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YGOPro script engine.

Introduction

The core logic and lua script processor of YGOPro. This library can be made external of the project and used to power server technologies. It maintains a state engine that is manipulated by Lua scripts using manipulation functions it exposes.

Compiling

See ygopro wiki.

1.) Download Fluorohydride/ygopro

Start by downloading the most parent of the source code. The team developing this project are the de facto edge and experts in our community. The most up-to-date ocgcore is a compiled dll version of the Fluorohydride/ygopro/ocgcore folders project.

2.) Install Premake5 and Visual Studio 2022 (or later).

Download premake5.exe, put it in c:\windows or a similar folder that is globally accessible via cmd or PowerShell. Install Visual Studio 2022, it is the system used for the guide because other parts of the project use C# and most the development team are Windows users.

3.) Download dependencies

  • lua

4.) Create the project files

Run the following commands from the command line in the Fluorohydride/ygopro folder.

premake5 vs2022

If you are not using Visual Studio 2022 or higher, make necessary adjustments. In the file system open Fluorohydride/ygopro/build folder open the ygopro project.

5.) Build the system

Make sure the code actually compiles. Compile them in the following order one by one:

  • lua
  • ocgcore

This should provide you with ocgcore.lib in the build output folder. YGOCore requires a *.dll; in ocgcore project properties change it to a dynamically linked library. Recompile, it should fail with an error indicating missing dependencies. Right click the project, add an existing file. Add lua.lib from the build folder to the project. It should now compile.

Exposed Functions

The 3 functions need to be provided to the core so it can get card and database information.

  • void set_script_reader(script_reader f);
    Interface provided returns scripts based on number that corresponds to a lua file, send in a string.

  • void set_card_reader(card_reader f);
    Interface provided function that provides database information from the data table of cards.cdb.

  • void set_message_handler(message_handler f);
    Interface provided function that handles error messages.

These functions create the game itself and then manipulate it.

  • intptr_t create_duel(uint_fast32_t seed);
    Create a the instance of the duel with a PRNG seed.

  • void start_duel(intptr_t pduel, int32 options);
    Start the duel.

  • void end_duel(intptr_t pduel);
    End the duel.

  • void set_player_info(intptr_t pduel, int32 playerid, int32 lp, int32 startcount, int32 drawcount);
    Set up the duel information.

  • void get_log_message(intptr_t pduel, char* buf);

  • int32 get_message(intptr_t pduel, byte* buf);

  • int32 process(intptr_t pduel);
    Do a game tick.

  • void new_card(intptr_t pduel, uint32 code, uint8 owner, uint8 playerid, uint8 location, uint8 sequence, uint8 position);
    Add a card to the duel state.

  • void new_tag_card(intptr_t pduel, uint32 code, uint8 owner, uint8 location);
    Add a new card to the tag pool.

  • int32 query_field_card(intptr_t pduel, uint8 playerid, uint8 location, uint32 query_flag, byte* buf, int32 use_cache);
    Get a card in a specific location.

  • int32 query_field_count(intptr_t pduel, uint8 playerid, uint8 location);
    Get the number of cards in a specific location.

  • int32 query_field_card(intptr_t pduel, uint8 playerid, uint8 location, uint32 query_flag, byte* buf, int32 use_cache);
    Get all cards in some location.

  • int32 query_field_info(intptr_t pduel, byte* buf);

  • void set_responsei(intptr_t pduel, int32 value);

  • void set_responseb(intptr_t pduel, byte* buf);

  • int32 preload_script(intptr_t pduel, const char* script, int32 len);

Lua functions

  • libcard.cpp
  • libdebug.cpp
  • libduel.cpp
  • libeffect.cpp
  • libgroup.cpp