horse, horsegen: redesign approach for koka

This commit is contained in:
2026-01-27 08:34:11 -05:00
parent 0126101b1b
commit e890108591
11 changed files with 14312 additions and 4449 deletions

49
horse/game-id.kk Normal file
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module horse/game-id
// Game ID for characters, cards, skills, races, &c.
// Values for different categories may overlap.
alias game-id = int
// Specific game ID types.
// I've already made mistakes with ID categories and I haven't even committed this file yet.
// Game ID for characters.
// Generally numbers in the range 1000-9999.
pub struct character-id
game-id: game-id
// Game ID for trainees, i.e. costume instances of characters.
// Generally a character ID with two digits appended.
pub struct trainee-id
game-id: game-id
// Game ID for skills.
pub struct skill-id
game-id: game-id
// Game ID for skill groups.
pub struct skill-group-id
game-id: game-id
// Game ID for skill icons.
pub struct skill-icon-id
game-id: game-id
// order2 comparison between any game ID types.
pub inline fun order2(x: a, y: a, ?a/game-id: (a) -> game-id): order2<a>
match x.game-id.cmp(y.game-id)
Lt -> Lt2(x, y)
Eq -> Eq2(x)
Gt -> Gt2(x, y)
// Comparison between any game ID types.
pub inline fun cmp(x: a, y: a, ?a/game-id: (a) -> game-id): order
x.game-id.cmp(y.game-id)
// Equality between any game ID types.
pub inline fun (==)(x: a, y: a, ?a/game-id: (a) -> game-id): bool
x.game-id == y.game-id
// Check whether a game ID is valid, i.e. nonzero.
pub inline fun is-valid(x: a, ?a/game-id: (a) -> game-id): bool
x.game-id != 0

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104
horse/movement.kk Normal file
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module horse/movement
// Running styles.
pub type style
Front-Runner
Pace-Chaser
Late-Surger
End-Closer
// Automatically generated.
// Equality comparison of the `style` type.
pub fun style/(==)(this : style, other : style) : e bool
match (this, other)
(Front-Runner, Front-Runner) -> True
(Pace-Chaser, Pace-Chaser) -> True
(Late-Surger, Late-Surger) -> True
(End-Closer, End-Closer) -> True
(_, _) -> False
// Shows a string representation of the `style` type.
pub fun style/show(this : style) : e string
match this
Front-Runner -> "Front Runner"
Pace-Chaser -> "Pace Chaser"
Late-Surger -> "Late Surger"
End-Closer -> "End Closer"
// Starting aptitude levels.
pub type level
G
F
E
D
C
B
A
S
// Automatically generated.
// Comparison of the `level` type.
pub fun level/cmp(this : level, other : level) : e order
match (this, other)
(G, G) -> Eq
(G, _) -> Lt
(_, G) -> Gt
(F, F) -> Eq
(F, _) -> Lt
(_, F) -> Gt
(E, E) -> Eq
(E, _) -> Lt
(_, E) -> Gt
(D, D) -> Eq
(D, _) -> Lt
(_, D) -> Gt
(C, C) -> Eq
(C, _) -> Lt
(_, C) -> Gt
(B, B) -> Eq
(B, _) -> Lt
(_, B) -> Gt
(A, A) -> Eq
(A, _) -> Lt
(_, A) -> Gt
(S, S) -> Eq
// Automatically generated.
// Fip comparison of the `level` type.
pub fun level/order2(this : level, other : level) : order2<level>
match (this, other)
(G, G) -> Eq2(G)
(G, other') -> Lt2(G, other')
(this', G) -> Gt2(G, this')
(F, F) -> Eq2(F)
(F, other') -> Lt2(F, other')
(this', F) -> Gt2(F, this')
(E, E) -> Eq2(E)
(E, other') -> Lt2(E, other')
(this', E) -> Gt2(E, this')
(D, D) -> Eq2(D)
(D, other') -> Lt2(D, other')
(this', D) -> Gt2(D, this')
(C, C) -> Eq2(C)
(C, other') -> Lt2(C, other')
(this', C) -> Gt2(C, this')
(B, B) -> Eq2(B)
(B, other') -> Lt2(B, other')
(this', B) -> Gt2(B, this')
(A, A) -> Eq2(A)
(A, other') -> Lt2(A, other')
(this', A) -> Gt2(A, this')
(S, S) -> Eq2(S)
// Automatically generated.
// Shows a string representation of the `level` type.
pub fun level/show(this : level) : string
match this
G -> "G"
F -> "F"
E -> "E"
D -> "D"
C -> "C"
B -> "B"
A -> "A"
S -> "S"

226
horse/skill.kk Normal file
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module horse/skill
// This module contains skill-related definitions
// common to all versions of the game.
import std/num/decimal
import horse/game-id
import horse/movement
// Full details about a skill.
pub struct skill-detail
skill-id: skill-id
name: string
description: string
group-id: skill-group-id
rarity: rarity
group-rate: int
grade-value: int
wit-check: bool
activations: list<activation>
owner: maybe<trainee-id>
sp-cost: int
icon-id: skill-icon-id
pub fun detail(
s: skill-id,
?skill/show: (skill-id) -> string,
?skill/description: (skill-id) -> string,
?skill/group: (skill-id) -> skill-group-id,
?skill/rarity: (skill-id) -> rarity,
?skill/group-rate: (skill-id) -> int,
?skill/grade-value: (skill-id) -> int,
?skill/wit-check: (skill-id) -> bool,
?skill/activations: (skill-id) -> list<activation>,
?skill/unique-owner: (skill-id) -> maybe<trainee-id>,
?skill/sp-cost: (skill-id) -> int,
?skill/icon-id: (skill-id) -> skill-icon-id
): skill-detail
Skill-detail(
s,
s.show,
s.description,
s.group,
s.rarity,
s.group-rate,
s.grade-value,
s.wit-check,
s.activations,
s.unique-owner,
s.sp-cost,
s.icon-id
)
pub fun skill-detail/show(d: skill-detail, ?character/show: (character-id) -> string, ?trainee/show: (trainee-id) -> string): string
val Skill-detail(Skill-id(id), name, desc, _, rarity, _, grade-value, wit-check, activations, owner, sp-cost, _) = d
val r = name ++ " (ID " ++ id.show ++ "): " ++ desc ++ " " ++ activations.map(activation/show).join(". ") ++ (if wit-check then ". Wit check. " else ". No wit check. ") ++ rarity.show ++ " costing " ++ sp-cost.show ++ " SP, worth " ++ grade-value.show ++ " grade value."
match owner
Nothing -> r
Just(owner-id) -> match owner-id.show
"" -> r ++ " Unique skill of trainee with ID " ++ owner-id.show ++ "."
owner-name -> r ++ " Unique skill of " ++ owner-name ++ "."
// Skill rarity levels.
pub type rarity
Common // white
Rare // gold
Unique-Low // 1*/2* unique
Unique-Upgraded // 3*+ unique on a trainee upgraded from 1*/2*
Unique // base 3* unique
pub fun rarity/show(r: rarity): string
match r
Common -> "Common"
Rare -> "Rare"
Unique-Low -> "Unique (1\u2606/2\u2606)"
Unique-Upgraded -> "Unique (3\u2606+ from 1\u2606/2\u2606 upgraded)"
Unique -> "Unique (3\u2606+)"
// Condition and precondition logic.
pub alias condition = string
// Activation conditions and effects.
// A skill has one or two activations.
pub struct activation
precondition: condition
condition: condition
duration: decimal // seconds
cooldown: decimal // seconds
abilities: list<ability> // one to three elements
pub fun activation/show(a: activation, ?character/show: (character-id) -> string): string
match a
Activation("", condition, duration, _, abilities) | !duration.is-pos -> condition ++ " -> " ++ abilities.show
Activation("", condition, duration, cooldown, abilities) | cooldown >= 500.decimal -> condition ++ " -> for " ++ duration.show ++ "s, " ++ abilities.show
Activation("", condition, duration, cooldown, abilities) -> condition ++ " -> for " ++ duration.show ++ "s on " ++ cooldown.show ++ "s cooldown, " ++ abilities.show
Activation(precondition, condition, duration, _, abilities) | !duration.is-pos -> precondition ++ " -> " ++ condition ++ " -> " ++ abilities.show
Activation(precondition, condition, duration, cooldown, abilities) | cooldown >= 500.decimal -> precondition ++ " -> " ++ condition ++ " -> for " ++ duration.show ++ "s, " ++ abilities.show
Activation(precondition, condition, duration, cooldown, abilities) -> precondition ++ " -> " ++ condition ++ " -> for " ++ duration.show ++ "s on " ++ cooldown.show ++ "s cooldown, " ++ abilities.show
// Effects of activating a skill.
pub struct ability
ability-type: ability-type
value-usage: value-usage
target: target
pub fun ability/show(a: ability, ?character/show: (character-id) -> string): string
match a
Ability(t, Direct, Self) -> t.show
Ability(t, Direct, target) -> t.show ++ " " ++ target.show
Ability(t, v, Self) -> t.show ++ " " ++ v.show
Ability(t, v, target) -> t.show ++ " " ++ target.show ++ " " ++ v.show
// Skill ability effects.
pub type ability-type
Passive-Speed(bonus: decimal)
Passive-Stamina(bonus: decimal)
Passive-Power(bonus: decimal)
Passive-Guts(bonus: decimal)
Passive-Wit(bonus: decimal)
Great-Escape
Vision(bonus: decimal)
HP(rate: decimal)
Gate-Delay(rate: decimal)
Frenzy(add: decimal)
Current-Speed(add: decimal)
Target-Speed(add: decimal)
Lane-Speed(add: decimal)
Accel(add: decimal)
Lane-Change(add: decimal)
pub fun ability-type/show(a: ability-type): string
match a
Passive-Speed(bonus) -> bonus.show ++ " Speed"
Passive-Stamina(bonus) -> bonus.show ++ " Stamina"
Passive-Power(bonus) -> bonus.show ++ " Power"
Passive-Guts(bonus) -> bonus.show ++ " Guts"
Passive-Wit(bonus) -> bonus.show ++ " Wit"
Great-Escape -> "enable Great Escape style"
Vision(bonus) -> bonus.show ++ " vision"
HP(rate) | rate.is-pos -> show(rate * 100.decimal) ++ "% HP recovery"
HP(rate) -> show(rate * 100.decimal) ++ "% HP loss"
Gate-Delay(rate) -> rate.show ++ "× gate delay"
Frenzy(add) -> add.show ++ "s longer Rushed"
Current-Speed(rate) -> rate.show ++ "m/s current speed"
Target-Speed(rate) -> rate.show ++ "m/s target speed"
Lane-Speed(rate) -> rate.show ++ "m/s lane change speed"
Accel(rate) -> rate.show ++ "m/s² acceleration"
Lane-Change(rate) -> rate.show ++ " course width movement"
// Special scaling types for skill abilities.
pub type value-usage
Direct
Team-Speed
Team-Stamina
Team-Power
Team-Guts
Team-Wit
Multiply-Random
Multiply-Random2
Climax
Max-Stat
Passive-Count
Front-Distance-Add
Midrace-Side-Block-Time
Speed-Scaling
Speed-Scaling2
Arc-Global-Potential
Max-Lead-Distance
pub fun value-usage/show(v: value-usage): string
match v
Direct -> "with no scaling"
Team-Speed -> "scaling with team Speed"
Team-Stamina -> "scaling with team Stamina"
Team-Power -> "scaling with team Power"
Team-Guts -> "scaling with team Guts"
Team-Wit -> "scaling with team Wit"
Multiply-Random -> "scaling with a random multiplier (0×, 0.02×, or 0.04×)"
Multiply-Random2 -> "scaling with a random multiplier (0×, 0.02×, or 0.04×)"
Climax -> "scaling with the number of races won during training"
Max-Stat -> "scaling with the value of the user's highest stat"
Passive-Count -> "scaling with the number of Passive skills activated"
Front-Distance-Add -> "scaling with distance from the leader"
Midrace-Side-Block-Time -> "scaling with mid-race phase blocked side time"
Speed-Scaling -> "scaling with overall speed"
Speed-Scaling2 -> "scaling with overall speed"
Arc-Global-Potential -> "scaling with L'Arc global potential"
Max-Lead-Distance -> "scaling with the distance of the longest lead obtained in the first two thirds of the race"
// Who a skill ability targets.
pub type target
Self
Sympathizers
In-View
Frontmost(limit: int)
Ahead(limit: int)
Behind(limit: int)
All-Teammates
Style(style: style)
Rushing-Ahead(limit: int)
Rushing-Behind(limit: int)
Rushing-Style(style: style)
Specific-Character(who: character-id)
Triggering
pub fun target/show(t: target, ?character/show: (character-id) -> string): string
match t
Self -> "self"
Sympathizers -> "others with Sympathy"
In-View -> "others in field of view"
Frontmost(limit) -> "frontmost " ++ limit.show
Ahead(limit) | limit >= 18 -> "others ahead"
Ahead(limit) -> "next " ++ limit.show ++ " others ahead"
Behind(limit) | limit >= 18 -> "others behind"
Behind(limit) -> "next " ++ limit.show ++ " others behind"
All-Teammates -> "all teammates"
Style(s) -> "other " ++ s.show ++ "s"
Rushing-Ahead(limit) | limit >= 18 -> "others rushing ahead"
Rushing-Ahead(limit) -> "next " ++ limit.show ++ " others rushing ahead"
Rushing-Behind(limit) | limit >= 18 -> "others rushing behind"
Rushing-Behind(limit) -> "next " ++ limit.show ++ " others rushing behind"
Rushing-Style(s) -> "rushing " ++ s.show ++ "s"
Specific-Character(who) -> match who.show
"" -> "character with ID " ++ who.show
name -> name
Triggering -> "whosoever triggered this skill"

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@@ -1,70 +1,16 @@
module horse/trainee module horse/trainee
import std/data/rb-map import horse/movement
// Aptitudes of an umamusume being trained. // Details of a trainee.
pub struct uma pub struct trainee-detail
turf: aptitudes turf: level
dirt: aptitudes dirt: level
sprint: aptitudes sprint: level
mile: aptitudes mile: level
medium: aptitudes medium: level
long: aptitudes long: level
front-runner: aptitudes front-runner: level
pace-chaser: aptitudes pace-chaser: level
late-surger: aptitudes late-surger: level
end-closer: aptitudes end-closer: level
// Aptitude level distribution.
pub alias aptitudes = rbmap<level, float64>
// Starting aptitude levels.
pub type level
G
F
E
D
C
B
A
S
// Automatically generated.
// Fip comparison of the `level` type.
pub fun level/order2(this : level, other : level) : order2<level>
match (this, other)
(G, G) -> Eq2(G)
(G, other') -> Lt2(G, other')
(this', G) -> Gt2(G, this')
(F, F) -> Eq2(F)
(F, other') -> Lt2(F, other')
(this', F) -> Gt2(F, this')
(E, E) -> Eq2(E)
(E, other') -> Lt2(E, other')
(this', E) -> Gt2(E, this')
(D, D) -> Eq2(D)
(D, other') -> Lt2(D, other')
(this', D) -> Gt2(D, this')
(C, C) -> Eq2(C)
(C, other') -> Lt2(C, other')
(this', C) -> Gt2(C, this')
(B, B) -> Eq2(B)
(B, other') -> Lt2(B, other')
(this', B) -> Gt2(B, this')
(A, A) -> Eq2(A)
(A, other') -> Lt2(A, other')
(this', A) -> Gt2(A, this')
(S, S) -> Eq2(S)
// Automatically generated.
// Shows a string representation of the `level` type.
pub fun level/show(this : level) : string
match this
G -> "G"
F -> "F"
E -> "E"
D -> "D"
C -> "C"
B -> "B"
A -> "A"
S -> "S"

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@@ -93,15 +93,6 @@ func ExecSkill(t *template.Template, region string, kk, g io.Writer, groups []Na
return err return err
} }
func ExecSkillGroupKK(t *template.Template, region string, w io.Writer, g []NamedID[SkillGroup], s []Skill) error {
data := struct {
Region string
Groups []NamedID[SkillGroup]
Skills []Skill
}{region, g, s}
return t.ExecuteTemplate(w, "koka-skill-group", &data)
}
const wordSeps = " ,!?/-+();#○☆♡'=♪∀゚∴" const wordSeps = " ,!?/-+();#○☆♡'=♪∀゚∴"
var ( var (

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@@ -191,6 +191,7 @@ type Skill struct {
Activations [2]SkillActivation Activations [2]SkillActivation
SPCost int SPCost int
InheritID int InheritID int
UniqueOwnerID int
UniqueOwner string UniqueOwner string
IconID int IconID int
Index int Index int
@@ -305,9 +306,10 @@ func Skills(ctx context.Context, db *sqlitex.Pool) ([]Skill, error) {
}, },
SPCost: stmt.ColumnInt(47), SPCost: stmt.ColumnInt(47),
InheritID: stmt.ColumnInt(48), InheritID: stmt.ColumnInt(48),
UniqueOwner: stmt.ColumnText(49), UniqueOwnerID: stmt.ColumnInt(49),
IconID: stmt.ColumnInt(50), UniqueOwner: stmt.ColumnText(50),
Index: stmt.ColumnInt(51), IconID: stmt.ColumnInt(51),
Index: stmt.ColumnInt(52),
} }
r = append(r, s) r = append(r, s)
} }

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@@ -116,14 +116,6 @@ func main() {
slog.Info("write skills") slog.Info("write skills")
return ExecSkill(t, region, sf, gf, sg, skills) return ExecSkill(t, region, sf, gf, sg, skills)
}) })
eg.Go(func() error {
sf, err := os.Create(filepath.Join(out, region, "skill-group.kk"))
if err != nil {
return err
}
slog.Info("write skill groups")
return ExecSkillGroupKK(t, region, sf, sg, skills)
})
if err := eg.Wait(); err != nil { if err := eg.Wait(); err != nil {
slog.Error("generate", slog.Any("err", err)) slog.Error("generate", slog.Any("err", err))
} else { } else {

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@@ -1,347 +1,213 @@
{{- define "koka-skill-group" -}}
module horse/{{ $.Region }}/skill-group
// Automatically generated with horsegen; DO NOT EDIT
// Skill groups.
// A skill group may contain white, circle, double-circle, gold, and purple skills
// for the same effect.
// Sparks that grant skills refer to a skill group.
pub type skill-group
{{- range $g := $.Groups }}
{{ kkenum $g.Name }}
{{- end }}
// Map a skill group to its ID.
pub fip fun skill-group/group-id(^sg: skill-group): int
match sg
{{- range $g := $.Groups }}
{{ kkenum $g.Name }} -> {{ $g.ID }}
{{- end }}
// Get the skill group for an ID.
pub fip(1) fun skill-group/from-id(^id: int): maybe<skill-group>
match id
{{- range $g := $.Groups }}
{{ $g.ID }} -> Just( {{- kkenum $g.Name -}} )
{{- end }}
_ -> Nothing
// Get the name for a skill group.
// Skill group names are the name of the base skill in the group.
pub fun skill-group/show(sg: skill-group): string
match sg
{{- range $g := $.Groups }}
{{ kkenum $g.Name }} -> {{ printf "%q" $g.Name }}
{{- end }}
// Compare two skill groups by ID order.
pub fip fun skill-group/order2(a: skill-group, b: skill-group): order2<skill-group>
match cmp(a.group-id, b.group-id)
Lt -> Lt2(a, b)
Eq -> Eq2(a)
Gt -> Gt2(a, b)
pub fun skill-group/(==)(a: skill-group, b: skill-group): bool
a.group-id == b.group-id
{{- end -}}
{{- define "koka-skill" -}} {{- define "koka-skill" -}}
module horse/{{ $.Region }}/skill module horse/{{ $.Region }}/skill
// Automatically generated with horsegen; DO NOT EDIT // Automatically generated with horsegen; DO NOT EDIT
import std/data/rb-map
import std/num/decimal import std/num/decimal
pub import horse/{{ $.Region }}/skill-group import horse/game-id
import horse/movement
pub import horse/skill
// Skill instances. val name2id: rbmap<string, skill-id> = rb-map/empty()
pub type skill
{{- range $s := $.Skills }} {{- range $s := $.Skills }}
{{ kkenum $s.Name }}{{ if ne $s.InheritID 0 }}-Inherit{{ end -}} .set({{ printf "%q" $s.Name }}{{ if $s.InheritID }} ++ " (Inherited)"{{ end }}, Skill-id({{ $s.ID }}))
{{- end }} {{- end }}
// Map a skill to its ID. // Get the skill ID that has the given exact name.
pub fip fun skill/skill-id(^s: skill): int // Inherited skills have `" (Inherited)"` appended to their names.
match s // If no skill matches the ID, the result is an invalid ID.
{{- range $s := $.Skills }} pub fun from-name(name: string): skill-id
{{ kkenum $s.Name }}{{ if ne $s.InheritID 0 }}-Inherit{{ end }} -> {{ $s.ID }} name2id.lookup(name).default(Skill-id(0))
{{- end }}
// Get the skill for an ID. // Get the name for a skill.
pub fip(1) fun skill/from-id(^id: int): maybe<skill> // Inherited skills have `" (Inherited)"` appended to their names.
match id // If no skill matches the ID, the result is the numeric ID.
pub fun show(s: skill-id): string
match s.game-id
{{- range $s := $.Skills }} {{- range $s := $.Skills }}
{{ $s.ID }} -> Just( {{- kkenum $s.Name -}}{{ if ne $s.InheritID 0 }}-Inherit{{ end -}} ) {{ $s.ID }} -> {{ printf "%q" $s.Name }}{{ if $s.InheritID }} ++ " (Inherited)"{{ end }}
{{- end }}
x -> "skill " ++ x.show
// Get the description for a skill.
// If no skill matches the ID, the result is the empty string.
pub fun description(s: skill-id): string
match s.game-id
{{- range $s := $.Skills }}
{{ $s.ID }} -> {{ printf "%q" $s.Description }}
{{- end }}
_ -> ""
// Get the skill group ID for a skill.
// If no skill matches the ID, the result is an invalid ID.
pub fun group(s: skill-id): skill-group-id
match s.game-id
{{- range $s := $.Skills }}
{{ $s.ID }} -> Skill-group-id( {{- $s.GroupID -}} )
{{- end }}
_ -> Skill-group-id(0)
// Get the rarity of a skill.
// If no skill matches the ID, the result is Common.
pub fun rarity(s: skill-id): rarity
match s.game-id
{{- range $s := $.Skills }}
{{ $s.ID }} -> {{ if eq $s.Rarity 1 }}Common{{ else if eq $s.Rarity 2 }}Rare{{ else if eq $s.Rarity 3 }}Unique-Low{{ else if eq $s.Rarity 4 }}Unique-Upgraded{{ else if eq $s.Rarity 5 }}Unique{{ else }}??? $s.Rarity={{ $s.Rarity }}{{ end }}
{{- end }}
_ -> Common
// Get the group rate of a skill.
// If no skill matches the ID, the result is 0.
pub fun group-rate(s: skill-id): int
match s.game-id
{{- range $s := $.Skills }}
{{ $s.ID }} -> {{ $s.GroupRate }}
{{- end }}
_ -> 0
// Get the grade value of a skill.
// If no skill matches the ID, the result is 0.
pub fun grade-value(s: skill-id): int
match s.game-id
{{- range $s := $.Skills }}
{{ $s.ID }} -> {{ $s.GradeValue }}
{{- end }}
_ -> 0
// Get whether a skill is a wit check.
// If no skill matches the ID, the result is False.
pub fun wit-check(s: skill-id): bool
match s.game-id
{{- range $s := $.Skills }}
{{ $s.ID }} -> {{ if $s.WitCheck }}True{{ else }}False{{ end }}
{{- end }}
_ -> False
// Get the activations of a skill.
// If no skill matches the ID, the result is an empty list.
pub fun activations(s: skill-id): list<activation>
match s.game-id
{{- range $s := $.Skills }}
{{ $s.ID }} -> [
{{- range $a := $s.Activations }}
{{- if $a.Condition }}
Activation(
precondition = {{ printf "%q" $a.Precondition }},
condition = {{ printf "%q" $a.Condition }},
duration = {{ $a.Duration }}.decimal{{ if gt $a.Duration 0 }}(-4){{ end }},
cooldown = {{ $a.Cooldown }}.decimal{{ if gt $a.Cooldown 0 }}(-4){{ end }},
abilities = [
{{- range $abil := $a.Abilities }}
{{- if $abil.Type }}
Ability(
ability-type = {{ if eq $abil.Type 1 }}Passive-Speed({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 2 }}Passive-Stamina({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 3 }}Passive-Power({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 4 }}Passive-Guts({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 5 }}Passive-Wit({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 6 }}Great-Escape
{{- else if eq $abil.Type 8 }}Vision({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 9 }}HP({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 10 }}Gate-Delay({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 13 }}Frenzy({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 21 }}Current-Speed({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 27 }}Target-Speed({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 28 }}Lane-Speed({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 31 }}Accel({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 35 }}Lane-Change({{ $abil.Value }}.decimal(-4))
{{- else }}??? $abil.Type={{$abil.Type}}
{{- end }},
value-usage = {{ if eq $abil.ValueUsage 1 }}Direct
{{- else if eq $abil.ValueUsage 3 }}Team-Speed
{{- else if eq $abil.ValueUsage 4 }}Team-Stamina
{{- else if eq $abil.ValueUsage 5 }}Team-Power
{{- else if eq $abil.ValueUsage 6 }}Team-Guts
{{- else if eq $abil.ValueUsage 7 }}Team-Wit
{{- else if eq $abil.ValueUsage 8 }}Multiply-Random
{{- else if eq $abil.ValueUsage 9 }}Multiply-Random2
{{- else if eq $abil.ValueUsage 10 }}Climax
{{- else if eq $abil.ValueUsage 13 }}Max-Stat
{{- else if eq $abil.ValueUsage 14 }}Passive-Count
{{- else if eq $abil.ValueUsage 19 }}Front-Distance-Add
{{- else if eq $abil.ValueUsage 20 }}Midrace-Side-Block-Time
{{- else if eq $abil.ValueUsage 22 }}Speed-Scaling
{{- else if eq $abil.ValueUsage 23 }}Speed-Scaling2
{{- else if eq $abil.ValueUsage 24 }}Arc-Global-Potential
{{- else if eq $abil.ValueUsage 25 }}Max-Lead-Distance
{{- else }}??? $abil.ValueUsage={{ $abil.ValueUsage }}
{{- end }},
target = {{ if eq $abil.Target 1}}Self
{{- else if eq $abil.Target 4 }}Sympathizers
{{- else if eq $abil.Target 4 }}In-View
{{- else if eq $abil.Target 4 }}Frontmost
{{- else if eq $abil.Target 9 }}Ahead({{ $abil.TargetValue }})
{{- else if eq $abil.Target 10 }}Behind({{ $abil.TargetValue }})
{{- else if eq $abil.Target 4 }}All-Teammates
{{- else if eq $abil.Target 18 }}Style({{ if eq $abil.TargetValue 1 }}Front-Runner{{ else if eq $abil.TargetValue 2 }}Pace-Chaser{{ else if eq $abil.TargetValue 3 }}Late-Surger{{ else if eq $abil.TargetValue 4 }}End-Closer{{ else }}??? $abil.TargetValue={{ $abil.TargetValue }}{{ end }})
{{- else if eq $abil.Target 19 }}Rushing-Ahead({{ $abil.TargetValue }})
{{- else if eq $abil.Target 20 }}Rushing-Behind({{ $abil.TargetValue }})
{{- else if eq $abil.Target 21 }}Rushing-Style({{ if eq $abil.TargetValue 1 }}Front-Runner{{ else if eq $abil.TargetValue 2 }}Pace-Chaser{{ else if eq $abil.TargetValue 3 }}Late-Surger{{ else if eq $abil.TargetValue 4 }}End-Closer{{ else }}??? $abil.TargetValue={{ $abil.TargetValue }}{{ end }})
{{- else if eq $abil.Target 22 }}Specific-Character(Character-id({{ $abil.TargetValue }}))
{{- else if eq $abil.Target 23 }}Triggering
{{- end }}
),
{{- end }}
{{- end }}
]
),
{{- end }}
{{- end }}
]
{{- end }}
_ -> Nil
// Get the owner of a unique skill.
// If the skill is not unique, or if there is no skill with the given ID,
// the result is Nothing.
pub fun unique-owner(s: skill-id): maybe<trainee-id>
match s.game-id
{{- range $s := $.Skills }}
{{- if $s.UniqueOwnerID }}
{{ $s.ID }} -> Just(Trainee-id({{ $s.UniqueOwnerID }}))
{{- end }}
{{- end }} {{- end }}
_ -> Nothing _ -> Nothing
// Get the name of a skill. // Get the SP cost of a skill.
// Inherited skills have the same names as their original counterparts. // If there is no skill with the given ID, the result is 0.
pub fun skill/show(s: skill): string pub fun sp-cost(s: skill-id): int
match s match s.game-id
{{- range $s := $.Skills }} {{- range $s := $.Skills }}
{{ kkenum $s.Name }}{{ if ne $s.InheritID 0 }}-Inherit{{ end }} -> {{ printf "%q" $s.Name }} {{ $s.ID }} -> {{ $s.SPCost }}
{{- end }} {{- end }}
_ -> 0
// Compare two skills by ID order. // Get the icon ID of a skill.
pub fip fun skill/order2(a: skill, b: skill): order2<skill> // If there is no skill with the given ID, the result is an invalid ID.
match cmp(a.skill-id, b.skill-id) pub fun icon-id(s: skill-id): skill-icon-id
Lt -> Lt2(a, b) match s.game-id
Eq -> Eq2(a) {{- range $s := $.Skills }}
Gt -> Gt2(a, b) {{ $s.ID }} -> Skill-icon-id({{ $s.IconID }})
{{- end }}
_ -> Skill-icon-id(0)
pub fun skill/(==)(a: skill, b: skill): bool // Get the name for a skill group.
a.skill-id == b.skill-id // Skill group names are the name of the base skill in the group.
// If there is no skill group with the given ID, the result is the numeric ID.
// Get the skills in a skill group. pub fun skill-group/show(sg: skill-group-id): string
pub fun skill-group/skills(g: skill-group): list<skill> match sg.game-id
match g
{{- range $g := $.Groups }} {{- range $g := $.Groups }}
{{ kkenum $g.Name }} -> [ {{- range $s := index $.Related $g.ID }}{{ kkenum $s.Name }}{{ if ne $s.InheritID 0 }}-Inherit{{ end }}, {{ end }}] {{ $g.ID }} -> {{- printf "%q" $g.Name -}}
{{- end }} {{- end }}
x -> "skill group " ++ x.show
// Get complete skill info. // Get the list of skills in a skill group.
pub fun skill/detail(^s: skill): skill-detail pub fun skill-group/skills(sg: skill-group-id): list<skill-id>
match s match sg.game-id
{{- range $s := $.Skills }} {{- range $g := $.Groups }}
{{ kkenum $s.Name }}{{ if ne $s.InheritID 0 }}-Inherit{{ end }} -> {{ template "kk-render-skill-detail" $s }} {{ $g.ID }} -> [ {{- range $s := index $.Related $g.ID }}Skill-id({{ $s.ID }}), {{ end -}} ]
{{- end }} {{- end }}
_ -> Nil
// Details about a skill. {{- end }}
pub struct skill-detail
skill-id: int
name: string
description: string
group: maybe<skill-group>
rarity: rarity
group-rate: int
grade-value: int
wit-check: bool
activations: list<activation>
sp-cost: int
icon-id: int
// Automatically generated.
// Shows a string representation of the `skill-detail` type.
pub fun skill-detail/show(this : skill-detail) : e string
match this
Skill-detail(skill-id, name, description, group, rarity, group-rate, grade-value, wit-check, activations, sp-cost, icon-id) -> "Skill-detail(skill-id: " ++ skill-id.show ++ ", name: " ++ name.show ++ ", description: " ++ description.show ++ ", group: " ++ group.show ++ ", rarity: " ++ rarity.show ++ ", group-rate: " ++ group-rate.show ++ ", grade-value: " ++ grade-value.show ++ ", wit-check: " ++ wit-check.show ++ ", activations: " ++ activations.show ++ ", sp-cost: " ++ sp-cost.show ++ ", icon-id: " ++ icon-id.show ++ ")"
// Skill rarity.
pub type rarity
Common // white
Rare // gold
Unique-Low // 1*/2* unique
Unique-Upgraded // 3*+ unique on a trainee upgraded from 1*/2*
Unique // base 3* unique
pub fun rarity/show(r: rarity): string
match r
Common -> "Common"
Rare -> "Rare"
Unique-Low -> "Unique (1\u2606/2\u2606)"
Unique-Upgraded -> "Unique (3\u2606+ from 1\u2606/2\u2606 upgraded)"
Unique -> "Unique (3\u2606+)"
// Condition and precondition logic.
pub alias condition = string
// Activation conditions and effects.
// A skill has one or two activations.
pub struct activation
precondition: condition
condition: condition
duration: decimal // seconds
cooldown: decimal // seconds
abilities: list<ability> // one to three elements
pub fun activation/show(a: activation): string
match a
Activation("", condition, duration, _, abilities) | duration <= 0.decimal -> condition ++ " -> " ++ abilities.show
Activation("", condition, duration, cooldown, abilities) | cooldown >= 500.decimal -> condition ++ " -> " ++ abilities.show ++ " for " ++ duration.show ++ "s"
Activation("", condition, duration, cooldown, abilities) -> condition ++ " -> " ++ abilities.show ++ " for " ++ duration.show ++ "s on " ++ cooldown.show ++ "s cooldown"
Activation(precondition, condition, duration, _, abilities) | duration <= 0.decimal -> precondition ++ " -> " ++ condition ++ " -> " ++ abilities.show
Activation(precondition, condition, duration, cooldown, abilities) | cooldown >= 500.decimal -> precondition ++ " -> " ++ condition ++ " -> " ++ abilities.show ++ " for " ++ duration.show ++ "s"
Activation(precondition, condition, duration, cooldown, abilities) -> precondition ++ "-> " ++ condition ++ " -> " ++ abilities.show ++ " for " ++ duration.show ++ "s on " ++ cooldown.show ++ "s cooldown"
// Effects of activating a skill.
pub struct ability
ability-type: ability-type
value-usage: value-usage
target: target
pub fun ability/show(a: ability): string
match a
Ability(t, Direct, Self) -> t.show
Ability(t, Direct, target) -> t.show ++ " " ++ target.show
Ability(t, v, Self) -> t.show ++ " scaling by " ++ v.show
Ability(t, v, target) -> t.show ++ " " ++ target.show ++ " scaling by " ++ v.show
// Target of a skill activation effect.
pub type ability-type
Passive-Speed(bonus: decimal)
Passive-Stamina(bonus: decimal)
Passive-Power(bonus: decimal)
Passive-Guts(bonus: decimal)
Passive-Wit(bonus: decimal)
Great-Escape
Vision(bonus: decimal)
HP(rate: decimal)
Gate-Delay(rate: decimal)
Frenzy(add: decimal)
Current-Speed(rate: decimal)
Target-Speed(rate: decimal)
Lane-Speed(rate: decimal)
Accel(rate: decimal)
Lane-Change(rate: decimal)
pub fun ability-type/show(a: ability-type): string
match a
Passive-Speed(bonus) -> "passive " ++ bonus.show ++ " Speed"
Passive-Stamina(bonus) -> "passive " ++ bonus.show ++ " Stamina"
Passive-Power(bonus) -> "passive " ++ bonus.show ++ " Power"
Passive-Guts(bonus) -> "passive " ++ bonus.show ++ " Guts"
Passive-Wit(bonus) -> "passive " ++ bonus.show ++ " Wit"
Great-Escape -> "enable Great Escape style"
Vision(bonus) -> bonus.show ++ " vision"
HP(rate) | rate >= 0.decimal -> show(rate * 100.decimal) ++ "% HP recovery"
HP(rate) -> show(rate * 100.decimal) ++ "% HP loss"
Gate-Delay(rate) -> rate.show ++ "× gate delay"
Frenzy(add) -> add.show ++ "s longer Rushed"
Current-Speed(rate) -> show(rate * 100.decimal) ++ "% current speed"
Target-Speed(rate) -> show(rate * 100.decimal) ++ "% target speed"
Lane-Speed(rate) -> show(rate * 100.decimal) ++ "% lane speed"
Accel(rate) -> show(rate * 100.decimal) ++ "% acceleration"
Lane-Change(rate) -> rate.show ++ " course width movement"
// Special scaling for skill activation effects.
pub type value-usage
Direct
Team-Speed
Team-Stamina
Team-Power
Team-Guts
Team-Wit
Multiply-Random
pub fun value-usage/show(v: value-usage): string
match v
Direct -> "no scaling"
Team-Speed -> "team's Speed"
Team-Stamina -> "team's Stamina"
Team-Power -> "team's Power"
Team-Guts -> "team's Guts"
Team-Wit -> "team's Wit"
Multiply-Random -> "random multiplier (0×, 0.02×, or 0.04×)"
// Who a skill activation targets.
pub type target
Self
In-View
Ahead(limit: int)
Behind(limit: int)
Style(style: style)
Rushing-Ahead(limit: int)
Rushing-Behind(limit: int)
Rushing-Style(style: style)
pub fun target/show(t: target): string
match t
Self -> "self"
In-View -> "others in field of view"
Ahead(limit) | limit >= 18 -> "others ahead"
Ahead(limit) -> "next " ++ limit.show ++ " others ahead"
Behind(limit) | limit >= 18 -> "others behind"
Behind(limit) -> "next " ++ limit.show ++ " others behind"
Style(Front-Runner) -> "other Front Runners"
Style(Pace-Chaser) -> "other Pace Chasers"
Style(Late-Surger) -> "other Late Surgers"
Style(End-Closer) -> "other End Closers"
Rushing-Ahead(limit) | limit >= 18 -> "others rushing ahead"
Rushing-Ahead(limit) -> "next " ++ limit.show ++ " others rushing ahead"
Rushing-Behind(limit) | limit >= 18 -> "others rushing behind"
Rushing-Behind(limit) -> "next " ++ limit.show ++ " others rushing behind"
Rushing-Style(Front-Runner) -> "rushing Front Runners"
Rushing-Style(Pace-Chaser) -> "rushing Pace Chasers"
Rushing-Style(Late-Surger) -> "rushing Late Surgers"
Rushing-Style(End-Closer) -> "rushing End Closers"
// Running style for skill targets.
{{- /* TODO(zeph): there is definitely a better place for this to live */}}
pub type style
Front-Runner
Pace-Chaser
Late-Surger
End-Closer
{{- end -}}
{{ define "kk-render-skill-detail" }}
{{- /* Call with Skill structure as argument. */ -}}
Skill-detail(skill-id = {{ $.ID -}}
, name = {{ printf "%q" $.Name -}}
, description = {{ printf "%q" $.Description -}}
, group = {{ if ne $.GroupName "" }}Just({{ kkenum $.GroupName }}){{ else }}Nothing{{ end -}}
, rarity = {{ if eq $.Rarity 1 }}Common{{ else if eq $.Rarity 2 }}Rare{{ else if eq $.Rarity 3 }}Unique-Low{{ else if eq $.Rarity 4 }}Unique-Upgraded{{ else if eq $.Rarity 5 }}Unique{{ else }}??? $.Rarity={{ $.Rarity }}{{ end -}}
, group-rate = {{ $.GroupRate -}}
, grade-value = {{ $.GradeValue -}}
, wit-check = {{ if $.WitCheck }}True{{ else }}False{{ end -}}
, activations = [
{{- range $a := $.Activations -}}
{{- if ne $a.Condition "" -}}
Activation(precondition = {{ printf "%q" $a.Precondition -}}
, condition = {{ printf "%q" $a.Condition -}}
, duration = {{ $a.Duration -}}{{ if gt $a.Duration 0 }}.decimal(-4){{ else }}.decimal{{ end -}}
, cooldown = {{ $a.Cooldown -}}{{ if gt $a.Cooldown 0 }}.decimal(-4){{ else }}.decimal{{ end -}}
, abilities = [
{{- range $abil := $a.Abilities -}}
{{- if ne $abil.Type 0 -}}
Ability(ability-type =
{{- if eq $abil.Type 1 -}}Passive-Speed({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 2 -}}Passive-Stamina({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 3 -}}Passive-Power({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 4 -}}Passive-Guts({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 5 -}}Passive-Wit({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 6 -}}Great-Escape
{{- else if eq $abil.Type 8 -}}Vision({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 9 -}}HP({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 10 -}}Gate-Delay({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 13 -}}Frenzy({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 21 -}}Current-Speed({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 27 -}}Target-Speed({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 28 -}}Lane-Speed({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 31 -}}Accel({{ $abil.Value }}.decimal(-4))
{{- else if eq $abil.Type 35 -}}Lane-Change({{ $abil.Value }}.decimal(-4))
{{- else -}}??? $abil.Type={{$abil.Type}}
{{- end -}}
, value-usage =
{{- if eq $abil.ValueUsage 1 -}}Direct
{{- else if eq $abil.ValueUsage 3 -}}Team-Speed
{{- else if eq $abil.ValueUsage 4 -}}Team-Stamina
{{- else if eq $abil.ValueUsage 5 -}}Team-Power
{{- else if eq $abil.ValueUsage 6 -}}Team-Guts
{{- else if eq $abil.ValueUsage 7 -}}Team-Wit
{{- else if eq $abil.ValueUsage 8 -}}Multiply-Random
{{- else -}}??? $abil.ValueUsage={{ $abil.ValueUsage }}
{{- end -}}
, target =
{{- if eq $abil.Target 1 -}}Self
{{- else if eq $abil.Target 4 -}}In-View
{{- else if eq $abil.Target 9 -}}Ahead({{ $abil.TargetValue }})
{{- else if eq $abil.Target 10 -}}Behind({{ $abil.TargetValue }})
{{- else if eq $abil.Target 18 -}}Style({{ if eq $abil.TargetValue 1 }}Front-Runner{{ else if eq $abil.TargetValue 2 }}Pace-Chaser{{ else if eq $abil.TargetValue 3 }}Late-Surger{{ else if eq $abil.TargetValue 4 }}End-Closer{{ else }}??? $abil.TargetValue={{ $abil.TargetValue }}{{ end }})
{{- else if eq $abil.Target 19 -}}Rushing-Ahead({{ $abil.TargetValue }})
{{- else if eq $abil.Target 20 -}}Rushing-Behind({{ $abil.TargetValue }})
{{- else if eq $abil.Target 21 -}}Rushing-Style({{ if eq $abil.TargetValue 1 }}Front-Runner{{ else if eq $abil.TargetValue 2 }}Pace-Chaser{{ else if eq $abil.TargetValue 3 }}Late-Surger{{ else if eq $abil.TargetValue 4 }}End-Closer{{ else }}??? $abil.TargetValue={{ $abil.TargetValue }}{{ end }})
{{- end -}}
),
{{- end -}}
{{- end -}}
]),
{{- end -}}
{{- end -}}
], sp-cost = {{ $.SPCost -}}
, icon-id = {{ $.IconID -}}
)
{{- end -}}

View File

@@ -21,6 +21,7 @@ WITH skill_names AS (
), card_unique AS ( ), card_unique AS (
SELECT DISTINCT SELECT DISTINCT
ss.skill_id1 AS unique_id, ss.skill_id1 AS unique_id,
card_name.id AS owner_id,
card_name.name card_name.name
FROM card_data card FROM card_data card
JOIN card_name ON card.id = card_name.id JOIN card_name ON card.id = card_name.id
@@ -81,6 +82,7 @@ SELECT
d.target_value_2_3, d.target_value_2_3,
IFNULL(p.need_skill_point, 0) AS sp_cost, IFNULL(p.need_skill_point, 0) AS sp_cost,
d.unique_skill_id_1, d.unique_skill_id_1,
COALESCE(u.owner_id, iu.owner_id, 0) AS unique_owner_id,
COALESCE(u.name, iu.name, '') AS unique_owner, COALESCE(u.name, iu.name, '') AS unique_owner,
d.icon_id, d.icon_id,
ROW_NUMBER() OVER (ORDER BY d.id) - 1 AS "index" ROW_NUMBER() OVER (ORDER BY d.id) - 1 AS "index"