d8ef9d4c4f
fut_store._item() hardcoded "rareflag": 1 on every item it builds. That is inert
for players and for staff, and CORRUPTING for exactly one consumable subtype.
MEASURED, in the binary: FUN_1801bfac0 case 5 (consumable category 5, fitness)
takes the squad-fitness branch when
(cardsubtypeid == 0xdc) || FUN_1801a88c0(rec)
and FUN_1801a88c0 is exactly `*(int *)(rec + 0x58) == 1`. rec+0x58 is the rareflag
atom 0x271 (FUN_18013fe00 case 0x271 -> uStack_130; the frame arithmetic is
independently pinned by local_138 -> rec+0x50 and local_13c -> rec+0x4c, the two
offsets card_identity_probe has been reading live for days). FUN_180141660 does not
overwrite rec+0x58 for cardtype 6 -- cases 6/7/8/9 fall to the shared tail, which
writes only rec+0x54 -- so a rareflag we send survives all the way to the render.
Result: subtype 219 with rareflag 1 draws FUT_CONSUMABLE_NAME_SQUADTRAINING with
artwork 5000011 instead of Player Fitness with 5000010, and forces the
single-target count at param_5+0x1bc to 0. Silent. It would have corrupted the
first fitness card we ever served.
The guard is `0 if cardsubtypeid == 219 else rareflag`, added with two new KEYWORD
params. Every existing call site (fut_store.py:74/:357, utas_server.py:1404/:2136)
passes 8 positional args, so both take their defaults and the player dict is
byte-identical -- key order included, asserted in tools/test_card_families.py.
Scope correction to the round's own notes: rec+0x58 is read TWICE in that
42,813-char render function, not once. FUN_1801a88c0 is the category-5 read, but
line 108 reads it directly into param_5+0x1f0 (the rare/backing art) for EVERY
cardtype, before the `if (param_4 == 6)`. So the guard also stops a 219 being drawn
as rare -- intended, since rare IS the squad-fitness selector.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VUT92pz6RWKih9dSr8ZpxW
428 lines
17 KiB
Python
428 lines
17 KiB
Python
"""Persistent FUT profile store for the FIFA 17 offline backend (OpenFUT).
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A single JSON file holds the user's save: coins/points, owned club items, squads,
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and record. Loaded once, saved on every mutation. This is the "user + saved files"
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layer; packs and the starter grant build on it. (Later this gets ported into
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openfut-core's SQLite backend behind a FIFA-17 bridge; JSON keeps iteration fast
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while we nail the wire format.)
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Item shape mirrors what /club and /squad already serve (fut_seed.player_item):
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resourceId/assetId + attrs; identity (name/photo/club/nation) resolves locally in
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FIFA from dbdata.dll on the club-search/add path (see docs/CARD_SYSTEM.md).
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"""
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import json, os, sys, threading
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HERE = os.path.dirname(os.path.abspath(__file__))
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sys.path.insert(0, HERE)
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import fut_cards
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from fut_account import ACCOUNT # single source of truth for identity/club
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PROFILE_PATH = os.environ.get("FUT_PROFILE", os.path.join(HERE, "fifa17_profile.json"))
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# Back-compat snapshots. Identity now lives in fut_account.ACCOUNT so Blaze, LSX
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# and UTAS cannot drift apart; prefer ACCOUNT.<field> in new code. These are
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# import-time snapshots and will NOT reflect a later adopt_from_auth().
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PERSONA_ID = ACCOUNT.persona_id
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PERSONA_NAME = ACCOUNT.persona_name
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_LOCK = threading.Lock()
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# Starter squad granted on first run (real FIFA17 assetIds; identity resolves
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# locally in-game). (assetId, rating, position, nation, leagueId, teamid, [6 attrs])
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STARTER_PLAYERS = [
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(20801, 94, "LW", 38, 53, 243, [90, 93, 82, 91, 33, 80]), # Ronaldo
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(158023, 93, "RW", 52, 53, 241, [89, 90, 86, 96, 26, 61]), # Messi
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(200389, 87, "GK", 44, 53, 240, [86, 88, 47, 88, 25, 86]), # Oblak
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(183907, 90, "CB", 21, 19, 21, [80, 58, 70, 71, 89, 85]), # Boateng
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(155862, 89, "CB", 45, 53, 243, [77, 62, 72, 74, 87, 84]), # Ramos
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(197445, 87, "LB", 40, 19, 21, [86, 68, 79, 82, 82, 79]), # Alaba
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(189332, 86, "LB", 45, 53, 241, [92, 66, 78, 84, 80, 71]), # Alba
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(182521, 88, "CM", 21, 19, 21, [61, 79, 89, 82, 72, 74]), # Kroos
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(183277, 88, "LM", 7, 13, 5, [89, 80, 82, 92, 37, 62]), # Hazard
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(176580, 92, "ST", 60, 53, 241, [83, 90, 79, 87, 42, 80]), # Suarez
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]
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ITEM_ID_BASE = 100000000
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# cardsubtypeid 219 is Player Fitness. FUN_1801bfac0 case 5 (consumable category 5)
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# takes the SQUAD-fitness branch when `(subtype == 0xdc) || FUN_1801a88c0(rec)`, and
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# FUN_1801a88c0 is exactly `*(int *)(rec + 0x58) == 1` -- rec+0x58 being the rareflag
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# atom 0x271. So a Player Fitness card sent with rareflag 1 silently RENDERS as a
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# Squad Fitness card (name FUT_CONSUMABLE_NAME_SQUADTRAINING, artwork 5000011 instead
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# of 5000010) and has its single-target count at param_5+0x1bc forced to 0.
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#
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# rec+0x58 is read TWICE in that 42,813-char render function: unconditionally near the
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# top into param_5+0x1f0 (the rare/backing flag, every cardtype), and via FUN_1801a88c0
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# in category 5 only. So this guard changes two things for subtype 219 -- the card also
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# stops being drawn as rare -- and that is intended: a Player Fitness card must not be
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# rare, because rare IS the squad-fitness selector.
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#
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# Players are untouched: every existing caller passes 8 positional arguments, so
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# cardsubtypeid defaults to 0, 0 != 219, and the dict is byte-identical to before.
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_SQUAD_FITNESS_TRAP = 219
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def _item(item_id, asset, rating, pos, nation, league, team, attrs, version=0x00,
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cardsubtypeid=0, rareflag=1):
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return {
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"id": item_id,
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"resourceId": (version << 24) | asset,
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"assetId": asset,
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"cardassetid": asset,
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"definitionId": (version << 24) | asset,
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"cardsubtypeid": cardsubtypeid,
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"itemType": "player",
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"rareflag": 0 if cardsubtypeid == _SQUAD_FITNESS_TRAP else rareflag,
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"rating": rating,
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"preferredPosition": pos,
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"nation": nation,
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"teamid": team,
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"leagueId": league,
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"playStyle": 250,
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"attributeList": [{"index": i, "value": v} for i, v in enumerate(attrs)],
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"itemState": "free",
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"owners": 1,
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"untradeable": True,
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"contract": 7,
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"fitness": 99,
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}
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def _new_profile():
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"""First-run grant: opening coins + the starter squad as owned items."""
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items = [_item(ITEM_ID_BASE + i + 1, a, r, p, n, lg, tm, at)
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for i, (a, r, p, n, lg, tm, at) in enumerate(STARTER_PLAYERS)]
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return {
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"version": 1,
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# personaId/personaName/clubName/clubAbbr/established are NOT seeded
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# here any more -- they belong to fut_account.ACCOUNT. _sync_identity()
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# mirrors them into the save on every load so existing readers
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# (utas_server's userInfo, tradepile sellerName) keep working unchanged
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# and can never disagree with what Blaze/LSX assert.
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"coins": 15000,
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"points": 0,
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"record": {"won": 0, "draw": 0, "loss": 0},
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"nextItemId": ITEM_ID_BASE + len(STARTER_PLAYERS) + 1,
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"items": items, # owned club items
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"purchased": [], # unassigned/pending items from opened packs
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"squads": [], # saved squads (raw squad objects from PUT /squad)
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"packsOpened": 0,
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}
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class Store:
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def __init__(self, path=PROFILE_PATH):
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self.path = path
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self._p = None
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def load(self):
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if self._p is not None:
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return self._p
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if os.path.exists(self.path):
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with open(self.path) as f:
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self._p = json.load(f)
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else:
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self._p = _new_profile()
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self._sync_identity()
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self._save()
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self._sync_identity()
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return self._p
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def _sync_identity(self):
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"""Mirror ACCOUNT's identity/club into the in-memory save.
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The save file used to OWN these five keys; they now live in
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fut_account.json (which is where ACCOUNT migrated them from on first
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run, so this is a no-op for an existing profile). Mirroring rather than
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deleting keeps every current reader working without an edit, and makes
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drift between the save and the wire impossible by construction."""
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p = self._p
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p["personaId"] = ACCOUNT.persona_id
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p["personaName"] = ACCOUNT.persona_name
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p["clubName"] = ACCOUNT.club_name
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p["clubAbbr"] = ACCOUNT.club_abbr
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p["established"] = ACCOUNT.established
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return p
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def _save(self):
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tmp = self.path + ".tmp"
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with open(tmp, "w") as f:
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json.dump(self._p, f, indent=1)
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os.replace(tmp, self.path)
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# ---- accessors used by utas_server -------------------------------------
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def profile(self):
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return self.load()
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def refresh_identity(self):
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"""Re-mirror ACCOUNT into the save AND persist it.
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Call this after anything mutates ACCOUNT at runtime (utas_server's club
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rename, or the /ut/auth persona adoption) so the save cannot lag a session
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behind the wire. Identity itself is owned by fut_account.json -- this only
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keeps the save's copy honest."""
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with _LOCK:
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self.load()
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self._sync_identity()
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self._save()
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return self._p
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def profile_identity(self):
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"""Identity/club as served to the client. Sourced from ACCOUNT, never
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from the save -- use this instead of profile().get("clubName")."""
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return {
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"personaId": ACCOUNT.persona_id,
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"personaName": ACCOUNT.persona_name,
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"clubName": ACCOUNT.club_name,
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"clubAbbr": ACCOUNT.club_abbr,
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"established": ACCOUNT.established,
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}
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def coins(self):
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return self.load()["coins"]
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def items(self):
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return self.load()["items"]
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def add_items(self, new_items):
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with _LOCK:
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p = self.load()
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for it in new_items:
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it.setdefault("id", p["nextItemId"]); p["nextItemId"] += 1
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p["items"].append(it)
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self._save()
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return new_items
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def spend(self, amount):
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with _LOCK:
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p = self.load()
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if p["coins"] < amount:
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return False
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p["coins"] -= amount
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self._save()
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return True
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def grant_coins(self, amount):
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with _LOCK:
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self.load()["coins"] += amount
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self._save()
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def quick_sell(self, ids):
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"""Remove cards (from either pile) and credit their discard value.
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-> (count_sold, coins_credited). discardValue is 0 on our seeded cards, so
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fall back to a rating-based figure rather than paying nothing."""
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def value(it):
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dv = it.get("discardValue") or 0
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if dv:
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return int(dv)
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r = it.get("rating") or 0
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return 600 if r >= 85 else 300 if r >= 80 else 150 if r >= 75 else 50
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with _LOCK:
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p = self.load()
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want = {i for i in ids if i is not None}
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total = 0
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sold = 0
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for pile in ("purchased", "items"):
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keep = []
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for it in p.get(pile, []):
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if it.get("id") in want:
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total += value(it)
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sold += 1
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else:
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keep.append(it)
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p[pile] = keep
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if sold:
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p["coins"] = p.get("coins", 0) + total
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self._save()
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return sold, total
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def set_clientdata(self, key, value):
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"""Persist an opaque client blob (ut/%s/clientdata/<key>). We never
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interpret it -- the client wrote it, the client reads it back."""
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with _LOCK:
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p = self.load()
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p.setdefault("clientdata", {})[key] = value
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self._save()
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def get_clientdata(self, key):
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return self.load().get("clientdata", {}).get(key, {})
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def record_match(self, result, coins):
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"""Commit a finished match: bump the W/D/L record and credit coins.
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`result` is "won" | "draw" | "loss". Returns the new (record, coins) so the
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caller can build FutDestroyMatchServerResponse without a second read --
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allCoins must be the balance AFTER crediting, and reading it separately
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would race another mutation."""
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with _LOCK:
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p = self.load()
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rec = p.setdefault("record", {"won": 0, "draw": 0, "loss": 0})
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if result in rec:
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rec[result] += 1
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p["coins"] = p.get("coins", 0) + max(0, int(coins))
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p.setdefault("matchesPlayed", 0)
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p["matchesPlayed"] += 1
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self._save()
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return dict(rec), p["coins"]
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def save_squad(self, squad):
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with _LOCK:
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p = self.load()
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sid = squad.get("id", 0)
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p["squads"] = [s for s in p["squads"] if s.get("id") != sid] + [squad]
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self._save()
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def move_items(self, requests):
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"""FutMoveCard: transfer item(s) from the pending/purchased pile into their
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target pile (FIFO's model), persist, return the moved cards. A purchased
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card must NOT exist in both the purchased pile and the club, or the client
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desyncs -> fatal logout. Cards live in profile["purchased"] until moved."""
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with _LOCK:
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p = self.load()
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pending = p.setdefault("purchased", [])
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by_id = {it["id"]: it for it in pending}
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moved = []
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for r in requests:
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it = by_id.get(r.get("id"))
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if it is None:
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continue
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pile = r.get("pile", it.get("pile", "club"))
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it["pile"] = pile
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if pile == "club":
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it["itemState"] = "free"
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p.setdefault("items", []).append(it)
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moved.append(it)
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if moved:
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moved_ids = {it["id"] for it in moved}
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p["purchased"] = [x for x in p["purchased"] if x["id"] not in moved_ids]
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self._save()
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return moved
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def purchased(self):
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"""Items still held in the purchased/unassigned pile (returned by
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GET /purchased/items); they move to the club via FutMoveCard (PUT /item)."""
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return self.load().get("purchased", [])
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def active_squad(self):
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sq = self.load()["squads"]
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return sq[0] if sq else None
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def reconstruct_squad(self, squad):
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"""FIFA's updateActiveSquad PUT stores each slot as itemData={id:<clubItemId>}
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(a reference). Re-embed the FULL club item by id so the squad reloads with
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real players instead of empty slots ('active squad resets')."""
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by_id = {it["id"]: it for it in self.items()}
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out = dict(squad)
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players = []
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for pl in squad.get("players", []):
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iid = (pl.get("itemData") or {}).get("id", 0)
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if iid and iid in by_id:
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players.append({**pl, "itemData": by_id[iid]})
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else:
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players.append(pl)
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out["players"] = players
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return out
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# ---- transfer-market listings (user's own sale pile) -------------------
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def list_for_sale(self, item_id, start, buynow):
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with _LOCK:
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p = self.load()
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p.setdefault("listings", [])
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p["listings"] = [l for l in p["listings"] if l.get("itemId") != item_id]
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tid = 900500000 + p.get("nextListingSeq", 0)
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p["nextListingSeq"] = p.get("nextListingSeq", 0) + 1
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p["listings"].append({"tradeId": tid, "itemId": item_id,
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"startingBid": start, "buyNowPrice": buynow})
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self._save()
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return tid
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def listings(self):
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return self.load().get("listings", [])
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def remove_listing(self, tid):
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with _LOCK:
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p = self.load()
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p["listings"] = [l for l in p.get("listings", []) if l.get("tradeId") != tid]
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self._save()
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def new_item_id(self):
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with _LOCK:
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p = self.load(); i = p["nextItemId"]; p["nextItemId"] += 1; self._save()
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return i
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def open_pack(self, price, count, gold=True, tiers=None):
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"""Deduct `price` coins, generate `count` player items from the pool, and
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place them in the PENDING purchased pile (unassigned). They are NOT owned
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club items until moved there via FutMoveCard (PUT /item). Returns None if
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not enough coins.
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`tiers` is a weighted list of tier names, e.g. ["bronze"]*8 + ["silver"]*2,
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so a bronze pack can actually contain bronzes. The old signature took a
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single `gold` boolean and split the pool at rating 75, which with the old
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18-player pool (all rated 85 to 94) meant EVERY pack, including the bronze
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one, dealt gold rares. `gold` is still honoured when `tiers` is absent so
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nothing that calls this the old way changes behaviour.
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"""
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import random
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if not self.spend(price):
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return None
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if tiers:
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picks = [random.choice(fut_cards.pool_for(random.choice(tiers)))
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for _ in range(count)]
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else:
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pool = [p for p in PACK_POOL if (p[1] >= 75) == gold] or PACK_POOL
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picks = [random.choice(pool) for _ in range(count)]
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items = [_item(self.new_item_id(), a, r, p, n, lg, tm, at)
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for (a, r, p, n, lg, tm, at) in picks]
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with _LOCK:
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p = self.load()
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p.setdefault("purchased", []).extend(items)
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p["packsOpened"] += 1
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self._save()
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return items
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def last_pack(self):
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return self.load().get("purchased", [])
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# Card pool for packs. Now lives in fut_cards.py (79 players across three rating
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# tiers, 7 leagues, 20 nations, 18 teams, every outfield position plus GK). The old
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# 18-entry list below is kept ONLY as the starter-squad source and as the fallback
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# for callers that still pass the legacy `gold` boolean.
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PACK_POOL = fut_cards.POOL
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_LEGACY_POOL = STARTER_PLAYERS + [
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(167495, 90, "GK", 27, 19, 22, [86, 88, 52, 88, 22, 88]), # Neuer
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(192985, 88, "RM", 21, 19, 22, [80, 82, 85, 85, 63, 68]), # De Bruyne
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(188545, 89, "ST", 37, 16, 240, [77, 88, 75, 82, 42, 82]), # Lewandowski
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(169193, 87, "CDM",54, 16, 240, [70, 66, 80, 78, 82, 84]), # Alonso(X)
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(202126, 86, "ST", 18, 13, 5, [79, 84, 74, 82, 45, 79]), # Kane
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(177003, 88, "CM", 14, 13, 5, [65, 78, 88, 79, 71, 66]), # Modric(X)
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(190871, 87, "LW", 54, 16, 240, [90, 78, 80, 88, 36, 61]), # Neymar(X)
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(184941, 85, "CB", 14, 4, 5, [72, 40, 55, 60, 86, 85]), # (X)
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]
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# 3 store packs (price in coins, card count, gold-only). Ids are stable.
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# `tiers` is the weighted draw for each pack. A bronze pack is mostly bronze with a
|
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# chance of silver, a gold pack is mostly gold. Before fut_cards existed the pool had
|
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# no silver or bronze players at all, so all three packs were identical in practice.
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|
PACK_CATALOG = [
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|
{"id": 1, "name": "Bronze Pack", "price": 400, "count": 5, "gold": False,
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|
"tiers": ["bronze"] * 8 + ["silver"] * 2},
|
|
{"id": 5, "name": "Gold Pack", "price": 5000, "count": 7, "gold": True,
|
|
"tiers": ["gold"] * 6 + ["silver"] * 4},
|
|
{"id": 6, "name": "Premium Gold", "price": 15000, "count": 11, "gold": True,
|
|
"tiers": ["gold"] * 9 + ["silver"] * 1},
|
|
]
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|
|
|
|
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def pack_by_id(pid):
|
|
for p in PACK_CATALOG:
|
|
if p["id"] == pid:
|
|
return p
|
|
return None
|
|
|
|
|
|
STORE = Store()
|