// An empty room
Empty = 200,
/// The base version of the fountain of life heals a part of a character's
/// life energy.
FountainOfLife = 301,
/// Immediately triggers the game to interact. No idea why, or what this is
HoleInTheFloor = 302,
/// The rocks must be cleared away to progress in the Legendary Dungeon. As
/// a reward, stones are added to the fortress storage.
PileOfRocks = 303,
/// You have no choice; the lava must be crossed to progress in the
/// Legendary Dungeon. Unfortunately, this also means a loss of a part of
/// the character's life energy.
TheFloorIsLava = 304,
/// The dungeon narrator offers you a cup of tea. You can decide whether to
/// drink the tea or not. If you drink the tea, it heals a part of the
/// character's life energy, and you receive a blessing. If you do not
/// drink the tea, you leave the room without any consequences.
DungeonNarrator = 305,
/// The room slowly fills with water. If you do not leave within ten
/// seconds, you will drown and die.
// 50 => continue
// 51 => death
FloodedRoom = 306,
/// If you throw a gold coin into the wishing well, you will receive either
/// an item or a blessing.
WishingWell = 307,
/// The gambler challenges you to rock-paper-scissors.
/// If you avoid the challenge, you leave the room without any effects.
/// If you dare to compete against the gambler, you choose either rock,
/// paper, or scissors and wait to see what the gambler chooses.
/// If you defeat the gambler, you receive a blessing.
/// If the gambler wins, you receive a curse and lose a part of your life
/// energy.
/// If it's a draw, nothing happens.
RockPaperScissors = 308,
/// If you have wondered where the items go that you threw into the arcane
/// toilet, here you find the answer.
/// If you search through the broth, you receive an item.
/// Too disgusting? The sewers can be left without any effects.
Sewers = 309,
/// The zombie with the lantern challenges you to a fight. You can accept
/// the fight or try to flee.
UndeadFiend = 310,
/// An epic item is hidden in the locker. It's worth taking a look.
LockerRoom = 311,
/// The unlocked sarcophagus can be opened without a key. It contains gold.
UnlockedSarcophagus = 312,
/// If you defeat the Valaraukar, you lose a part of your hit points, but
/// in return, you also receive the blessing "Road to Recovery".
/// Cowardly heroes try to dodge the Valaraukar.
Valaraukar = 313,
/// The wood must be cleared away to progress in the Legendary Dungeon. As a
/// reward, wood is added to the fortress storage.
PileOfWood = 314,
/// Buy blessings with keys
KeyMasterShop = 315,
/// The wheel of fortune can be spun. With some luck, you receive a reward
/// (gold, blessing), but with bad luck, you can lose keys or receive a
/// curse. You can leave the room without spinning the wheel, without
/// having to worry about any consequences.
WheelOfFortune = 316,
/// Keys can be found in the spider web. However, it's also possible to get
/// bitten by the spider and get poisoned (curse). If you don't want to
/// take any risks, you can simply leave the room. There are three
/// variations of the spider web:
/// - Only the spider legs are visible: high chance for a key, low chance of
/// a spider bite.
/// - The spider head is visible: equal chance for two keys or a spider
/// bite.
/// - The entire spider is visible: low chance for 5 keys, high chance of a
/// spider bite.
SpiderWeb = 317,
// 318 unused?
/// You can try to defeat the monster or dodge and take flight.
BetaRoom = 319,
/// If you defeat the flying tube, you are rewarded with ten lucky coins.
FlyingTube = 320,
/// If you click on the soul bath, you get credited souls in the underworld.
SoulBath = 321,
/// The arcane splinters can be collected and then used at the blacksmith.
ArcaneSplintersCave = 322,
/// The key to failure shop master offers curses for purchase. This might
/// not sound very appealing at first. However, you receive keys if you take
/// up the offer. If you're not interested, you can simply leave the
/// store.
KeyToFailureShop = 323,
/// If you subject yourself to the torture rack, you receive a blessing but
/// also lose a part of the character's life energy at the same time.
/// The rainbow room can be left without any consequences.
RainbowRoom = 324,
/// You lose a part of your life energy in the fight. If the fight is won,
/// you receive life energy as a reward, where the gain in life energy
/// exceeds the loss from the fight. Lucky you!
/// The room can be left without any consequences.
PigRoom = 325,
/// If you click on the offer board, you receive an item that can be epic.
/// You can also simply leave the room without anything happening.
AuctionHouse = 326,
/// A hostile cat is blocking your way
MonsterCat1 = 327,
/// A hostile cat is blocking your way
MonsterCat2 = 328,
/// A room with weapons and armor
Armory = 329,
/// A room type that has not yet been implemented
#[default]
Unknown = -1,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
/// The status of the current room
pub enum RoomStatus {
/// The room has been entered
Entered,
/// The player has interacted with the room content
Interacted,
/// A special event is happening in the room
Special,
/// The room has been cleared
Finished,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// The encounter present in a room
pub enum RoomEncounter {
/// A bronze chest with basic loot
BronzeChest,
/// A silver chest with better loot
SilverChest,
/// An epic chest with great loot
EpicChest,
/// A basic crate
Crate1,
/// A medium crate
Crate2,
/// A large crate
Crate3,
/// Pretty sure this is exclusively the dead (lootable) one
WarriorSkeleton,
/// The thing that transforms into an enemy
MageSkeleton,
/// A barrel that can be smashed
Barrel,
/// A chest that is actually a mimic
MimicChest,
/// A chest that requires a sacrifice
SacrificialChest,
/// A chest that is cursed
CurseChest,
/// The price chest for completing the trial
PrizeChest,
/// A chest that is sated (requires something to open)
SatedChest,
/// A monster encounter with the given ID
Monster(u16),
/// An encounter type that has not yet been implemented
#[default]
Unknown,
}
impl RoomEncounter {
pub(crate) fn parse(val: i64) -> RoomEncounter {
match val {
0 => RoomEncounter::BronzeChest,
1 => RoomEncounter::SilverChest,
2 => RoomEncounter::EpicChest,
100 => RoomEncounter::Crate1,
101 => RoomEncounter::Crate2,
102 => RoomEncounter::Crate3,
300 => RoomEncounter::MageSkeleton,
301 => RoomEncounter::WarriorSkeleton,
400 => RoomEncounter::Barrel,
500 => RoomEncounter::MimicChest,
600 => RoomEncounter::SacrificialChest,
601 => RoomEncounter::CurseChest,
602 => RoomEncounter::PrizeChest,
603 => RoomEncounter::SatedChest,
x if x.is_negative() => {
RoomEncounter::Monster(x.abs().try_into().unwrap_or_default())
}
_ => {
log::warn!("Unknown room encounter: {val}");
RoomEncounter::Unknown
}
}
}
}
#[derive(Debug, Clone, PartialEq, Eq, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// A door in the legendary dungeon
pub struct Door {
/// The type of door
pub typ: DoorType,
/// The trap that might be present on the door
pub trap: Option<DoorTrap>,
}
#[derive(Debug, Clone, Copy, FromPrimitive, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// The type of door you can encounter in the legendary dungeon
pub enum DoorType {
/// A door with a monster
Monster1 = 1,
/// A door with a monster
Monster2 = 2,
/// A door with a monster
Monster3 = 3,
/// The door to the boss
Boss1 = 4,
/// The door to the boss
Boss2 = 5,
/// Bricked-up doors block the way. Here, passage is denied, and one is
/// forced to go through the other door.
Blocked = 1000,
/// Behind a mysterious door, there could be an empty room, an enemy room,
/// or an interaction room.
MysteryDoor = 1001,
/// A door that requires a key to open
LockedDoor = 1002,
/// An already open door
OpenDoor = 1003,
/// Behind an epic door, there is an epic chest. To open an epic door, a key
/// is required.
EpicDoor = 1004,
/// A door that requires two keys to open
DoubleLockedDoor = 1005,
/// Golden rooms can appear behind golden doors.
GoldenDoor = 1006,
/// Passing through a sacrificial door, you will lose a part of your life
/// energy. Behind this door, there is always a sacrificial chest.
SacrificialDoor = 1007,
/// Opening a cursed door results in receiving a curse. Normally, a cursed
/// chest is found behind a cursed door
CursedDoor = 1008,
/// A door leading to the key master's shop
KeyMasterShop = 1009,
/// A door that will give you a blessing when entering
BlessingDoor = 1010,
/// To open this door, you need to spin the wheel of fortune. No key is
/// required.
// A random reward is received (blessing, gold, lucky coins, hourglasses,
// or mushrooms). If unlucky, a curse is imposed. Behind a destiny
// door, there can be an empty room, a monster room, or an interaction
// room. In an interaction room, there is a wooden box, a chest, a corpse,
// or a barrel.
#[doc(alias = "Destiny")]
Wheel = 1011,
/// A hungry door that requires a certain amount of wood to open
/// When you open the hungry door, you enter a room where a sated chest can
/// be found. In the chest, you find resources (wood, stone, souls, metal,
/// arcane splinters, or hourglasses of impatience), but not the resource
/// previously fed.
Wood = 1012,
/// A hungry door that requires a certain amount of stone to open
/// When you open the hungry door, you enter a room where a sated chest can
/// be found. In the chest, you find resources (wood, stone, souls, metal,
/// arcane splinters, or hourglasses of impatience), but not the resource
/// previously fed.
Stone = 1013,
/// A hungry door that requires a certain amount of sould to open
/// When you open the hungry door, you enter a room where a sated chest can
/// be found. In the chest, you find resources (wood, stone, souls, metal,
/// arcane splinters, or hourglasses of impatience), but not the resource
/// previously fed.
Souls = 1014,
/// A hungry door that requires a certain amount of metal to open
/// When you open the hungry door, you enter a room where a sated chest can
/// be found. In the chest, you find resources (wood, stone, souls, metal,
/// arcane splinters, or hourglasses of impatience), but not the resource
/// previously fed.
Metal = 1015,
/// A hungry door that requires a certain amount of arcane to open
/// When you open the hungry door, you enter a room where a sated chest can
/// be found. In the chest, you find resources (wood, stone, souls, metal,
/// arcane splinters, or hourglasses of impatience), but not the resource
/// previously fed.
Arcane = 1016,
/// A hungry door that requires a certain amount of quicksand Hourglasses to
/// open When you open the hungry door, you enter a room where a sated
/// chest can be found. In the chest, you find resources (wood, stone,
/// souls, metal, arcane splinters, or hourglasses of impatience), but
/// not the resource previously fed.
QuicksandGlasses = 1017,
/// The first trial room
TrialRoom1 = 1018,
/// The second trial room
TrialRoom2 = 1019,
/// The third trial room
TrialRoom3 = 1020,
/// The fourth trial room
TrialRoom4 = 1021,
/// The fifth trial room
TrialRoom5 = 1022,
/// The exit of the trial rooms
TrialRoomExit = 1023,
/// A door type that has not yet been implemented
#[default]
Unknown = -1,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, FromPrimitive, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// A trap that can be encountered on a door
pub enum DoorTrap {
/// Poisoned daggers trap. I think this gives a curse
PoisonedDaggers = 1,
/// A swinging axe trap
SwingingAxe = 2,
/// A paint bucket trap
PaintBucket = 3,
/// A bear trap
BearTrap = 4,
/// A guillotine trap
Guillotine = 5,
/// A hammer ambush trap
HammerAmbush = 6,
/// A trip wire trap
TripWire = 7,
/// A top spikes trap
TopSpikes = 8,
/// A shark trap
Shark = 9,
/// A trap type that has not yet been implemented
#[default]
Unknown = -1,
}
#[derive(Debug, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct DungeonEffect {
/// The type this effect has
pub typ: DungeonEffectType,
/// The amount of rooms, or uses this effect is still active for
pub remaining_uses: u32,
/// The amount of rooms, or uses this effect will be active for after you
/// get it (always >= remaining)
pub max_uses: u32,
/// The strength of this effect. I.e. 50 => chance to escape +50%
pub strength: u32,
}
impl DungeonEffect {
pub(crate) fn parse(
typ: i64,
remaining: i64,
max_uses: i64,
strength: i64,
) -> Option<Self> {
if typ <= 0 {
return None;
}
let typ: DungeonEffectType =
FromPrimitive::from_i64(typ).unwrap_or_default();
let remaining_uses: u32 = remaining.try_into().unwrap_or(0);
let max_uses: u32 = max_uses.try_into().unwrap_or(0);
let strength: u32 = strength.try_into().unwrap_or(0);
Some(DungeonEffect {
typ,
remaining_uses,
max_uses,
strength,
})
}
}
#[derive(Debug, Clone, Copy, FromPrimitive, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// An effect, that you can get in the legendary dungeon
pub enum DungeonEffectType {
/// More gold from chests
Raider = 1,
/// Kill monster in one hit
OneHitWonder = 2,
/// Better chance to escape
EscapeAssistant = 3,
/// Disarm the next X traps
DisarmTraps = 4,
/// Open the next X doors without keys
LockPick = 5,
/// 50% chance for 2 keys
KeyMoment = 6,
/// Heal X% of life immediately
ElixirOfLife = 7,
/// Heal X% per room
RoadToRecovery = 8,
/// Enemy deals more damage
BrokenArmor = 101,
/// Receive X% damage each room
Poisoned = 102,
/// Lower chance to escape
Panderous = 103,
/// Less gold from chests
GoldRushHangover = 104,
/// Double key price
HardLock = 105,
/// A curse/blessing, that has not yet been implemented
#[default]
Unknown = -1,
}
#[derive(Debug, Clone, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// Statistics for the current legendary dungeon run
pub struct Stats {
/// The amount of items found during this run
pub items_found: u32,
/// The amount of epic items found during this run
pub epics_found: u32,
/// The amount of keys found during this run
pub keys_found: u32,
/// The amount of silver found during this run
pub silver_found: u64,
/// The amount of attempts made in this run
pub attempts: u32,
}
impl Stats {
pub(crate) fn parse(data: &[i64]) -> Result<Self, SFError> {
Ok(Stats {
items_found: data.csiget(0, "ld item found", 0)?,
epics_found: data.csiget(1, "ld epic found", 0)?,
keys_found: data.csiget(2, "ld keys found", 0)?,
silver_found: data.csiget(3, "ld silver found", 0)?,
attempts: data.csiget(4, "ld attempts", 0)?,
})
}
}
#[derive(Debug, Clone, PartialEq, Eq, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// An offer from the merchant in the legendary dungeon
pub struct MerchantOffer {
/// The type of effect being offered
pub typ: DungeonEffectType,
/// The maximum number of uses for this effect
pub max_uses: u32,
/// The strength of the effect
pub strength: u32,
/// The amount of keys you pay, or get depending on curse/blessing
pub keys: u32,
}
impl MerchantOffer {
pub(crate) fn parse(data: &[i64]) -> Result<Option<Self>, SFError> {
if data.iter().all(|a| *a == 0) {
return Ok(None);
}
let typ: DungeonEffectType = data
.cfpget(0, "ld merchant offer type", |a| a)?
.unwrap_or_default();
let s: u32 = data.csiget(1, "ld merchant effect", 0)?;
let price = data.csiget(2, "ld merchant price", u32::MAX)?;
Ok(Some(Self {
typ,
max_uses: s / 10_000,
strength: s % 10_000,
keys: price,
}))
}
}
#[derive(Debug, Clone, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// Total statistics across all runs in the legendary dungeon event
pub struct TotalStats {
/// Total number of legendary items found
pub legendaries_found: u32,
/// Most attempts made in a single best run
pub attempts_best_run: u32,
/// Total number of enemies defeated
pub enemies_defeated: u32,
/// Total number of epic items found
pub epics_found: u32,
/// Total gold found
pub gold_found: u64,
}
impl TotalStats {
pub(crate) fn parse(data: &[i64]) -> Result<Self, SFError> {
// Note: There is another value (5), but I can not figure out what it is
Ok(TotalStats {
legendaries_found: data.csiget(0, "ld total legendaries", 0)?,
attempts_best_run: data.csiget(1, "ld best attempts", 0)?,
enemies_defeated: data.csiget(2, "ld enemies defeated", 0)?,
epics_found: data.csiget(3, "ld total epics", 0)?,
gold_found: data.csiget(4, "ld total gold", 0)?,
})
}
}
#[derive(Debug, Clone, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// A gem of fate, which provides a permanent buff (or debuff) for the rest of
/// the legendary dungeon event
pub struct GemOfFate {
/// The type of gem
pub typ: GemOfFateType,
/// The positive effect provided by the gem
pub advantage: Option<GemOfFateEffect>,
/// The power/value of the positive effect
pub advantage_pwr: i64,
/// The negative effect provided by the gem
pub disadvantage: Option<GemOfFateEffect>,
/// The power/value of the negative effect
pub disadvantage_pwr: i64,
/// A special disadvantage effect
pub disadvantage_effect: Option<GemOfFateSpecialDisadvantage>,
}
impl GemOfFate {
pub(crate) fn parse(data: &[i64]) -> Result<Option<GemOfFate>, SFError> {
if data.iter().all(|a| *a == 0) {
return Ok(None);
}
Ok(Some(Self {
typ: data.cfpget(0, "ld gof typ", |a| a)?.unwrap_or_default(),
advantage: data.cfpget(1, "ld gof adv", |a| a)?,
advantage_pwr: data.cget(2, "ld gof dis val")?,
disadvantage: data.cfpget(3, "ld gof dis", |a| a)?,
disadvantage_pwr: data.cget(4, "ld gof dis val")?,
disadvantage_effect: data.cfpget(5, "ld gof dis effect", |a| a)?,
}))
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, FromPrimitive, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// The type of Gem of Fate
pub enum GemOfFateType {
/// Eye of the Bull gem
EyeOfTheBull = 1,
/// Soul of the Rabbit gem
SoulOfTheRabbit = 2,
/// Boulder of Greed gem
BoulderOfGreed = 3,
/// Emerald of the Explorer gem
EmeraldOfTheExplorer = 4,
/// Pearl of the Masochist gem
PearlOfTheMasochist = 5,
/// Pendant of the Key Master gem
PendantOfTheKeyMaster = 6,
/// Pebble of Deceit gem
PebbleOfDeceit = 7,
/// Greasy Healing Stone gem
GreasyHealingStone = 8,
/// Spying Gem gem
SpyingGem = 9,
/// Lode Stone gem
LodeStone = 10,
/// Boulder of the Gambler gem
BoulderOfTheGambler = 11,
/// Old Sacrificial Stone gem
OldSacrificialStone = 12,
/// Blood Drop of Sacrifice gem
BloodDropOfSacrifice = 13,
/// Kidney Stone of Determination gem
KidneyStoneOfDetermination = 14,
/// Hope of the Thirsty One gem
HopeOfTheThirstyOne = 15,
/// Erratic Boulder of the Hip gem
ErraticBoulderOfTheHip = 16,
/// Saphire of the Misadventurer gem
SaphireOfTheMisadventurer = 17,
/// Cursed Moonstone gem
CursedMoonstone = 18,
/// Diamond of the Timetraveler gem
DiamondOfTheTimetraveler = 19,
/// Treasure of the Hero gem
TreasureOfTheHero = 20,
/// Crown Jewel of the Devil gem
CrownJewelOfTheDevil = 21,
/// Cursed Pearl gem
CursedPearl = 22,
/// Rusty Healing Stone gem
RustyHealingStone = 23,
/// A gem type that has not yet been implemented
#[default]
Unknown = -1,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, FromPrimitive, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// An effect provided by a Gem of Fate
pub enum GemOfFateEffect {
// Key related effects
/// Affects the chance of finding keys
ChanceOfKeys = 1,
// Escape effects
/// Affects the chance of escaping from monsters
EscapeChance = 10,
/// Affects the damage taken when escaping
DamageFromEscape = 11,
/// Affects the chance of finding a key after escaping
ChanceOfKeyAfterEscape = 12,
/// Affects the chance of receiving a curse after escaping
ChanceOfCurseAfterEscape = 13,
// Blessings & Curses
/// Affects the duration of blessings
DurationOfBlessings = 30,
/// Affects the duration of curses
DurationOfCurses = 31,
/// Affects the chance of receiving stronger curses
ChanceOfStrongerCurses = 32,
// Fights
/// Affects the damage taken from monsters
DamageFromMonsters = 40,
/// Affects the chance of receiving a blessing after a fight
ChanceOfBlessingAfterFight = 41,
/// Affects the chance of receiving a curse after a fight
ChanceOfCurseAfterFight = 42,
// Barrels
/// Affects the chance of finding blessings in barrels
ChanceOfBlessingsInBarrels = 50,
/// Affects the chance of finding better blessings in barrels
ChanceOfBetterBlessingsInBarrels = 51,
// Damage
/// Affects the damage taken from sacrificial doors
DamageFromSacDoors = 70,
/// Affects the damage taken from opening chests
DamageFromChests = 71,
/// Affects the damage taken from traps
DamageFromTraps = 90,
/// Affects whether a blessing or curse is received after reviving
BlessingOrCurseAfterRevive = 100,
/// Affects the chance of finding blessings in barrels, chests, or corpses
BlessingsInBarrelsChestsCorpses = 110,
/// Affects the amount of healing received from blessings
HealingFromBlessings = 130,
/// An effect type that has not yet been implemented
#[default]
Unknown = -1,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, FromPrimitive, Default)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// A special disadvantage effect provided by a Gem of Fate
pub enum GemOfFateSpecialDisadvantage {
/// Weaker monsters spawn in the dungeon
WeakerMonstersSpawn = 1,
/// Stronger monsters spawn in the dungeon
StrongerMonstersSpawn = 2,
/// More traps spawn on doors
MoreTrapsSpawn = 3,
// 4-5?
/// Sacrificial chests spawn behind closed doors
SacChestsSpawnBehindClosedDoors = 6,
/// More sacrificial doors appear
MoreSacDoors = 8,
/// Fewer sacrificial doors appear
FewerSacDoors = 9,
/// Cursed chests spawn behind closed doors
CursedChestsSpawnBehindClosedDoors = 10,
/// More cursed doors appear
MoreCursedDoors = 12,
/// Fewer cursed doors appear
FewerCursedDoors = 13,
// ??
/// Affects the chance of epic doors appearing
ChanceOfEpicDoors = 17,
/// Affects the chance of unlocked doors appearing
ChanceOfUnlockedDoors = 18,
/// Affects the chance of double locked doors appearing
ChanceOfDoubleLockedDoor = 19,
/// More mysterious rooms appear
MoreMysteriousRooms = 20,
/// Fewer mysterious rooms appear
FewerMysteriousRooms = 21,
/// Every door will have at least one trap
AlwaysOneTrap = 22,
/// Every door will have at least one lock
AlwaysOneLock = 23,
/// Monsters are always present behind doors
MonstersBehindDoors = 24,
/// No more epic chests will spawn
NoMoreEpicChests = 25,
/// Traps will always inflict a curse
TrapsInflictCurse = 26,
/// A disadvantage type that has not yet been implemented
#[default]
Unknown = -1,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
/// A choice in the rock-paper-scissors minigame
pub enum RPSChoice {
/// Rock choice
Rock = 90,
/// Paper choice
Paper = 91,
/// Scissors choice
Scissors = 92,
}