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OpenFUT/openfut-adapter-fifa17/src/fut/training_cards.rs
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funman300 3bb6b4fc9d fix(fifa17): subtypes 57/67 are the rare all-six training card
They were failing closed as "squad fitness". Four facts say otherwise: each
family holds exactly 21 rows = 7 types x 3 levels matching the published
"6 single attributes + 1 ALL" list; those six rows are the ONLY ones with
weightrare=2 while all 36 single-attribute rows are 0, and the published list
marks ALL rare; their amounts are exactly 3/6/10 against the documented ALL
card's +3/+6/+10; and bc=6 is one past the six real slots, an "all" sentinel,
with c0=0 reading as "not single-ATTRIBUTE" rather than "not single-target".

The misreading came from consumables.json's FUT_FITNESS_UC/MC label, which is
tool-authored -- build_consumables.py names the 7th element of its attribute
array -- and has no documented provenance. The bc/c0 values beside it ARE
reversed; only the name was not. The genuine squad-fitness card is subtype
220 in fcc_healingcards (10/20/30) and player fitness is 219; that family
stays unsupported.

The two families carry different authored ceilings, 15 single-attribute and
10 all-six, so ceiling_for() reports the right one per effect -- sending the
single-attribute ceiling for an all-six card would let a +15 all-six boost
through, granting 90 attribute points from a card worth 60.

Also corrects ENDPOINT_MAP row 7: ApplyCardByRes carries urlIndex 0x0e, which
resolves to ut/%s/item/resource, and the live verb is POST. The row claimed
PUT ut/%s/item for both apply RPCs, and that conflation is what kept the
"apply must ride PUT ut/%s/item" hypothesis alive until the POST capture
settled it -- every observed PUT ut/%s/item is a pile move.
2026-08-22 23:33:43 +00:00

313 lines
13 KiB
Rust

//! 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 (or all six), 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, or `None` for the rare card that
/// boosts ALL SIX.
pub attribute_index: Option<i64>,
pub amount: i64,
}
/// The largest magnitude EA authors for a SINGLE-attribute training card.
///
/// `fcc_trainingcards` authors exactly 5, 10 and 15 for all twelve
/// single-attribute families. 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;
/// The largest magnitude EA authors for the RARE all-six training card.
///
/// The two all-six subtypes author 3/6/10 only, so a +15 all-six card does not
/// exist and must not be describable to Core.
pub const TRAINING_ALL_MAX_AMOUNT: i64 = 10;
/// 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 RARE training cards, which boost ALL SIX attributes at once.
///
/// These were previously mistaken for "squad fitness" on the strength of the
/// reversed label `FUT_FITNESS_UC` / `FUT_FITNESS_MC`. That label is
/// tool-authored (`build_consumables.py` names the 7th element of its attribute
/// array) and has no documented provenance; four independent facts say all-six:
///
/// * each family holds exactly 21 rows = 7 card types x 3 levels, and the
/// published FIFA 17 card list is 6 single attributes + 1 "ALL";
/// * these six rows are the ONLY ones in the table with `weightrare = 2`; all 36
/// single-attribute rows are `weightrare = 0`. The published list marks the
/// ALL card RARE and every single-attribute card non-rare;
/// * their amounts are exactly 3/6/10, matching the published ALL card's
/// +3 bronze / +6 silver / +10 gold, while single attributes are 5/10/15;
/// * `bc = 6` is one past the six real slots (0..5) -- an "all" sentinel -- and
/// `c0 = 0` reads as "not single-ATTRIBUTE", not "not single-target".
///
/// The genuine squad-fitness card is subtype 220 in a DIFFERENT table
/// (`fcc_healingcards`, amounts 10/20/30), and player fitness is 219 — that
/// family is separately identified and remains unsupported.
const ALL_ATTRIBUTE_TRAINING: &[(i64, TrainingClass)] = &[
(57, TrainingClass::Goalkeeper),
(67, TrainingClass::Outfield),
];
/// 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, ceiling) = GK_TRAINING
.iter()
.find(|&&(s, _)| s == subtype)
.map(|&(_, slot)| (TrainingClass::Goalkeeper, Some(slot), TRAINING_MAX_AMOUNT))
.or_else(|| {
OUTFIELD_TRAINING
.iter()
.find(|&&(s, _)| s == subtype)
.map(|&(_, slot)| (TrainingClass::Outfield, Some(slot), TRAINING_MAX_AMOUNT))
})
.or_else(|| {
ALL_ATTRIBUTE_TRAINING
.iter()
.find(|&&(s, _)| s == subtype)
.map(|&(_, class)| (class, None, TRAINING_ALL_MAX_AMOUNT))
})?;
let amount = amount?;
if !(1..=ceiling).contains(&amount) {
return None;
}
Some(TrainingEffect {
class,
attribute_index,
amount,
})
}
/// The ceiling Core must be told for a resolved effect: the two families author
/// different maxima, and sending the wrong one either lets an impossible boost
/// through or refuses a legitimate card.
pub fn ceiling_for(effect: &TrainingEffect) -> i64 {
match effect.attribute_index {
Some(_) => TRAINING_MAX_AMOUNT,
None => TRAINING_ALL_MAX_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,
Some(4)
); // SPEED
assert_eq!(
training_effect(56, Some(10)).unwrap().attribute_index,
Some(3)
); // REFLEXES
assert_eq!(
training_effect(65, Some(10)).unwrap().attribute_index,
Some(5)
); // HEADING
assert_eq!(
training_effect(66, Some(10)).unwrap().attribute_index,
Some(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
.expect("single-attribute card names a slot")
})
.collect();
slots.sort_unstable();
assert_eq!(slots, vec![0, 1, 2, 3, 4, 5]);
}
}
/// The rare pair boost ALL SIX attributes, so they resolve with NO slot.
/// Reading them as single-attribute would apply their magnitude to whatever
/// slot 0 happens to be and drop the other five.
#[test]
fn the_rare_cards_boost_all_six_attributes() {
for (subtype, class) in [
(57, TrainingClass::Goalkeeper),
(67, TrainingClass::Outfield),
] {
for amount in [3, 6, 10] {
let e = training_effect(subtype, Some(amount)).expect("rare card resolves");
assert_eq!(e.attribute_index, None, "subtype {subtype} must be all-six");
assert_eq!(e.class, class);
assert_eq!(e.amount, amount);
assert_eq!(ceiling_for(&e), TRAINING_ALL_MAX_AMOUNT);
}
}
}
/// The all-six card authors 3/6/10 only. A +15 all-six card does not exist,
/// and letting one through would grant 90 attribute points from a card that
/// grants at most 60.
#[test]
fn the_rare_card_cannot_carry_a_single_attribute_magnitude() {
assert_eq!(training_effect(57, Some(15)), None);
assert_eq!(training_effect(67, Some(15)), None);
// ...while a single-attribute card still may.
assert_eq!(training_effect(51, Some(15)).unwrap().amount, 15);
}
/// 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");
}
}
}