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.
See ygopro wiki.
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.
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.
- lua
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.
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.
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 thedata
table ofcards.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);
libcard.cpp
libdebug.cpp
libduel.cpp
libeffect.cpp
libgroup.cpp