feat(fifa17): map training subtypes to attribute slots

Which attribute a FIFA 17 training card trains is recoverable after all --
not from a table, but from the client's own dispatch: `FUN_18013f4d0`
derives a consumable's whole presentation from `cardsubtypeid` and writes an
attribute selector to `rec+0xbc`. Paired with `fcc_trainingcards.amount`
(TABLE_PROVEN, matching the wire 8/8), that settles both halves of the
effect for all 36 attribute training cards -- 12 families x 5/10/15, 18
goalkeeper and 18 outfield.

The subtype order is NOT the slot order: 54 is SPEED at slot 4 while 56 is
REFLEXES at slot 3, and 65 is HEADING at slot 5 while 66 is DEFENDING at
slot 4. Reading them sequentially trains a different stat from the one on
the card, invisibly, so the table is explicit and a test pins those four.

The two SQUAD training cards (57, 67) share the table and the client's
training UI bucket but are the only ones whose single-target byte is 0: they
act on a squad and move fitness, not an attribute. They resolve to None and
fail closed rather than being mistaken for a +3 attribute card.

A keeper's six slots mean DIV/HAN/KIC/REF/SPD/POS and an outfielder's mean
PAC/SHO/PAS/DRI/DEF/PHY -- same numbers, different attributes -- so the
class gate is not cosmetic.
This commit is contained in:
funman300
2026-08-22 22:59:46 +00:00
parent 4156dc5810
commit 4936654f84
2 changed files with 242 additions and 0 deletions
+1
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@@ -27,3 +27,4 @@ pub mod squad_ext;
pub mod squad_projection;
pub mod store_catalog;
pub mod store_session;
pub mod training_cards;
@@ -0,0 +1,241 @@
//! FIFA 17 attribute training cards: which attribute a card trains, and by how
//! much.
//!
//! ## Where this comes from
//!
//! Two independent shipped sources, no invention:
//!
//! * **which attribute** — `cardsubtypeid`. `FUN_18013f4d0` derives a
//! consumable's whole presentation from that one field, and for the training
//! families it writes an attribute selector to `rec+0xbc` and the magnitude to
//! `rec+0xbf`. The selector per subtype is recorded in
//! `fifa17-recon/data/consumables.json` (`subtypes[].bc`, with the client's own
//! `FUT_UC_*` / `FUT_MC_*` string for each). STATIC_REVERSED.
//! * **how much** — `fcc_trainingcards.amount`, EA's shipped table. Every owned
//! consumable's wire `amount` matches that column 8/8. TABLE_PROVEN.
//!
//! ## Why the effect is ours to define at all
//!
//! No binary in the FIFA 17 install reads `fcc_trainingcards` at any casing, so
//! unlike quick-sell (`fcc_discardcoins`, which the client DOES read) there is no
//! client-side oracle for a consumable effect and never will be. The client ACKs
//! an apply on transport code alone and then re-reads state. Whatever the server
//! durably stores and re-serves IS what the player sees. That makes the
//! *magnitude* and the *target attribute* recoverable facts — the two above — and
//! everything about the effect's LIFECYCLE a server policy we must state
//! explicitly rather than pretend to have reversed. See
//! `TRAINING_MATCH_EXPIRY` below.
//!
//! ## Slot numbering
//!
//! The `attribute_index` this module produces is a slot in CORE's six-attribute
//! model (0 pace, 1 shooting, 2 passing, 3 dribbling, 4 defending, 5 physical),
//! not a FIFA attribute id. A goalkeeper's six attributes occupy those same six
//! slots on the wire — DIV/HAN/KIC/REF/SPD/POS in that order — which is why a GK
//! card and an outfield card can share one slot vocabulary.
/// Which class of player a training card may be applied to.
///
/// FIFA 17 authors the two families separately (`FUT_UC_*` for keepers,
/// `FUT_MC_*` for outfielders) and their slots mean different attributes, so
/// applying one to the wrong class would silently train the wrong stat.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum TrainingClass {
Goalkeeper,
Outfield,
}
/// A resolved training effect: one attribute slot, one magnitude, one legal
/// target class.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct TrainingEffect {
pub class: TrainingClass,
/// Slot in Core's six-attribute model.
pub attribute_index: i64,
pub amount: i64,
}
/// The largest magnitude EA authors for an attribute training card.
///
/// `fcc_trainingcards` authors exactly 5, 10 and 15 for every attribute family.
/// It is declared to Core on every apply so Core can refuse a larger boost than
/// any real card could grant, which is what keeps the closed vocabulary from
/// being a blank cheque.
pub const TRAINING_MAX_AMOUNT: i64 = 15;
/// GK attribute training subtypes → Core attribute slot.
///
/// The client's own order is DIV, HAN, KIC, REF, SPD, POS, and `bc` follows it;
/// note that the subtype ids do NOT (54 is SPEED at slot 4, 56 is REFLEXES at
/// slot 3). Reading these off in subtype order instead of `bc` order is exactly
/// the mistake this table exists to prevent.
const GK_TRAINING: &[(i64, i64)] = &[
(51, 0), // FUT_UC_DIVING
(52, 1), // FUT_UC_HANDLING
(53, 2), // FUT_UC_KICKING
(56, 3), // FUT_UC_REFLEXES
(54, 4), // FUT_UC_SPEED
(55, 5), // FUT_UC_POSITIONING
];
/// Outfield attribute training subtypes → Core attribute slot.
///
/// Same trap as the keepers: 65 is HEADING at slot 5 (Core's `physical`) and 66
/// is DEFENDING at slot 4.
const OUTFIELD_TRAINING: &[(i64, i64)] = &[
(61, 0), // FUT_MC_PACE
(62, 1), // FUT_MC_SHOOTING
(63, 2), // FUT_MC_PASSING
(64, 3), // FUT_MC_DRIBBLING
(66, 4), // FUT_MC_DEFENDING
(65, 5), // FUT_MC_HEADING -> Core's `physical` slot
];
/// The two SQUAD training subtypes, deliberately NOT supported.
///
/// 57 (`FUT_FITNESS_UC`) and 67 (`FUT_FITNESS_MC`) sit in the client's training
/// UI bucket and live in `fcc_trainingcards`, but they are the only two whose
/// `single-target` byte (`rec+0xc0`) is 0: they act on a SQUAD, not on one
/// instance, and they move fitness rather than an attribute. Neither the squad
/// scope nor a fitness model is reversed, so they fail closed rather than being
/// mistaken for a +3 attribute card.
pub const SQUAD_TRAINING_SUBTYPES: &[i64] = &[57, 67];
/// Resolve a consumable into a training effect, or `None` if it is not an
/// attribute training card.
///
/// `amount` is the wire/catalog magnitude for the card. It is required: the
/// client parser initialises its amount temp to `-1` and reads it signed, so a
/// missing magnitude is not "zero", it is a card that would draw and grant
/// nonsense. Absent or out-of-range, this refuses.
pub fn training_effect(subtype: i64, amount: Option<i64>) -> Option<TrainingEffect> {
let (class, attribute_index) = GK_TRAINING
.iter()
.find(|&&(s, _)| s == subtype)
.map(|&(_, slot)| (TrainingClass::Goalkeeper, slot))
.or_else(|| {
OUTFIELD_TRAINING
.iter()
.find(|&&(s, _)| s == subtype)
.map(|&(_, slot)| (TrainingClass::Outfield, slot))
})?;
let amount = amount?;
if !(1..=TRAINING_MAX_AMOUNT).contains(&amount) {
return None;
}
Some(TrainingEffect {
class,
attribute_index,
amount,
})
}
/// Whether a target playing in `position` may receive `class` training.
///
/// The client's own `pos` vocabulary numbers GK 0 and gives every outfield role
/// its own id, so the distinction is exactly "is the target a keeper".
pub fn class_accepts_position(class: TrainingClass, position: &str) -> bool {
let is_gk = position.eq_ignore_ascii_case("GK");
match class {
TrainingClass::Goalkeeper => is_gk,
TrainingClass::Outfield => !is_gk,
}
}
/// What clears an applied training effect, if anything.
///
/// UNKNOWN, and deliberately recorded as a constant so it cannot be quietly
/// assumed. FIFA 17 ships no table describing a training lifetime, the client
/// holds no consumable-effect logic to reverse one from, and "training is
/// temporary in FUT" is a recollection about other titles, not evidence about
/// this one. Until an experiment settles it, an applied effect PERSISTS, and no
/// code decrements or expires it.
pub const TRAINING_MATCH_EXPIRY: &str = "UNKNOWN";
#[cfg(test)]
mod tests {
use super::*;
/// The slot must come from `bc`, never from the subtype's ordinal position.
/// 54/56 (keeper) and 65/66 (outfield) are the pairs that catch a
/// sequential misreading.
#[test]
fn out_of_order_subtypes_map_to_their_reversed_slots() {
assert_eq!(training_effect(54, Some(10)).unwrap().attribute_index, 4); // SPEED
assert_eq!(training_effect(56, Some(10)).unwrap().attribute_index, 3); // REFLEXES
assert_eq!(training_effect(65, Some(10)).unwrap().attribute_index, 5); // HEADING
assert_eq!(training_effect(66, Some(10)).unwrap().attribute_index, 4); // DEFENDING
}
/// Every attribute training subtype resolves, and the two families cover
/// Core's six slots exactly once each.
#[test]
fn both_families_cover_all_six_slots_exactly_once() {
for (family, subtypes) in [
(TrainingClass::Goalkeeper, GK_TRAINING),
(TrainingClass::Outfield, OUTFIELD_TRAINING),
] {
let mut slots: Vec<i64> = subtypes
.iter()
.map(|&(s, _)| {
let e = training_effect(s, Some(5)).expect("subtype resolves");
assert_eq!(e.class, family);
e.attribute_index
})
.collect();
slots.sort_unstable();
assert_eq!(slots, vec![0, 1, 2, 3, 4, 5]);
}
}
/// The squad-scoped pair share the training table and UI bucket but are not
/// attribute training; resolving them would apply a fitness magnitude to
/// whatever attribute slot 0 happens to be.
#[test]
fn squad_training_subtypes_are_not_attribute_training() {
for &s in SQUAD_TRAINING_SUBTYPES {
assert_eq!(training_effect(s, Some(3)), None);
}
}
/// A missing magnitude is a refusal, not a zero: the client reads the byte
/// signed from a -1 initial value.
#[test]
fn a_missing_or_impossible_amount_refuses() {
assert_eq!(training_effect(52, None), None);
assert_eq!(training_effect(52, Some(0)), None);
assert_eq!(training_effect(52, Some(-1)), None);
assert_eq!(training_effect(52, Some(TRAINING_MAX_AMOUNT + 1)), None);
}
/// Only the shipped magnitudes are accepted, and all three are.
#[test]
fn the_three_authored_magnitudes_all_resolve() {
for a in [5, 10, 15] {
assert_eq!(training_effect(61, Some(a)).unwrap().amount, a);
}
}
/// Family/target gating is the whole reason `class` exists.
#[test]
fn each_family_accepts_only_its_own_target_class() {
assert!(class_accepts_position(TrainingClass::Goalkeeper, "GK"));
assert!(!class_accepts_position(TrainingClass::Goalkeeper, "ST"));
assert!(class_accepts_position(TrainingClass::Outfield, "ST"));
assert!(!class_accepts_position(TrainingClass::Outfield, "GK"));
// The wire's casing is not guaranteed to be ours.
assert!(class_accepts_position(TrainingClass::Goalkeeper, "gk"));
}
/// A non-training consumable must never resolve here — contracts (201/202),
/// healing (211-218), fitness (219/220), position (91-110) and play styles
/// (250-273) all share the consumable space.
#[test]
fn other_consumable_families_do_not_resolve_as_training() {
for s in [201, 202, 211, 218, 219, 220, 91, 110, 250, 271, 300] {
assert_eq!(training_effect(s, Some(5)), None, "subtype {s} resolved");
}
}
}