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plando-cou
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1
.github/labeler.yml
vendored
1
.github/labeler.yml
vendored
@@ -21,7 +21,6 @@
|
||||
- '!data/**'
|
||||
- '!.run/**'
|
||||
- '!.github/**'
|
||||
- '!worlds_disabled/**'
|
||||
- '!worlds/**'
|
||||
- '!WebHost.py'
|
||||
- '!WebHostLib/**'
|
||||
|
||||
2
.github/workflows/label-pull-requests.yml
vendored
2
.github/workflows/label-pull-requests.yml
vendored
@@ -6,6 +6,8 @@ on:
|
||||
permissions:
|
||||
contents: read
|
||||
pull-requests: write
|
||||
env:
|
||||
GH_REPO: ${{ github.repository }}
|
||||
|
||||
jobs:
|
||||
labeler:
|
||||
|
||||
@@ -439,7 +439,7 @@ class MultiWorld():
|
||||
return self.regions.location_cache[player][location_name]
|
||||
|
||||
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False,
|
||||
collect_pre_fill_items: bool = True) -> CollectionState:
|
||||
collect_pre_fill_items: bool = True, perform_sweep: bool = True) -> CollectionState:
|
||||
cached = getattr(self, "_all_state", None)
|
||||
if use_cache and cached:
|
||||
return cached.copy()
|
||||
@@ -453,7 +453,8 @@ class MultiWorld():
|
||||
subworld = self.worlds[player]
|
||||
for item in subworld.get_pre_fill_items():
|
||||
subworld.collect(ret, item)
|
||||
ret.sweep_for_advancements()
|
||||
if perform_sweep:
|
||||
ret.sweep_for_advancements()
|
||||
|
||||
if use_cache:
|
||||
self._all_state = ret
|
||||
@@ -558,7 +559,9 @@ class MultiWorld():
|
||||
else:
|
||||
return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
|
||||
|
||||
def can_beat_game(self, starting_state: Optional[CollectionState] = None) -> bool:
|
||||
def can_beat_game(self,
|
||||
starting_state: Optional[CollectionState] = None,
|
||||
locations: Optional[Iterable[Location]] = None) -> bool:
|
||||
if starting_state:
|
||||
if self.has_beaten_game(starting_state):
|
||||
return True
|
||||
@@ -567,7 +570,9 @@ class MultiWorld():
|
||||
state = CollectionState(self)
|
||||
if self.has_beaten_game(state):
|
||||
return True
|
||||
prog_locations = {location for location in self.get_locations() if location.item
|
||||
|
||||
base_locations = self.get_locations() if locations is None else locations
|
||||
prog_locations = {location for location in base_locations if location.item
|
||||
and location.item.advancement and location not in state.locations_checked}
|
||||
|
||||
while prog_locations:
|
||||
@@ -736,6 +741,7 @@ class CollectionState():
|
||||
additional_copy_functions: List[Callable[[CollectionState, CollectionState], CollectionState]] = []
|
||||
|
||||
def __init__(self, parent: MultiWorld, allow_partial_entrances: bool = False):
|
||||
assert parent.worlds, "CollectionState created without worlds initialized in parent"
|
||||
self.prog_items = {player: Counter() for player in parent.get_all_ids()}
|
||||
self.multiworld = parent
|
||||
self.reachable_regions = {player: set() for player in parent.get_all_ids()}
|
||||
@@ -1012,6 +1018,17 @@ class CollectionState():
|
||||
|
||||
return changed
|
||||
|
||||
def add_item(self, item: str, player: int, count: int = 1) -> None:
|
||||
"""
|
||||
Adds the item to state.
|
||||
|
||||
:param item: The item to be added.
|
||||
:param player: The player the item is for.
|
||||
:param count: How many of the item to add.
|
||||
"""
|
||||
assert count > 0
|
||||
self.prog_items[player][item] += count
|
||||
|
||||
def remove(self, item: Item):
|
||||
changed = self.multiworld.worlds[item.player].remove(self, item)
|
||||
if changed:
|
||||
@@ -1020,6 +1037,33 @@ class CollectionState():
|
||||
self.blocked_connections[item.player] = set()
|
||||
self.stale[item.player] = True
|
||||
|
||||
def remove_item(self, item: str, player: int, count: int = 1) -> None:
|
||||
"""
|
||||
Removes the item from state.
|
||||
|
||||
:param item: The item to be removed.
|
||||
:param player: The player the item is for.
|
||||
:param count: How many of the item to remove.
|
||||
"""
|
||||
assert count > 0
|
||||
self.prog_items[player][item] -= count
|
||||
if self.prog_items[player][item] < 1:
|
||||
del (self.prog_items[player][item])
|
||||
|
||||
def set_item(self, item: str, player: int, count: int) -> None:
|
||||
"""
|
||||
Sets the item in state equal to the provided count.
|
||||
|
||||
:param item: The item to modify.
|
||||
:param player: The player the item is for.
|
||||
:param count: How many of the item to now have.
|
||||
"""
|
||||
assert count >= 0
|
||||
if count == 0:
|
||||
del (self.prog_items[player][item])
|
||||
else:
|
||||
self.prog_items[player][item] = count
|
||||
|
||||
|
||||
class EntranceType(IntEnum):
|
||||
ONE_WAY = 1
|
||||
@@ -1563,21 +1607,19 @@ class Spoiler:
|
||||
|
||||
# in the second phase, we cull each sphere such that the game is still beatable,
|
||||
# reducing each range of influence to the bare minimum required inside it
|
||||
restore_later: Dict[Location, Item] = {}
|
||||
required_locations = {location for sphere in collection_spheres for location in sphere}
|
||||
for num, sphere in reversed(tuple(enumerate(collection_spheres))):
|
||||
to_delete: Set[Location] = set()
|
||||
for location in sphere:
|
||||
# we remove the item at location and check if game is still beatable
|
||||
# we remove the location from required_locations to sweep from, and check if the game is still beatable
|
||||
logging.debug('Checking if %s (Player %d) is required to beat the game.', location.item.name,
|
||||
location.item.player)
|
||||
old_item = location.item
|
||||
location.item = None
|
||||
if multiworld.can_beat_game(state_cache[num]):
|
||||
required_locations.remove(location)
|
||||
if multiworld.can_beat_game(state_cache[num], required_locations):
|
||||
to_delete.add(location)
|
||||
restore_later[location] = old_item
|
||||
else:
|
||||
# still required, got to keep it around
|
||||
location.item = old_item
|
||||
required_locations.add(location)
|
||||
|
||||
# cull entries in spheres for spoiler walkthrough at end
|
||||
sphere -= to_delete
|
||||
@@ -1594,7 +1636,7 @@ class Spoiler:
|
||||
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
|
||||
precollected_items.remove(item)
|
||||
multiworld.state.remove(item)
|
||||
if not multiworld.can_beat_game():
|
||||
if not multiworld.can_beat_game(multiworld.state, required_locations):
|
||||
# Add the item back into `precollected_items` and collect it into `multiworld.state`.
|
||||
multiworld.push_precollected(item)
|
||||
else:
|
||||
@@ -1636,9 +1678,6 @@ class Spoiler:
|
||||
self.create_paths(state, collection_spheres)
|
||||
|
||||
# repair the multiworld again
|
||||
for location, item in restore_later.items():
|
||||
location.item = item
|
||||
|
||||
for item in removed_precollected:
|
||||
multiworld.push_precollected(item)
|
||||
|
||||
|
||||
@@ -266,38 +266,71 @@ class CommonContext:
|
||||
last_death_link: float = time.time() # last send/received death link on AP layer
|
||||
|
||||
# remaining type info
|
||||
slot_info: typing.Dict[int, NetworkSlot]
|
||||
server_address: typing.Optional[str]
|
||||
password: typing.Optional[str]
|
||||
hint_cost: typing.Optional[int]
|
||||
hint_points: typing.Optional[int]
|
||||
player_names: typing.Dict[int, str]
|
||||
slot_info: dict[int, NetworkSlot]
|
||||
"""Slot Info from the server for the current connection"""
|
||||
server_address: str | None
|
||||
"""Autoconnect address provided by the ctx constructor"""
|
||||
password: str | None
|
||||
"""Password used for Connecting, expected by server_auth"""
|
||||
hint_cost: int | None
|
||||
"""Current Hint Cost per Hint from the server"""
|
||||
hint_points: int | None
|
||||
"""Current avaliable Hint Points from the server"""
|
||||
player_names: dict[int, str]
|
||||
"""Current lookup of slot number to player display name from server (includes aliases)"""
|
||||
|
||||
finished_game: bool
|
||||
"""
|
||||
Bool to signal that status should be updated to Goal after reconnecting
|
||||
to be used to ensure that a StatusUpdate packet does not get lost when disconnected
|
||||
"""
|
||||
ready: bool
|
||||
team: typing.Optional[int]
|
||||
slot: typing.Optional[int]
|
||||
auth: typing.Optional[str]
|
||||
seed_name: typing.Optional[str]
|
||||
"""Bool to keep track of state for the /ready command"""
|
||||
team: int | None
|
||||
"""Team number of currently connected slot"""
|
||||
slot: int | None
|
||||
"""Slot number of currently connected slot"""
|
||||
auth: str | None
|
||||
"""Name used in Connect packet"""
|
||||
seed_name: str | None
|
||||
"""Seed name that will be validated on opening a socket if present"""
|
||||
|
||||
# locations
|
||||
locations_checked: typing.Set[int] # local state
|
||||
locations_scouted: typing.Set[int]
|
||||
items_received: typing.List[NetworkItem]
|
||||
missing_locations: typing.Set[int] # server state
|
||||
checked_locations: typing.Set[int] # server state
|
||||
server_locations: typing.Set[int] # all locations the server knows of, missing_location | checked_locations
|
||||
locations_info: typing.Dict[int, NetworkItem]
|
||||
locations_checked: set[int]
|
||||
"""
|
||||
Local container of location ids checked to signal that LocationChecks should be resent after reconnecting
|
||||
to be used to ensure that a LocationChecks packet does not get lost when disconnected
|
||||
"""
|
||||
locations_scouted: set[int]
|
||||
"""
|
||||
Local container of location ids scouted to signal that LocationScouts should be resent after reconnecting
|
||||
to be used to ensure that a LocationScouts packet does not get lost when disconnected
|
||||
"""
|
||||
items_received: list[NetworkItem]
|
||||
"""List of NetworkItems recieved from the server"""
|
||||
missing_locations: set[int]
|
||||
"""Container of Locations that are unchecked per server state"""
|
||||
checked_locations: set[int]
|
||||
"""Container of Locations that are checked per server state"""
|
||||
server_locations: set[int]
|
||||
"""Container of Locations that exist per server state; a combination between missing and checked locations"""
|
||||
locations_info: dict[int, NetworkItem]
|
||||
"""Dict of location id: NetworkItem info from LocationScouts request"""
|
||||
|
||||
# data storage
|
||||
stored_data: typing.Dict[str, typing.Any]
|
||||
stored_data_notification_keys: typing.Set[str]
|
||||
stored_data: dict[str, typing.Any]
|
||||
"""
|
||||
Data Storage values by key that were retrieved from the server
|
||||
any keys subscribed to with SetNotify will be kept up to date
|
||||
"""
|
||||
stored_data_notification_keys: set[str]
|
||||
"""Current container of watched Data Storage keys, managed by ctx.set_notify"""
|
||||
|
||||
# internals
|
||||
# current message box through kvui
|
||||
_messagebox: typing.Optional["kvui.MessageBox"] = None
|
||||
# message box reporting a loss of connection
|
||||
"""Current message box through kvui"""
|
||||
_messagebox_connection_loss: typing.Optional["kvui.MessageBox"] = None
|
||||
"""Message box reporting a loss of connection"""
|
||||
|
||||
def __init__(self, server_address: typing.Optional[str] = None, password: typing.Optional[str] = None) -> None:
|
||||
# server state
|
||||
|
||||
267
FF1Client.py
267
FF1Client.py
@@ -1,267 +0,0 @@
|
||||
import asyncio
|
||||
import copy
|
||||
import json
|
||||
import time
|
||||
from asyncio import StreamReader, StreamWriter
|
||||
from typing import List
|
||||
|
||||
|
||||
import Utils
|
||||
from Utils import async_start
|
||||
from CommonClient import CommonContext, server_loop, gui_enabled, ClientCommandProcessor, logger, \
|
||||
get_base_parser
|
||||
|
||||
SYSTEM_MESSAGE_ID = 0
|
||||
|
||||
CONNECTION_TIMING_OUT_STATUS = "Connection timing out. Please restart your emulator, then restart connector_ff1.lua"
|
||||
CONNECTION_REFUSED_STATUS = "Connection Refused. Please start your emulator and make sure connector_ff1.lua is running"
|
||||
CONNECTION_RESET_STATUS = "Connection was reset. Please restart your emulator, then restart connector_ff1.lua"
|
||||
CONNECTION_TENTATIVE_STATUS = "Initial Connection Made"
|
||||
CONNECTION_CONNECTED_STATUS = "Connected"
|
||||
CONNECTION_INITIAL_STATUS = "Connection has not been initiated"
|
||||
|
||||
DISPLAY_MSGS = True
|
||||
|
||||
|
||||
class FF1CommandProcessor(ClientCommandProcessor):
|
||||
def __init__(self, ctx: CommonContext):
|
||||
super().__init__(ctx)
|
||||
|
||||
def _cmd_nes(self):
|
||||
"""Check NES Connection State"""
|
||||
if isinstance(self.ctx, FF1Context):
|
||||
logger.info(f"NES Status: {self.ctx.nes_status}")
|
||||
|
||||
def _cmd_toggle_msgs(self):
|
||||
"""Toggle displaying messages in EmuHawk"""
|
||||
global DISPLAY_MSGS
|
||||
DISPLAY_MSGS = not DISPLAY_MSGS
|
||||
logger.info(f"Messages are now {'enabled' if DISPLAY_MSGS else 'disabled'}")
|
||||
|
||||
|
||||
class FF1Context(CommonContext):
|
||||
command_processor = FF1CommandProcessor
|
||||
game = 'Final Fantasy'
|
||||
items_handling = 0b111 # full remote
|
||||
|
||||
def __init__(self, server_address, password):
|
||||
super().__init__(server_address, password)
|
||||
self.nes_streams: (StreamReader, StreamWriter) = None
|
||||
self.nes_sync_task = None
|
||||
self.messages = {}
|
||||
self.locations_array = None
|
||||
self.nes_status = CONNECTION_INITIAL_STATUS
|
||||
self.awaiting_rom = False
|
||||
self.display_msgs = True
|
||||
|
||||
async def server_auth(self, password_requested: bool = False):
|
||||
if password_requested and not self.password:
|
||||
await super(FF1Context, self).server_auth(password_requested)
|
||||
if not self.auth:
|
||||
self.awaiting_rom = True
|
||||
logger.info('Awaiting connection to NES to get Player information')
|
||||
return
|
||||
|
||||
await self.send_connect()
|
||||
|
||||
def _set_message(self, msg: str, msg_id: int):
|
||||
if DISPLAY_MSGS:
|
||||
self.messages[time.time(), msg_id] = msg
|
||||
|
||||
def on_package(self, cmd: str, args: dict):
|
||||
if cmd == 'Connected':
|
||||
async_start(parse_locations(self.locations_array, self, True))
|
||||
elif cmd == 'Print':
|
||||
msg = args['text']
|
||||
if ': !' not in msg:
|
||||
self._set_message(msg, SYSTEM_MESSAGE_ID)
|
||||
|
||||
def on_print_json(self, args: dict):
|
||||
if self.ui:
|
||||
self.ui.print_json(copy.deepcopy(args["data"]))
|
||||
else:
|
||||
text = self.jsontotextparser(copy.deepcopy(args["data"]))
|
||||
logger.info(text)
|
||||
relevant = args.get("type", None) in {"Hint", "ItemSend"}
|
||||
if relevant:
|
||||
item = args["item"]
|
||||
# goes to this world
|
||||
if self.slot_concerns_self(args["receiving"]):
|
||||
relevant = True
|
||||
# found in this world
|
||||
elif self.slot_concerns_self(item.player):
|
||||
relevant = True
|
||||
# not related
|
||||
else:
|
||||
relevant = False
|
||||
if relevant:
|
||||
item = args["item"]
|
||||
msg = self.raw_text_parser(copy.deepcopy(args["data"]))
|
||||
self._set_message(msg, item.item)
|
||||
|
||||
def run_gui(self):
|
||||
from kvui import GameManager
|
||||
|
||||
class FF1Manager(GameManager):
|
||||
logging_pairs = [
|
||||
("Client", "Archipelago")
|
||||
]
|
||||
base_title = "Archipelago Final Fantasy 1 Client"
|
||||
|
||||
self.ui = FF1Manager(self)
|
||||
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
|
||||
|
||||
|
||||
def get_payload(ctx: FF1Context):
|
||||
current_time = time.time()
|
||||
return json.dumps(
|
||||
{
|
||||
"items": [item.item for item in ctx.items_received],
|
||||
"messages": {f'{key[0]}:{key[1]}': value for key, value in ctx.messages.items()
|
||||
if key[0] > current_time - 10}
|
||||
}
|
||||
)
|
||||
|
||||
|
||||
async def parse_locations(locations_array: List[int], ctx: FF1Context, force: bool):
|
||||
if locations_array == ctx.locations_array and not force:
|
||||
return
|
||||
else:
|
||||
# print("New values")
|
||||
ctx.locations_array = locations_array
|
||||
locations_checked = []
|
||||
if len(locations_array) > 0xFE and locations_array[0xFE] & 0x02 != 0 and not ctx.finished_game:
|
||||
await ctx.send_msgs([
|
||||
{"cmd": "StatusUpdate",
|
||||
"status": 30}
|
||||
])
|
||||
ctx.finished_game = True
|
||||
for location in ctx.missing_locations:
|
||||
# index will be - 0x100 or 0x200
|
||||
index = location
|
||||
if location < 0x200:
|
||||
# Location is a chest
|
||||
index -= 0x100
|
||||
flag = 0x04
|
||||
else:
|
||||
# Location is an NPC
|
||||
index -= 0x200
|
||||
flag = 0x02
|
||||
|
||||
# print(f"Location: {ctx.location_names[location]}")
|
||||
# print(f"Index: {str(hex(index))}")
|
||||
# print(f"value: {locations_array[index] & flag != 0}")
|
||||
if locations_array[index] & flag != 0:
|
||||
locations_checked.append(location)
|
||||
if locations_checked:
|
||||
# print([ctx.location_names[location] for location in locations_checked])
|
||||
await ctx.send_msgs([
|
||||
{"cmd": "LocationChecks",
|
||||
"locations": locations_checked}
|
||||
])
|
||||
|
||||
|
||||
async def nes_sync_task(ctx: FF1Context):
|
||||
logger.info("Starting nes connector. Use /nes for status information")
|
||||
while not ctx.exit_event.is_set():
|
||||
error_status = None
|
||||
if ctx.nes_streams:
|
||||
(reader, writer) = ctx.nes_streams
|
||||
msg = get_payload(ctx).encode()
|
||||
writer.write(msg)
|
||||
writer.write(b'\n')
|
||||
try:
|
||||
await asyncio.wait_for(writer.drain(), timeout=1.5)
|
||||
try:
|
||||
# Data will return a dict with up to two fields:
|
||||
# 1. A keepalive response of the Players Name (always)
|
||||
# 2. An array representing the memory values of the locations area (if in game)
|
||||
data = await asyncio.wait_for(reader.readline(), timeout=5)
|
||||
data_decoded = json.loads(data.decode())
|
||||
# print(data_decoded)
|
||||
if ctx.game is not None and 'locations' in data_decoded:
|
||||
# Not just a keep alive ping, parse
|
||||
async_start(parse_locations(data_decoded['locations'], ctx, False))
|
||||
if not ctx.auth:
|
||||
ctx.auth = ''.join([chr(i) for i in data_decoded['playerName'] if i != 0])
|
||||
if ctx.auth == '':
|
||||
logger.info("Invalid ROM detected. No player name built into the ROM. Please regenerate"
|
||||
"the ROM using the same link but adding your slot name")
|
||||
if ctx.awaiting_rom:
|
||||
await ctx.server_auth(False)
|
||||
except asyncio.TimeoutError:
|
||||
logger.debug("Read Timed Out, Reconnecting")
|
||||
error_status = CONNECTION_TIMING_OUT_STATUS
|
||||
writer.close()
|
||||
ctx.nes_streams = None
|
||||
except ConnectionResetError as e:
|
||||
logger.debug("Read failed due to Connection Lost, Reconnecting")
|
||||
error_status = CONNECTION_RESET_STATUS
|
||||
writer.close()
|
||||
ctx.nes_streams = None
|
||||
except TimeoutError:
|
||||
logger.debug("Connection Timed Out, Reconnecting")
|
||||
error_status = CONNECTION_TIMING_OUT_STATUS
|
||||
writer.close()
|
||||
ctx.nes_streams = None
|
||||
except ConnectionResetError:
|
||||
logger.debug("Connection Lost, Reconnecting")
|
||||
error_status = CONNECTION_RESET_STATUS
|
||||
writer.close()
|
||||
ctx.nes_streams = None
|
||||
if ctx.nes_status == CONNECTION_TENTATIVE_STATUS:
|
||||
if not error_status:
|
||||
logger.info("Successfully Connected to NES")
|
||||
ctx.nes_status = CONNECTION_CONNECTED_STATUS
|
||||
else:
|
||||
ctx.nes_status = f"Was tentatively connected but error occured: {error_status}"
|
||||
elif error_status:
|
||||
ctx.nes_status = error_status
|
||||
logger.info("Lost connection to nes and attempting to reconnect. Use /nes for status updates")
|
||||
else:
|
||||
try:
|
||||
logger.debug("Attempting to connect to NES")
|
||||
ctx.nes_streams = await asyncio.wait_for(asyncio.open_connection("localhost", 52980), timeout=10)
|
||||
ctx.nes_status = CONNECTION_TENTATIVE_STATUS
|
||||
except TimeoutError:
|
||||
logger.debug("Connection Timed Out, Trying Again")
|
||||
ctx.nes_status = CONNECTION_TIMING_OUT_STATUS
|
||||
continue
|
||||
except ConnectionRefusedError:
|
||||
logger.debug("Connection Refused, Trying Again")
|
||||
ctx.nes_status = CONNECTION_REFUSED_STATUS
|
||||
continue
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
# Text Mode to use !hint and such with games that have no text entry
|
||||
Utils.init_logging("FF1Client")
|
||||
|
||||
options = Utils.get_options()
|
||||
DISPLAY_MSGS = options["ffr_options"]["display_msgs"]
|
||||
|
||||
async def main(args):
|
||||
ctx = FF1Context(args.connect, args.password)
|
||||
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
|
||||
if gui_enabled:
|
||||
ctx.run_gui()
|
||||
ctx.run_cli()
|
||||
ctx.nes_sync_task = asyncio.create_task(nes_sync_task(ctx), name="NES Sync")
|
||||
|
||||
await ctx.exit_event.wait()
|
||||
ctx.server_address = None
|
||||
|
||||
await ctx.shutdown()
|
||||
|
||||
if ctx.nes_sync_task:
|
||||
await ctx.nes_sync_task
|
||||
|
||||
|
||||
import colorama
|
||||
|
||||
parser = get_base_parser()
|
||||
args = parser.parse_args()
|
||||
colorama.just_fix_windows_console()
|
||||
|
||||
asyncio.run(main(args))
|
||||
colorama.deinit()
|
||||
40
Fill.py
40
Fill.py
@@ -138,32 +138,21 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
|
||||
# to clean that up later, so there is a chance generation fails.
|
||||
if (not single_player_placement or location.player == item_to_place.player) \
|
||||
and location.can_fill(swap_state, item_to_place, perform_access_check):
|
||||
# Add this item to the existing placement, and
|
||||
# add the old item to the back of the queue
|
||||
spot_to_fill = placements.pop(i)
|
||||
|
||||
# Verify placing this item won't reduce available locations, which would be a useless swap.
|
||||
prev_state = swap_state.copy()
|
||||
prev_loc_count = len(
|
||||
multiworld.get_reachable_locations(prev_state))
|
||||
swap_count += 1
|
||||
swapped_items[placed_item.player, placed_item.name, unsafe] = swap_count
|
||||
|
||||
swap_state.collect(item_to_place, True)
|
||||
new_loc_count = len(
|
||||
multiworld.get_reachable_locations(swap_state))
|
||||
reachable_items[placed_item.player].appendleft(
|
||||
placed_item)
|
||||
item_pool.append(placed_item)
|
||||
|
||||
if new_loc_count >= prev_loc_count:
|
||||
# Add this item to the existing placement, and
|
||||
# add the old item to the back of the queue
|
||||
spot_to_fill = placements.pop(i)
|
||||
# cleanup at the end to hopefully get better errors
|
||||
cleanup_required = True
|
||||
|
||||
swap_count += 1
|
||||
swapped_items[placed_item.player, placed_item.name, unsafe] = swap_count
|
||||
|
||||
reachable_items[placed_item.player].appendleft(
|
||||
placed_item)
|
||||
item_pool.append(placed_item)
|
||||
|
||||
# cleanup at the end to hopefully get better errors
|
||||
cleanup_required = True
|
||||
|
||||
break
|
||||
break
|
||||
|
||||
# Item can't be placed here, restore original item
|
||||
location.item = placed_item
|
||||
@@ -948,13 +937,16 @@ def parse_planned_blocks(multiworld: MultiWorld) -> dict[int, list[PlandoItemBlo
|
||||
|
||||
count = block.count
|
||||
if not count:
|
||||
count = len(new_block.items)
|
||||
count = (min(len(new_block.items), len(new_block.resolved_locations))
|
||||
if new_block.resolved_locations else len(new_block.items))
|
||||
if isinstance(count, int):
|
||||
count = {"min": count, "max": count}
|
||||
if "min" not in count:
|
||||
count["min"] = 0
|
||||
if "max" not in count:
|
||||
count["max"] = len(new_block.items)
|
||||
count["max"] = (min(len(new_block.items), len(new_block.resolved_locations))
|
||||
if new_block.resolved_locations else len(new_block.items))
|
||||
|
||||
|
||||
new_block.count = count
|
||||
plando_blocks[player].append(new_block)
|
||||
|
||||
12
Generate.py
12
Generate.py
@@ -224,10 +224,14 @@ def main(args=None) -> tuple[argparse.Namespace, int]:
|
||||
except Exception as e:
|
||||
raise Exception(f"Error setting {k} to {v} for player {player}") from e
|
||||
|
||||
if path == args.weights_file_path: # if name came from the weights file, just use base player name
|
||||
erargs.name[player] = f"Player{player}"
|
||||
elif player not in erargs.name: # if name was not specified, generate it from filename
|
||||
erargs.name[player] = os.path.splitext(os.path.split(path)[-1])[0]
|
||||
# name was not specified
|
||||
if player not in erargs.name:
|
||||
if path == args.weights_file_path:
|
||||
# weights file, so we need to make the name unique
|
||||
erargs.name[player] = f"Player{player}"
|
||||
else:
|
||||
# use the filename
|
||||
erargs.name[player] = os.path.splitext(os.path.split(path)[-1])[0]
|
||||
erargs.name[player] = handle_name(erargs.name[player], player, name_counter)
|
||||
|
||||
player += 1
|
||||
|
||||
119
Launcher.py
119
Launcher.py
@@ -11,6 +11,7 @@ Additional components can be added to worlds.LauncherComponents.components.
|
||||
import argparse
|
||||
import logging
|
||||
import multiprocessing
|
||||
import os
|
||||
import shlex
|
||||
import subprocess
|
||||
import sys
|
||||
@@ -41,13 +42,17 @@ def open_host_yaml():
|
||||
if is_linux:
|
||||
exe = which('sensible-editor') or which('gedit') or \
|
||||
which('xdg-open') or which('gnome-open') or which('kde-open')
|
||||
subprocess.Popen([exe, file])
|
||||
elif is_macos:
|
||||
exe = which("open")
|
||||
subprocess.Popen([exe, file])
|
||||
else:
|
||||
webbrowser.open(file)
|
||||
return
|
||||
|
||||
env = os.environ
|
||||
if "LD_LIBRARY_PATH" in env:
|
||||
env = env.copy()
|
||||
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
|
||||
subprocess.Popen([exe, file], env=env)
|
||||
|
||||
def open_patch():
|
||||
suffixes = []
|
||||
@@ -92,7 +97,11 @@ def open_folder(folder_path):
|
||||
return
|
||||
|
||||
if exe:
|
||||
subprocess.Popen([exe, folder_path])
|
||||
env = os.environ
|
||||
if "LD_LIBRARY_PATH" in env:
|
||||
env = env.copy()
|
||||
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
|
||||
subprocess.Popen([exe, folder_path], env=env)
|
||||
else:
|
||||
logging.warning(f"No file browser available to open {folder_path}")
|
||||
|
||||
@@ -104,63 +113,48 @@ def update_settings():
|
||||
|
||||
components.extend([
|
||||
# Functions
|
||||
Component("Open host.yaml", func=open_host_yaml),
|
||||
Component("Open Patch", func=open_patch),
|
||||
Component("Generate Template Options", func=generate_yamls),
|
||||
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/")),
|
||||
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2")),
|
||||
Component("Open host.yaml", func=open_host_yaml,
|
||||
description="Open the host.yaml file to change settings for generation, games, and more."),
|
||||
Component("Open Patch", func=open_patch,
|
||||
description="Open a patch file, downloaded from the room page or provided by the host."),
|
||||
Component("Generate Template Options", func=generate_yamls,
|
||||
description="Generate template YAMLs for currently installed games."),
|
||||
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/"),
|
||||
description="Open archipelago.gg in your browser."),
|
||||
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2"),
|
||||
description="Join the Discord server to play public multiworlds, report issues, or just chat!"),
|
||||
Component("Unrated/18+ Discord Server", icon="discord",
|
||||
func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
|
||||
Component("Browse Files", func=browse_files),
|
||||
func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4"),
|
||||
description="Find unrated and 18+ games in the After Dark Discord server."),
|
||||
Component("Browse Files", func=browse_files,
|
||||
description="Open the Archipelago installation folder in your file browser."),
|
||||
])
|
||||
|
||||
|
||||
def handle_uri(path: str, launch_args: tuple[str, ...]) -> None:
|
||||
def handle_uri(path: str) -> tuple[list[Component], Component]:
|
||||
url = urllib.parse.urlparse(path)
|
||||
queries = urllib.parse.parse_qs(url.query)
|
||||
launch_args = (path, *launch_args)
|
||||
client_component = []
|
||||
client_components = []
|
||||
text_client_component = None
|
||||
if "game" in queries:
|
||||
game = queries["game"][0]
|
||||
else: # TODO around 0.6.0 - this is for pre this change webhost uri's
|
||||
game = "Archipelago"
|
||||
game = queries["game"][0]
|
||||
for component in components:
|
||||
if component.supports_uri and component.game_name == game:
|
||||
client_component.append(component)
|
||||
client_components.append(component)
|
||||
elif component.display_name == "Text Client":
|
||||
text_client_component = component
|
||||
return client_components, text_client_component
|
||||
|
||||
from kvui import MDButton, MDButtonText
|
||||
from kivymd.uix.dialog import MDDialog, MDDialogHeadlineText, MDDialogContentContainer, MDDialogSupportingText
|
||||
from kivymd.uix.divider import MDDivider
|
||||
|
||||
if not client_component:
|
||||
run_component(text_client_component, *launch_args)
|
||||
return
|
||||
else:
|
||||
popup_text = MDDialogSupportingText(text="Select client to open and connect with.")
|
||||
component_buttons = [MDDivider()]
|
||||
for component in [text_client_component, *client_component]:
|
||||
component_buttons.append(MDButton(
|
||||
MDButtonText(text=component.display_name),
|
||||
on_release=lambda *args, comp=component: run_component(comp, *launch_args),
|
||||
style="text"
|
||||
))
|
||||
component_buttons.append(MDDivider())
|
||||
|
||||
MDDialog(
|
||||
# Headline
|
||||
MDDialogHeadlineText(text="Connect to Multiworld"),
|
||||
# Text
|
||||
popup_text,
|
||||
# Content
|
||||
MDDialogContentContainer(
|
||||
*component_buttons,
|
||||
orientation="vertical"
|
||||
),
|
||||
|
||||
).open()
|
||||
def build_uri_popup(component_list: list[Component], launch_args: tuple[str, ...]) -> None:
|
||||
from kvui import ButtonsPrompt
|
||||
component_options = {
|
||||
component.display_name: component for component in component_list
|
||||
}
|
||||
popup = ButtonsPrompt("Connect to Multiworld",
|
||||
"Select client to open and connect with.",
|
||||
lambda component_name: run_component(component_options[component_name], *launch_args),
|
||||
*component_options.keys())
|
||||
popup.open()
|
||||
|
||||
|
||||
def identify(path: None | str) -> tuple[None | str, None | Component]:
|
||||
@@ -202,7 +196,8 @@ def get_exe(component: str | Component) -> Sequence[str] | None:
|
||||
def launch(exe, in_terminal=False):
|
||||
if in_terminal:
|
||||
if is_windows:
|
||||
subprocess.Popen(['start', *exe], shell=True)
|
||||
# intentionally using a window title with a space so it gets quoted and treated as a title
|
||||
subprocess.Popen(["start", "Running Archipelago", *exe], shell=True)
|
||||
return
|
||||
elif is_linux:
|
||||
terminal = which('x-terminal-emulator') or which('gnome-terminal') or which('xterm')
|
||||
@@ -230,7 +225,7 @@ def create_shortcut(button: Any, component: Component) -> None:
|
||||
refresh_components: Callable[[], None] | None = None
|
||||
|
||||
|
||||
def run_gui(path: str, args: Any) -> None:
|
||||
def run_gui(launch_components: list[Component], args: Any) -> None:
|
||||
from kvui import (ThemedApp, MDFloatLayout, MDGridLayout, ScrollBox)
|
||||
from kivy.properties import ObjectProperty
|
||||
from kivy.core.window import Window
|
||||
@@ -263,12 +258,12 @@ def run_gui(path: str, args: Any) -> None:
|
||||
cards: list[LauncherCard]
|
||||
current_filter: Sequence[str | Type] | None
|
||||
|
||||
def __init__(self, ctx=None, path=None, args=None):
|
||||
def __init__(self, ctx=None, components=None, args=None):
|
||||
self.title = self.base_title + " " + Utils.__version__
|
||||
self.ctx = ctx
|
||||
self.icon = r"data/icon.png"
|
||||
self.favorites = []
|
||||
self.launch_uri = path
|
||||
self.launch_components = components
|
||||
self.launch_args = args
|
||||
self.cards = []
|
||||
self.current_filter = (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
|
||||
@@ -390,9 +385,9 @@ def run_gui(path: str, args: Any) -> None:
|
||||
return self.top_screen
|
||||
|
||||
def on_start(self):
|
||||
if self.launch_uri:
|
||||
handle_uri(self.launch_uri, self.launch_args)
|
||||
self.launch_uri = None
|
||||
if self.launch_components:
|
||||
build_uri_popup(self.launch_components, self.launch_args)
|
||||
self.launch_components = None
|
||||
self.launch_args = None
|
||||
|
||||
@staticmethod
|
||||
@@ -410,7 +405,7 @@ def run_gui(path: str, args: Any) -> None:
|
||||
if file and component:
|
||||
run_component(component, file)
|
||||
else:
|
||||
logging.warning(f"unable to identify component for {file}")
|
||||
logging.warning(f"unable to identify component for {filename}")
|
||||
|
||||
def _on_keyboard(self, window: Window, key: int, scancode: int, codepoint: str, modifier: list[str]):
|
||||
# Activate search as soon as we start typing, no matter if we are focused on the search box or not.
|
||||
@@ -433,7 +428,7 @@ def run_gui(path: str, args: Any) -> None:
|
||||
for filter in self.current_filter))
|
||||
super().on_stop()
|
||||
|
||||
Launcher(path=path, args=args).run()
|
||||
Launcher(components=launch_components, args=args).run()
|
||||
|
||||
# avoiding Launcher reference leak
|
||||
# and don't try to do something with widgets after window closed
|
||||
@@ -460,7 +455,15 @@ def main(args: argparse.Namespace | dict | None = None):
|
||||
|
||||
path = args.get("Patch|Game|Component|url", None)
|
||||
if path is not None:
|
||||
if not path.startswith("archipelago://"):
|
||||
if path.startswith("archipelago://"):
|
||||
args["args"] = (path, *args.get("args", ()))
|
||||
# add the url arg to the passthrough args
|
||||
components, text_client_component = handle_uri(path)
|
||||
if not components:
|
||||
args["component"] = text_client_component
|
||||
else:
|
||||
args['launch_components'] = [text_client_component, *components]
|
||||
else:
|
||||
file, component = identify(path)
|
||||
if file:
|
||||
args['file'] = file
|
||||
@@ -476,7 +479,7 @@ def main(args: argparse.Namespace | dict | None = None):
|
||||
elif "component" in args:
|
||||
run_component(args["component"], *args["args"])
|
||||
elif not args["update_settings"]:
|
||||
run_gui(path, args.get("args", ()))
|
||||
run_gui(args.get("launch_components", None), args.get("args", ()))
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
|
||||
@@ -14,6 +14,7 @@ import requests
|
||||
|
||||
import Utils
|
||||
from Utils import is_windows
|
||||
from settings import get_settings
|
||||
|
||||
atexit.register(input, "Press enter to exit.")
|
||||
|
||||
@@ -147,9 +148,11 @@ def find_jdk(version: str) -> str:
|
||||
if os.path.isfile(jdk_exe):
|
||||
return jdk_exe
|
||||
else:
|
||||
jdk_exe = shutil.which(options["minecraft_options"].get("java", "java"))
|
||||
jdk_exe = shutil.which(options.java)
|
||||
if not jdk_exe:
|
||||
raise Exception("Could not find Java. Is Java installed on the system?")
|
||||
jdk_exe = shutil.which("java") # try to fall back to system java
|
||||
if not jdk_exe:
|
||||
raise Exception("Could not find Java. Is Java installed on the system?")
|
||||
return jdk_exe
|
||||
|
||||
|
||||
@@ -285,8 +288,8 @@ if __name__ == '__main__':
|
||||
# Change to executable's working directory
|
||||
os.chdir(os.path.abspath(os.path.dirname(sys.argv[0])))
|
||||
|
||||
options = Utils.get_options()
|
||||
channel = args.channel or options["minecraft_options"]["release_channel"]
|
||||
options = get_settings().minecraft_options
|
||||
channel = args.channel or options.release_channel
|
||||
apmc_data = None
|
||||
data_version = args.data_version or None
|
||||
|
||||
@@ -299,8 +302,8 @@ if __name__ == '__main__':
|
||||
|
||||
versions = get_minecraft_versions(data_version, channel)
|
||||
|
||||
forge_dir = options["minecraft_options"]["forge_directory"]
|
||||
max_heap = options["minecraft_options"]["max_heap_size"]
|
||||
forge_dir = options.forge_directory
|
||||
max_heap = options.max_heap_size
|
||||
forge_version = args.forge or versions["forge"]
|
||||
java_version = args.java or versions["java"]
|
||||
mod_url = versions["url"]
|
||||
|
||||
@@ -458,8 +458,12 @@ class Context:
|
||||
self.generator_version = Version(*decoded_obj["version"])
|
||||
clients_ver = decoded_obj["minimum_versions"].get("clients", {})
|
||||
self.minimum_client_versions = {}
|
||||
if self.generator_version < Version(0, 6, 2):
|
||||
min_version = Version(0, 1, 6)
|
||||
else:
|
||||
min_version = min_client_version
|
||||
for player, version in clients_ver.items():
|
||||
self.minimum_client_versions[player] = max(Version(*version), min_client_version)
|
||||
self.minimum_client_versions[player] = max(Version(*version), min_version)
|
||||
|
||||
self.slot_info = decoded_obj["slot_info"]
|
||||
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
|
||||
|
||||
@@ -12,6 +12,7 @@ from CommonClient import CommonContext, server_loop, gui_enabled, \
|
||||
import Utils
|
||||
from Utils import async_start
|
||||
from worlds import network_data_package
|
||||
from worlds.oot import OOTWorld
|
||||
from worlds.oot.Rom import Rom, compress_rom_file
|
||||
from worlds.oot.N64Patch import apply_patch_file
|
||||
from worlds.oot.Utils import data_path
|
||||
@@ -280,7 +281,7 @@ async def n64_sync_task(ctx: OoTContext):
|
||||
|
||||
|
||||
async def run_game(romfile):
|
||||
auto_start = Utils.get_options()["oot_options"].get("rom_start", True)
|
||||
auto_start = OOTWorld.settings.rom_start
|
||||
if auto_start is True:
|
||||
import webbrowser
|
||||
webbrowser.open(romfile)
|
||||
@@ -295,7 +296,7 @@ async def patch_and_run_game(apz5_file):
|
||||
decomp_path = base_name + '-decomp.z64'
|
||||
comp_path = base_name + '.z64'
|
||||
# Load vanilla ROM, patch file, compress ROM
|
||||
rom_file_name = Utils.get_options()["oot_options"]["rom_file"]
|
||||
rom_file_name = OOTWorld.settings.rom_file
|
||||
rom = Rom(rom_file_name)
|
||||
|
||||
sub_file = None
|
||||
|
||||
17
Options.py
17
Options.py
@@ -1524,9 +1524,11 @@ class PlandoItems(Option[typing.List[PlandoItem]]):
|
||||
f"dictionary, not {type(items)}")
|
||||
locations = item.get("locations", [])
|
||||
if not locations:
|
||||
locations = item.get("location", ["Everywhere"])
|
||||
locations = item.get("location", [])
|
||||
if locations:
|
||||
count = 1
|
||||
else:
|
||||
locations = ["Everywhere"]
|
||||
if isinstance(locations, str):
|
||||
locations = [locations]
|
||||
if not isinstance(locations, list):
|
||||
@@ -1676,6 +1678,7 @@ def get_option_groups(world: typing.Type[World], visibility_level: Visibility =
|
||||
|
||||
def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], generate_hidden: bool = True) -> None:
|
||||
import os
|
||||
from inspect import cleandoc
|
||||
|
||||
import yaml
|
||||
from jinja2 import Template
|
||||
@@ -1714,19 +1717,21 @@ def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], ge
|
||||
# yaml dump may add end of document marker and newlines.
|
||||
return yaml.dump(scalar).replace("...\n", "").strip()
|
||||
|
||||
with open(local_path("data", "options.yaml")) as f:
|
||||
file_data = f.read()
|
||||
template = Template(file_data)
|
||||
|
||||
for game_name, world in AutoWorldRegister.world_types.items():
|
||||
if not world.hidden or generate_hidden:
|
||||
option_groups = get_option_groups(world)
|
||||
with open(local_path("data", "options.yaml")) as f:
|
||||
file_data = f.read()
|
||||
res = Template(file_data).render(
|
||||
|
||||
res = template.render(
|
||||
option_groups=option_groups,
|
||||
__version__=__version__, game=game_name, yaml_dump=yaml_dump_scalar,
|
||||
dictify_range=dictify_range,
|
||||
cleandoc=cleandoc,
|
||||
)
|
||||
|
||||
del file_data
|
||||
|
||||
with open(os.path.join(target_folder, get_file_safe_name(game_name) + ".yaml"), "w", encoding="utf-8-sig") as f:
|
||||
f.write(res)
|
||||
|
||||
|
||||
@@ -80,6 +80,9 @@ Currently, the following games are supported:
|
||||
* Inscryption
|
||||
* Civilization VI
|
||||
* The Legend of Zelda: The Wind Waker
|
||||
* Jak and Daxter: The Precursor Legacy
|
||||
* Super Mario Land 2: 6 Golden Coins
|
||||
* shapez
|
||||
|
||||
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
|
||||
Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled
|
||||
|
||||
38
Utils.py
38
Utils.py
@@ -226,7 +226,12 @@ def open_file(filename: typing.Union[str, "pathlib.Path"]) -> None:
|
||||
from shutil import which
|
||||
open_command = which("open") if is_macos else (which("xdg-open") or which("gnome-open") or which("kde-open"))
|
||||
assert open_command, "Didn't find program for open_file! Please report this together with system details."
|
||||
subprocess.call([open_command, filename])
|
||||
|
||||
env = os.environ
|
||||
if "LD_LIBRARY_PATH" in env:
|
||||
env = env.copy()
|
||||
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
|
||||
subprocess.call([open_command, filename], env=env)
|
||||
|
||||
|
||||
# from https://gist.github.com/pypt/94d747fe5180851196eb#gistcomment-4015118 with some changes
|
||||
@@ -540,6 +545,8 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
|
||||
if add_timestamp:
|
||||
stream_handler.setFormatter(formatter)
|
||||
root_logger.addHandler(stream_handler)
|
||||
if hasattr(sys.stdout, "reconfigure"):
|
||||
sys.stdout.reconfigure(encoding="utf-8", errors="replace")
|
||||
|
||||
# Relay unhandled exceptions to logger.
|
||||
if not getattr(sys.excepthook, "_wrapped", False): # skip if already modified
|
||||
@@ -706,25 +713,30 @@ def _mp_open_filename(res: "multiprocessing.Queue[typing.Optional[str]]", *args:
|
||||
res.put(open_filename(*args))
|
||||
|
||||
|
||||
def _run_for_stdout(*args: str):
|
||||
env = os.environ
|
||||
if "LD_LIBRARY_PATH" in env:
|
||||
env = env.copy()
|
||||
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
|
||||
return subprocess.run(args, capture_output=True, text=True, env=env).stdout.split("\n", 1)[0] or None
|
||||
|
||||
|
||||
def open_filename(title: str, filetypes: typing.Iterable[typing.Tuple[str, typing.Iterable[str]]], suggest: str = "") \
|
||||
-> typing.Optional[str]:
|
||||
logging.info(f"Opening file input dialog for {title}.")
|
||||
|
||||
def run(*args: str):
|
||||
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
|
||||
|
||||
if is_linux:
|
||||
# prefer native dialog
|
||||
from shutil import which
|
||||
kdialog = which("kdialog")
|
||||
if kdialog:
|
||||
k_filters = '|'.join((f'{text} (*{" *".join(ext)})' for (text, ext) in filetypes))
|
||||
return run(kdialog, f"--title={title}", "--getopenfilename", suggest or ".", k_filters)
|
||||
return _run_for_stdout(kdialog, f"--title={title}", "--getopenfilename", suggest or ".", k_filters)
|
||||
zenity = which("zenity")
|
||||
if zenity:
|
||||
z_filters = (f'--file-filter={text} ({", ".join(ext)}) | *{" *".join(ext)}' for (text, ext) in filetypes)
|
||||
selection = (f"--filename={suggest}",) if suggest else ()
|
||||
return run(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
|
||||
return _run_for_stdout(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
|
||||
|
||||
# fall back to tk
|
||||
try:
|
||||
@@ -758,21 +770,18 @@ def _mp_open_directory(res: "multiprocessing.Queue[typing.Optional[str]]", *args
|
||||
|
||||
|
||||
def open_directory(title: str, suggest: str = "") -> typing.Optional[str]:
|
||||
def run(*args: str):
|
||||
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
|
||||
|
||||
if is_linux:
|
||||
# prefer native dialog
|
||||
from shutil import which
|
||||
kdialog = which("kdialog")
|
||||
if kdialog:
|
||||
return run(kdialog, f"--title={title}", "--getexistingdirectory",
|
||||
return _run_for_stdout(kdialog, f"--title={title}", "--getexistingdirectory",
|
||||
os.path.abspath(suggest) if suggest else ".")
|
||||
zenity = which("zenity")
|
||||
if zenity:
|
||||
z_filters = ("--directory",)
|
||||
selection = (f"--filename={os.path.abspath(suggest)}/",) if suggest else ()
|
||||
return run(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
|
||||
return _run_for_stdout(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
|
||||
|
||||
# fall back to tk
|
||||
try:
|
||||
@@ -799,9 +808,6 @@ def open_directory(title: str, suggest: str = "") -> typing.Optional[str]:
|
||||
|
||||
|
||||
def messagebox(title: str, text: str, error: bool = False) -> None:
|
||||
def run(*args: str):
|
||||
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
|
||||
|
||||
if is_kivy_running():
|
||||
from kvui import MessageBox
|
||||
MessageBox(title, text, error).open()
|
||||
@@ -812,10 +818,10 @@ def messagebox(title: str, text: str, error: bool = False) -> None:
|
||||
from shutil import which
|
||||
kdialog = which("kdialog")
|
||||
if kdialog:
|
||||
return run(kdialog, f"--title={title}", "--error" if error else "--msgbox", text)
|
||||
return _run_for_stdout(kdialog, f"--title={title}", "--error" if error else "--msgbox", text)
|
||||
zenity = which("zenity")
|
||||
if zenity:
|
||||
return run(zenity, f"--title={title}", f"--text={text}", "--error" if error else "--info")
|
||||
return _run_for_stdout(zenity, f"--title={title}", f"--text={text}", "--error" if error else "--info")
|
||||
|
||||
elif is_windows:
|
||||
import ctypes
|
||||
|
||||
@@ -80,10 +80,8 @@ def register():
|
||||
"""Import submodules, triggering their registering on flask routing.
|
||||
Note: initializes worlds subsystem."""
|
||||
# has automatic patch integration
|
||||
import worlds.AutoWorld
|
||||
import worlds.Files
|
||||
app.jinja_env.filters['supports_apdeltapatch'] = lambda game_name: \
|
||||
game_name in worlds.Files.AutoPatchRegister.patch_types
|
||||
app.jinja_env.filters['is_applayercontainer'] = worlds.Files.is_ap_player_container
|
||||
|
||||
from WebHostLib.customserver import run_server_process
|
||||
# to trigger app routing picking up on it
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
flask>=3.1.0
|
||||
flask>=3.1.1
|
||||
werkzeug>=3.1.3
|
||||
pony>=0.7.19
|
||||
waitress>=3.0.2
|
||||
|
||||
@@ -17,9 +17,7 @@
|
||||
This page allows you to host a game which was not generated by the website. For example, if you have
|
||||
generated a game on your own computer, you may upload the zip file created by the generator to
|
||||
host the game here. This will also provide a tracker, and the ability for your players to download
|
||||
their patch files if the game is core-verified. For Custom Games, you can find the patch files in
|
||||
the output .zip file you are uploading here. You need to manually distribute those patch files to
|
||||
your players.
|
||||
their patch files.
|
||||
</p>
|
||||
<p>In addition to the zip file created by the generator, you may upload a multidata file here as well.</p>
|
||||
<div id="host-game-form-wrapper">
|
||||
|
||||
@@ -29,27 +29,15 @@
|
||||
{% if patch.game == "Minecraft" %}
|
||||
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
|
||||
Download APMC File...</a>
|
||||
{% elif patch.game == "Factorio" %}
|
||||
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
|
||||
Download Factorio Mod...</a>
|
||||
{% elif patch.game == "Kingdom Hearts 2" %}
|
||||
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
|
||||
Download Kingdom Hearts 2 Mod...</a>
|
||||
{% elif patch.game == "Ocarina of Time" %}
|
||||
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
|
||||
Download APZ5 File...</a>
|
||||
{% elif patch.game == "VVVVVV" and room.seed.slots|length == 1 %}
|
||||
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
|
||||
Download APV6 File...</a>
|
||||
{% elif patch.game == "Super Mario 64" and room.seed.slots|length == 1 %}
|
||||
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
|
||||
Download APSM64EX File...</a>
|
||||
{% elif patch.game | supports_apdeltapatch %}
|
||||
{% elif patch.game | is_applayercontainer(patch.data, patch.player_id) %}
|
||||
<a href="{{ url_for("download_patch", patch_id=patch.id, room_id=room.id) }}" download>
|
||||
Download Patch File...</a>
|
||||
{% elif patch.game == "Final Fantasy Mystic Quest" %}
|
||||
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
|
||||
Download APMQ File...</a>
|
||||
{% else %}
|
||||
No file to download for this game.
|
||||
{% endif %}
|
||||
|
||||
@@ -119,9 +119,9 @@ def upload_zip_to_db(zfile: zipfile.ZipFile, owner=None, meta={"race": False}, s
|
||||
# AP Container
|
||||
elif handler:
|
||||
data = zfile.open(file, "r").read()
|
||||
patch = handler(BytesIO(data))
|
||||
patch.read()
|
||||
files[patch.player] = data
|
||||
with zipfile.ZipFile(BytesIO(data)) as container:
|
||||
player = json.loads(container.open("archipelago.json").read())["player"]
|
||||
files[player] = data
|
||||
|
||||
# Spoiler
|
||||
elif file.filename.endswith(".txt"):
|
||||
|
||||
@@ -222,3 +222,8 @@
|
||||
spacing: 10
|
||||
size_hint_y: None
|
||||
height: self.minimum_height
|
||||
<MessageBoxLabel>:
|
||||
valign: "middle"
|
||||
halign: "center"
|
||||
text_size: self.width, None
|
||||
height: self.texture_size[1]
|
||||
|
||||
@@ -365,18 +365,14 @@ request_handlers = {
|
||||
["PREFERRED_CORES"] = function (req)
|
||||
local res = {}
|
||||
local preferred_cores = client.getconfig().PreferredCores
|
||||
local systems_enumerator = preferred_cores.Keys:GetEnumerator()
|
||||
|
||||
res["type"] = "PREFERRED_CORES_RESPONSE"
|
||||
res["value"] = {}
|
||||
res["value"]["NES"] = preferred_cores.NES
|
||||
res["value"]["SNES"] = preferred_cores.SNES
|
||||
res["value"]["GB"] = preferred_cores.GB
|
||||
res["value"]["GBC"] = preferred_cores.GBC
|
||||
res["value"]["DGB"] = preferred_cores.DGB
|
||||
res["value"]["SGB"] = preferred_cores.SGB
|
||||
res["value"]["PCE"] = preferred_cores.PCE
|
||||
res["value"]["PCECD"] = preferred_cores.PCECD
|
||||
res["value"]["SGX"] = preferred_cores.SGX
|
||||
|
||||
while systems_enumerator:MoveNext() do
|
||||
res["value"][systems_enumerator.Current] = preferred_cores[systems_enumerator.Current]
|
||||
end
|
||||
|
||||
return res
|
||||
end,
|
||||
|
||||
@@ -1,462 +0,0 @@
|
||||
local socket = require("socket")
|
||||
local json = require('json')
|
||||
local math = require('math')
|
||||
require("common")
|
||||
|
||||
local STATE_OK = "Ok"
|
||||
local STATE_TENTATIVELY_CONNECTED = "Tentatively Connected"
|
||||
local STATE_INITIAL_CONNECTION_MADE = "Initial Connection Made"
|
||||
local STATE_UNINITIALIZED = "Uninitialized"
|
||||
|
||||
local ITEM_INDEX = 0x03
|
||||
local WEAPON_INDEX = 0x07
|
||||
local ARMOR_INDEX = 0x0B
|
||||
|
||||
local goldLookup = {
|
||||
[0x16C] = 10,
|
||||
[0x16D] = 20,
|
||||
[0x16E] = 25,
|
||||
[0x16F] = 30,
|
||||
[0x170] = 55,
|
||||
[0x171] = 70,
|
||||
[0x172] = 85,
|
||||
[0x173] = 110,
|
||||
[0x174] = 135,
|
||||
[0x175] = 155,
|
||||
[0x176] = 160,
|
||||
[0x177] = 180,
|
||||
[0x178] = 240,
|
||||
[0x179] = 255,
|
||||
[0x17A] = 260,
|
||||
[0x17B] = 295,
|
||||
[0x17C] = 300,
|
||||
[0x17D] = 315,
|
||||
[0x17E] = 330,
|
||||
[0x17F] = 350,
|
||||
[0x180] = 385,
|
||||
[0x181] = 400,
|
||||
[0x182] = 450,
|
||||
[0x183] = 500,
|
||||
[0x184] = 530,
|
||||
[0x185] = 575,
|
||||
[0x186] = 620,
|
||||
[0x187] = 680,
|
||||
[0x188] = 750,
|
||||
[0x189] = 795,
|
||||
[0x18A] = 880,
|
||||
[0x18B] = 1020,
|
||||
[0x18C] = 1250,
|
||||
[0x18D] = 1455,
|
||||
[0x18E] = 1520,
|
||||
[0x18F] = 1760,
|
||||
[0x190] = 1975,
|
||||
[0x191] = 2000,
|
||||
[0x192] = 2750,
|
||||
[0x193] = 3400,
|
||||
[0x194] = 4150,
|
||||
[0x195] = 5000,
|
||||
[0x196] = 5450,
|
||||
[0x197] = 6400,
|
||||
[0x198] = 6720,
|
||||
[0x199] = 7340,
|
||||
[0x19A] = 7690,
|
||||
[0x19B] = 7900,
|
||||
[0x19C] = 8135,
|
||||
[0x19D] = 9000,
|
||||
[0x19E] = 9300,
|
||||
[0x19F] = 9500,
|
||||
[0x1A0] = 9900,
|
||||
[0x1A1] = 10000,
|
||||
[0x1A2] = 12350,
|
||||
[0x1A3] = 13000,
|
||||
[0x1A4] = 13450,
|
||||
[0x1A5] = 14050,
|
||||
[0x1A6] = 14720,
|
||||
[0x1A7] = 15000,
|
||||
[0x1A8] = 17490,
|
||||
[0x1A9] = 18010,
|
||||
[0x1AA] = 19990,
|
||||
[0x1AB] = 20000,
|
||||
[0x1AC] = 20010,
|
||||
[0x1AD] = 26000,
|
||||
[0x1AE] = 45000,
|
||||
[0x1AF] = 65000
|
||||
}
|
||||
|
||||
local extensionConsumableLookup = {
|
||||
[432] = 0x3C,
|
||||
[436] = 0x3C,
|
||||
[440] = 0x3C,
|
||||
[433] = 0x3D,
|
||||
[437] = 0x3D,
|
||||
[441] = 0x3D,
|
||||
[434] = 0x3E,
|
||||
[438] = 0x3E,
|
||||
[442] = 0x3E,
|
||||
[435] = 0x3F,
|
||||
[439] = 0x3F,
|
||||
[443] = 0x3F
|
||||
}
|
||||
|
||||
local noOverworldItemsLookup = {
|
||||
[499] = 0x2B,
|
||||
[500] = 0x12,
|
||||
}
|
||||
|
||||
local consumableStacks = nil
|
||||
local prevstate = ""
|
||||
local curstate = STATE_UNINITIALIZED
|
||||
local ff1Socket = nil
|
||||
local frame = 0
|
||||
|
||||
local isNesHawk = false
|
||||
|
||||
|
||||
--Sets correct memory access functions based on whether NesHawk or QuickNES is loaded
|
||||
local function defineMemoryFunctions()
|
||||
local memDomain = {}
|
||||
local domains = memory.getmemorydomainlist()
|
||||
if domains[1] == "System Bus" then
|
||||
--NesHawk
|
||||
isNesHawk = true
|
||||
memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
|
||||
memDomain["saveram"] = function() memory.usememorydomain("Battery RAM") end
|
||||
memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
|
||||
elseif domains[1] == "WRAM" then
|
||||
--QuickNES
|
||||
memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
|
||||
memDomain["saveram"] = function() memory.usememorydomain("WRAM") end
|
||||
memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
|
||||
end
|
||||
return memDomain
|
||||
end
|
||||
|
||||
local memDomain = defineMemoryFunctions()
|
||||
|
||||
local function StateOKForMainLoop()
|
||||
memDomain.saveram()
|
||||
local A = u8(0x102) -- Party Made
|
||||
local B = u8(0x0FC)
|
||||
local C = u8(0x0A3)
|
||||
return A ~= 0x00 and not (A== 0xF2 and B == 0xF2 and C == 0xF2)
|
||||
end
|
||||
|
||||
function generateLocationChecked()
|
||||
memDomain.saveram()
|
||||
data = uRange(0x01FF, 0x101)
|
||||
data[0] = nil
|
||||
return data
|
||||
end
|
||||
|
||||
function setConsumableStacks()
|
||||
memDomain.rom()
|
||||
consumableStacks = {}
|
||||
-- In order shards, tent, cabin, house, heal, pure, soft, ext1, ext2, ext3, ex4
|
||||
consumableStacks[0x35] = 1
|
||||
consumableStacks[0x36] = u8(0x47400) + 1
|
||||
consumableStacks[0x37] = u8(0x47401) + 1
|
||||
consumableStacks[0x38] = u8(0x47402) + 1
|
||||
consumableStacks[0x39] = u8(0x47403) + 1
|
||||
consumableStacks[0x3A] = u8(0x47404) + 1
|
||||
consumableStacks[0x3B] = u8(0x47405) + 1
|
||||
consumableStacks[0x3C] = u8(0x47406) + 1
|
||||
consumableStacks[0x3D] = u8(0x47407) + 1
|
||||
consumableStacks[0x3E] = u8(0x47408) + 1
|
||||
consumableStacks[0x3F] = u8(0x47409) + 1
|
||||
end
|
||||
|
||||
function getEmptyWeaponSlots()
|
||||
memDomain.saveram()
|
||||
ret = {}
|
||||
count = 1
|
||||
slot1 = uRange(0x118, 0x4)
|
||||
slot2 = uRange(0x158, 0x4)
|
||||
slot3 = uRange(0x198, 0x4)
|
||||
slot4 = uRange(0x1D8, 0x4)
|
||||
for i,v in pairs(slot1) do
|
||||
if v == 0 then
|
||||
ret[count] = 0x118 + i
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
for i,v in pairs(slot2) do
|
||||
if v == 0 then
|
||||
ret[count] = 0x158 + i
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
for i,v in pairs(slot3) do
|
||||
if v == 0 then
|
||||
ret[count] = 0x198 + i
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
for i,v in pairs(slot4) do
|
||||
if v == 0 then
|
||||
ret[count] = 0x1D8 + i
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
return ret
|
||||
end
|
||||
|
||||
function getEmptyArmorSlots()
|
||||
memDomain.saveram()
|
||||
ret = {}
|
||||
count = 1
|
||||
slot1 = uRange(0x11C, 0x4)
|
||||
slot2 = uRange(0x15C, 0x4)
|
||||
slot3 = uRange(0x19C, 0x4)
|
||||
slot4 = uRange(0x1DC, 0x4)
|
||||
for i,v in pairs(slot1) do
|
||||
if v == 0 then
|
||||
ret[count] = 0x11C + i
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
for i,v in pairs(slot2) do
|
||||
if v == 0 then
|
||||
ret[count] = 0x15C + i
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
for i,v in pairs(slot3) do
|
||||
if v == 0 then
|
||||
ret[count] = 0x19C + i
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
for i,v in pairs(slot4) do
|
||||
if v == 0 then
|
||||
ret[count] = 0x1DC + i
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
return ret
|
||||
end
|
||||
local function slice (tbl, s, e)
|
||||
local pos, new = 1, {}
|
||||
for i = s + 1, e do
|
||||
new[pos] = tbl[i]
|
||||
pos = pos + 1
|
||||
end
|
||||
return new
|
||||
end
|
||||
function processBlock(block)
|
||||
local msgBlock = block['messages']
|
||||
if msgBlock ~= nil then
|
||||
for i, v in pairs(msgBlock) do
|
||||
if itemMessages[i] == nil then
|
||||
local msg = {TTL=450, message=v, color=0xFFFF0000}
|
||||
itemMessages[i] = msg
|
||||
end
|
||||
end
|
||||
end
|
||||
local itemsBlock = block["items"]
|
||||
memDomain.saveram()
|
||||
isInGame = u8(0x102)
|
||||
if itemsBlock ~= nil and isInGame ~= 0x00 then
|
||||
if consumableStacks == nil then
|
||||
setConsumableStacks()
|
||||
end
|
||||
memDomain.saveram()
|
||||
-- print('ITEMBLOCK: ')
|
||||
-- print(itemsBlock)
|
||||
itemIndex = u8(ITEM_INDEX)
|
||||
-- print('ITEMINDEX: '..itemIndex)
|
||||
for i, v in pairs(slice(itemsBlock, itemIndex, #itemsBlock)) do
|
||||
-- Minus the offset and add to the correct domain
|
||||
local memoryLocation = v
|
||||
if v >= 0x100 and v <= 0x114 then
|
||||
-- This is a key item
|
||||
memoryLocation = memoryLocation - 0x0E0
|
||||
wU8(memoryLocation, 0x01)
|
||||
elseif v >= 0x1E0 and v <= 0x1F2 then
|
||||
-- This is a movement item
|
||||
-- Minus Offset (0x100) - movement offset (0xE0)
|
||||
memoryLocation = memoryLocation - 0x1E0
|
||||
-- Canal is a flipped bit
|
||||
if memoryLocation == 0x0C then
|
||||
wU8(memoryLocation, 0x00)
|
||||
else
|
||||
wU8(memoryLocation, 0x01)
|
||||
end
|
||||
elseif v >= 0x1F3 and v <= 0x1F4 then
|
||||
-- NoOverworld special items
|
||||
memoryLocation = noOverworldItemsLookup[v]
|
||||
wU8(memoryLocation, 0x01)
|
||||
elseif v >= 0x16C and v <= 0x1AF then
|
||||
-- This is a gold item
|
||||
amountToAdd = goldLookup[v]
|
||||
biggest = u8(0x01E)
|
||||
medium = u8(0x01D)
|
||||
smallest = u8(0x01C)
|
||||
currentValue = 0x10000 * biggest + 0x100 * medium + smallest
|
||||
newValue = currentValue + amountToAdd
|
||||
newBiggest = math.floor(newValue / 0x10000)
|
||||
newMedium = math.floor(math.fmod(newValue, 0x10000) / 0x100)
|
||||
newSmallest = math.floor(math.fmod(newValue, 0x100))
|
||||
wU8(0x01E, newBiggest)
|
||||
wU8(0x01D, newMedium)
|
||||
wU8(0x01C, newSmallest)
|
||||
elseif v >= 0x115 and v <= 0x11B then
|
||||
-- This is a regular consumable OR a shard
|
||||
-- Minus Offset (0x100) + item offset (0x20)
|
||||
memoryLocation = memoryLocation - 0x0E0
|
||||
currentValue = u8(memoryLocation)
|
||||
amountToAdd = consumableStacks[memoryLocation]
|
||||
if currentValue < 99 then
|
||||
wU8(memoryLocation, currentValue + amountToAdd)
|
||||
end
|
||||
elseif v >= 0x1B0 and v <= 0x1BB then
|
||||
-- This is an extension consumable
|
||||
memoryLocation = extensionConsumableLookup[v]
|
||||
currentValue = u8(memoryLocation)
|
||||
amountToAdd = consumableStacks[memoryLocation]
|
||||
if currentValue < 99 then
|
||||
value = currentValue + amountToAdd
|
||||
if value > 99 then
|
||||
value = 99
|
||||
end
|
||||
wU8(memoryLocation, value)
|
||||
end
|
||||
end
|
||||
end
|
||||
if #itemsBlock > itemIndex then
|
||||
wU8(ITEM_INDEX, #itemsBlock)
|
||||
end
|
||||
|
||||
memDomain.saveram()
|
||||
weaponIndex = u8(WEAPON_INDEX)
|
||||
emptyWeaponSlots = getEmptyWeaponSlots()
|
||||
lastUsedWeaponIndex = weaponIndex
|
||||
-- print('WEAPON_INDEX: '.. weaponIndex)
|
||||
memDomain.saveram()
|
||||
for i, v in pairs(slice(itemsBlock, weaponIndex, #itemsBlock)) do
|
||||
if v >= 0x11C and v <= 0x143 then
|
||||
-- Minus the offset and add to the correct domain
|
||||
local itemValue = v - 0x11B
|
||||
if #emptyWeaponSlots > 0 then
|
||||
slot = table.remove(emptyWeaponSlots, 1)
|
||||
wU8(slot, itemValue)
|
||||
lastUsedWeaponIndex = weaponIndex + i
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
if lastUsedWeaponIndex ~= weaponIndex then
|
||||
wU8(WEAPON_INDEX, lastUsedWeaponIndex)
|
||||
end
|
||||
memDomain.saveram()
|
||||
armorIndex = u8(ARMOR_INDEX)
|
||||
emptyArmorSlots = getEmptyArmorSlots()
|
||||
lastUsedArmorIndex = armorIndex
|
||||
-- print('ARMOR_INDEX: '.. armorIndex)
|
||||
memDomain.saveram()
|
||||
for i, v in pairs(slice(itemsBlock, armorIndex, #itemsBlock)) do
|
||||
if v >= 0x144 and v <= 0x16B then
|
||||
-- Minus the offset and add to the correct domain
|
||||
local itemValue = v - 0x143
|
||||
if #emptyArmorSlots > 0 then
|
||||
slot = table.remove(emptyArmorSlots, 1)
|
||||
wU8(slot, itemValue)
|
||||
lastUsedArmorIndex = armorIndex + i
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
if lastUsedArmorIndex ~= armorIndex then
|
||||
wU8(ARMOR_INDEX, lastUsedArmorIndex)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function receive()
|
||||
l, e = ff1Socket:receive()
|
||||
if e == 'closed' then
|
||||
if curstate == STATE_OK then
|
||||
print("Connection closed")
|
||||
end
|
||||
curstate = STATE_UNINITIALIZED
|
||||
return
|
||||
elseif e == 'timeout' then
|
||||
print("timeout")
|
||||
return
|
||||
elseif e ~= nil then
|
||||
print(e)
|
||||
curstate = STATE_UNINITIALIZED
|
||||
return
|
||||
end
|
||||
processBlock(json.decode(l))
|
||||
|
||||
-- Determine Message to send back
|
||||
memDomain.rom()
|
||||
local playerName = uRange(0x7BCBF, 0x41)
|
||||
playerName[0] = nil
|
||||
local retTable = {}
|
||||
retTable["playerName"] = playerName
|
||||
if StateOKForMainLoop() then
|
||||
retTable["locations"] = generateLocationChecked()
|
||||
end
|
||||
msg = json.encode(retTable).."\n"
|
||||
local ret, error = ff1Socket:send(msg)
|
||||
if ret == nil then
|
||||
print(error)
|
||||
elseif curstate == STATE_INITIAL_CONNECTION_MADE then
|
||||
curstate = STATE_TENTATIVELY_CONNECTED
|
||||
elseif curstate == STATE_TENTATIVELY_CONNECTED then
|
||||
print("Connected!")
|
||||
itemMessages["(0,0)"] = {TTL=240, message="Connected", color="green"}
|
||||
curstate = STATE_OK
|
||||
end
|
||||
end
|
||||
|
||||
function main()
|
||||
if not checkBizHawkVersion() then
|
||||
return
|
||||
end
|
||||
server, error = socket.bind('localhost', 52980)
|
||||
|
||||
while true do
|
||||
gui.drawEllipse(248, 9, 6, 6, "Black", "Yellow")
|
||||
frame = frame + 1
|
||||
drawMessages()
|
||||
if not (curstate == prevstate) then
|
||||
-- console.log("Current state: "..curstate)
|
||||
prevstate = curstate
|
||||
end
|
||||
if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
|
||||
if (frame % 60 == 0) then
|
||||
gui.drawEllipse(248, 9, 6, 6, "Black", "Blue")
|
||||
receive()
|
||||
else
|
||||
gui.drawEllipse(248, 9, 6, 6, "Black", "Green")
|
||||
end
|
||||
elseif (curstate == STATE_UNINITIALIZED) then
|
||||
gui.drawEllipse(248, 9, 6, 6, "Black", "White")
|
||||
if (frame % 60 == 0) then
|
||||
gui.drawEllipse(248, 9, 6, 6, "Black", "Yellow")
|
||||
|
||||
drawText(5, 8, "Waiting for client", 0xFFFF0000)
|
||||
drawText(5, 32, "Please start FF1Client.exe", 0xFFFF0000)
|
||||
|
||||
-- Advance so the messages are drawn
|
||||
emu.frameadvance()
|
||||
server:settimeout(2)
|
||||
print("Attempting to connect")
|
||||
local client, timeout = server:accept()
|
||||
if timeout == nil then
|
||||
-- print('Initial Connection Made')
|
||||
curstate = STATE_INITIAL_CONNECTION_MADE
|
||||
ff1Socket = client
|
||||
ff1Socket:settimeout(0)
|
||||
end
|
||||
end
|
||||
end
|
||||
emu.frameadvance()
|
||||
end
|
||||
end
|
||||
|
||||
main()
|
||||
@@ -51,10 +51,9 @@ requires:
|
||||
{%- for option_key, option in group_options.items() %}
|
||||
{{ option_key }}:
|
||||
{%- if option.__doc__ %}
|
||||
# {{ option.__doc__
|
||||
# {{ cleandoc(option.__doc__)
|
||||
| trim
|
||||
| replace('\n\n', '\n \n')
|
||||
| replace('\n ', '\n# ')
|
||||
| replace('\n', '\n# ')
|
||||
| indent(4, first=False)
|
||||
}}
|
||||
{%- endif -%}
|
||||
|
||||
@@ -87,6 +87,9 @@
|
||||
# Inscryption
|
||||
/worlds/inscryption/ @DrBibop @Glowbuzz
|
||||
|
||||
# Jak and Daxter: The Precursor Legacy
|
||||
/worlds/jakanddaxter/ @massimilianodelliubaldini
|
||||
|
||||
# Kirby's Dream Land 3
|
||||
/worlds/kdl3/ @Silvris
|
||||
|
||||
@@ -157,6 +160,9 @@
|
||||
# Saving Princess
|
||||
/worlds/saving_princess/ @LeonarthCG
|
||||
|
||||
# shapez
|
||||
/worlds/shapez/ @BlastSlimey
|
||||
|
||||
# Shivers
|
||||
/worlds/shivers/ @GodlFire @korydondzila
|
||||
|
||||
@@ -175,6 +181,9 @@
|
||||
# Super Mario 64
|
||||
/worlds/sm64ex/ @N00byKing
|
||||
|
||||
# Super Mario Land 2: 6 Golden Coins
|
||||
/worlds/marioland2/ @Alchav
|
||||
|
||||
# Super Mario World
|
||||
/worlds/smw/ @PoryGone
|
||||
|
||||
@@ -232,7 +241,7 @@
|
||||
## Active Unmaintained Worlds
|
||||
|
||||
# The following worlds in this repo are currently unmaintained, but currently still work in core. If any update breaks
|
||||
# compatibility, these worlds may be moved to `worlds_disabled`. If you are interested in stepping up as maintainer for
|
||||
# compatibility, these worlds may be deleted. If you are interested in stepping up as maintainer for
|
||||
# any of these worlds, please review `/docs/world maintainer.md` documentation.
|
||||
|
||||
# Final Fantasy (1)
|
||||
@@ -241,15 +250,6 @@
|
||||
# Ocarina of Time
|
||||
# /worlds/oot/
|
||||
|
||||
## Disabled Unmaintained Worlds
|
||||
|
||||
# The following worlds in this repo are currently unmaintained and disabled as they do not work in core. If you are
|
||||
# interested in stepping up as maintainer for any of these worlds, please review `/docs/world maintainer.md`
|
||||
# documentation.
|
||||
|
||||
# Ori and the Blind Forest
|
||||
# /worlds_disabled/oribf/
|
||||
|
||||
###################
|
||||
## Documentation ##
|
||||
###################
|
||||
|
||||
@@ -231,11 +231,11 @@ Sent to clients after a client requested this message be sent to them, more info
|
||||
Sent to clients if the server caught a problem with a packet. This only occurs for errors that are explicitly checked for.
|
||||
|
||||
#### Arguments
|
||||
| Name | Type | Notes |
|
||||
| ---- | ---- | ----- |
|
||||
| type | str | The [PacketProblemType](#PacketProblemType) that was detected in the packet. |
|
||||
| original_cmd | Optional[str] | The `cmd` argument of the faulty packet, will be `None` if the `cmd` failed to be parsed. |
|
||||
| text | str | A descriptive message of the problem at hand. |
|
||||
| Name | Type | Notes |
|
||||
| ---- |-------------| ----- |
|
||||
| type | str | The [PacketProblemType](#PacketProblemType) that was detected in the packet. |
|
||||
| original_cmd | str \| None | The `cmd` argument of the faulty packet, will be `None` if the `cmd` failed to be parsed. |
|
||||
| text | str | A descriptive message of the problem at hand. |
|
||||
|
||||
##### PacketProblemType
|
||||
`PacketProblemType` indicates the type of problem that was detected in the faulty packet, the known problem types are below but others may be added in the future.
|
||||
@@ -551,14 +551,14 @@ In JSON this may look like:
|
||||
Message nodes sent along with [PrintJSON](#PrintJSON) packet to be reconstructed into a legible message. The nodes are intended to be read in the order they are listed in the packet.
|
||||
|
||||
```python
|
||||
from typing import TypedDict, Optional
|
||||
from typing import TypedDict
|
||||
class JSONMessagePart(TypedDict):
|
||||
type: Optional[str]
|
||||
text: Optional[str]
|
||||
color: Optional[str] # only available if type is a color
|
||||
flags: Optional[int] # only available if type is an item_id or item_name
|
||||
player: Optional[int] # only available if type is either item or location
|
||||
hint_status: Optional[HintStatus] # only available if type is hint_status
|
||||
type: str | None
|
||||
text: str | None
|
||||
color: str | None # only available if type is a color
|
||||
flags: int | None # only available if type is an item_id or item_name
|
||||
player: int | None # only available if type is either item or location
|
||||
hint_status: HintStatus | None # only available if type is hint_status
|
||||
```
|
||||
|
||||
`type` is used to denote the intent of the message part. This can be used to indicate special information which may be rendered differently depending on client. How these types are displayed in Archipelago's ALttP client is not the end-all be-all. Other clients may choose to interpret and display these messages differently.
|
||||
|
||||
@@ -333,7 +333,7 @@ within the world.
|
||||
### TextChoice
|
||||
Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any
|
||||
user defined string as a valid option, so will either need to be validated by adding a validation step to the option
|
||||
class or within world, if necessary. Value for this class is `Union[str, int]` so if you need the value at a specified
|
||||
class or within world, if necessary. Value for this class is `str | int` so if you need the value at a specified
|
||||
point, `self.options.my_option.current_key` will always return a string.
|
||||
|
||||
### PlandoBosses
|
||||
|
||||
@@ -102,17 +102,16 @@ In worlds, this should only be used for the top level to avoid issues when upgra
|
||||
|
||||
### Bool
|
||||
|
||||
Since `bool` can not be subclassed, use the `settings.Bool` helper in a `typing.Union` to get a comment in host.yaml.
|
||||
Since `bool` can not be subclassed, use the `settings.Bool` helper in a union to get a comment in host.yaml.
|
||||
|
||||
```python
|
||||
import settings
|
||||
import typing
|
||||
|
||||
class MySettings(settings.Group):
|
||||
class MyBool(settings.Bool):
|
||||
"""Doc string"""
|
||||
|
||||
my_value: typing.Union[MyBool, bool] = True
|
||||
my_value: MyBool | bool = True
|
||||
```
|
||||
|
||||
### UserFilePath
|
||||
@@ -134,15 +133,15 @@ Checks the file against [md5s](#md5s) by default.
|
||||
|
||||
Resolves to an executable (varying file extension based on platform)
|
||||
|
||||
#### description: Optional\[str\]
|
||||
#### description: str | None
|
||||
|
||||
Human-readable name to use in file browser
|
||||
|
||||
#### copy_to: Optional\[str\]
|
||||
#### copy_to: str | None
|
||||
|
||||
Instead of storing the path, copy the file.
|
||||
|
||||
#### md5s: List[Union[str, bytes]]
|
||||
#### md5s: list[str | bytes]
|
||||
|
||||
Provide md5 hashes as hex digests or raw bytes for automatic validation.
|
||||
|
||||
|
||||
@@ -65,5 +65,5 @@ date, voting members and final result in the commit message.
|
||||
|
||||
## Handling of Unmaintained Worlds
|
||||
|
||||
As long as worlds are known to work for the most part, they can stay included. Once a world becomes broken it shall be
|
||||
moved from `worlds/` to `worlds_disabled/`.
|
||||
As long as worlds are known to work for the most part, they can stay included. Once the world becomes broken, it shall
|
||||
be deleted.
|
||||
|
||||
@@ -86,6 +86,7 @@ Type: dirifempty; Name: "{app}"
|
||||
[InstallDelete]
|
||||
Type: files; Name: "{app}\*.exe"
|
||||
Type: files; Name: "{app}\data\lua\connector_pkmn_rb.lua"
|
||||
Type: files; Name: "{app}\data\lua\connector_ff1.lua"
|
||||
Type: filesandordirs; Name: "{app}\SNI\lua*"
|
||||
Type: filesandordirs; Name: "{app}\EnemizerCLI*"
|
||||
#include "installdelete.iss"
|
||||
|
||||
54
kvui.py
54
kvui.py
@@ -6,7 +6,6 @@ import re
|
||||
import io
|
||||
import pkgutil
|
||||
from collections import deque
|
||||
|
||||
assert "kivy" not in sys.modules, "kvui should be imported before kivy for frozen compatibility"
|
||||
|
||||
if sys.platform == "win32":
|
||||
@@ -57,6 +56,7 @@ from kivy.animation import Animation
|
||||
from kivy.uix.popup import Popup
|
||||
from kivy.uix.image import AsyncImage
|
||||
from kivymd.app import MDApp
|
||||
from kivymd.uix.dialog import MDDialog, MDDialogHeadlineText, MDDialogSupportingText, MDDialogButtonContainer
|
||||
from kivymd.uix.gridlayout import MDGridLayout
|
||||
from kivymd.uix.floatlayout import MDFloatLayout
|
||||
from kivymd.uix.boxlayout import MDBoxLayout
|
||||
@@ -710,20 +710,62 @@ class CommandPromptTextInput(ResizableTextField):
|
||||
self.text = self._command_history[self._command_history_index]
|
||||
|
||||
|
||||
class MessageBoxLabel(MDLabel):
|
||||
def __init__(self, **kwargs):
|
||||
super().__init__(**kwargs)
|
||||
self._label.refresh()
|
||||
|
||||
|
||||
class MessageBox(Popup):
|
||||
class MessageBoxLabel(MDLabel):
|
||||
def __init__(self, **kwargs):
|
||||
super().__init__(**kwargs)
|
||||
self._label.refresh()
|
||||
|
||||
def __init__(self, title, text, error=False, **kwargs):
|
||||
label = MessageBox.MessageBoxLabel(text=text)
|
||||
label = MessageBoxLabel(text=text)
|
||||
separator_color = [217 / 255, 129 / 255, 122 / 255, 1.] if error else [47 / 255., 167 / 255., 212 / 255, 1.]
|
||||
super().__init__(title=title, content=label, size_hint=(0.5, None), width=max(100, int(label.width) + 40),
|
||||
separator_color=separator_color, **kwargs)
|
||||
self.height += max(0, label.height - 18)
|
||||
|
||||
|
||||
class ButtonsPrompt(MDDialog):
|
||||
def __init__(self, title: str, text: str, response: typing.Callable[[str], None],
|
||||
*prompts: str, **kwargs) -> None:
|
||||
"""
|
||||
Customizable popup box that lets you create any number of buttons. The text of the pressed button is returned to
|
||||
the callback.
|
||||
|
||||
:param title: The title of the popup.
|
||||
:param text: The message prompt in the popup.
|
||||
:param response: A callable that will get called when the user presses a button. The prompt will not close
|
||||
itself so should be done here if you want to close it when certain buttons are pressed.
|
||||
:param prompts: Any number of strings to be used for the buttons.
|
||||
"""
|
||||
layout = MDBoxLayout(orientation="vertical")
|
||||
label = MessageBoxLabel(text=text)
|
||||
layout.add_widget(label)
|
||||
|
||||
def on_release(button: MDButton, *args) -> None:
|
||||
response(button.text)
|
||||
|
||||
buttons = [MDDivider()]
|
||||
for prompt in prompts:
|
||||
button = MDButton(
|
||||
MDButtonText(text=prompt, pos_hint={"center_x": 0.5, "center_y": 0.5}),
|
||||
on_release=on_release,
|
||||
style="text",
|
||||
theme_width="Custom",
|
||||
size_hint_x=1,
|
||||
)
|
||||
button.text = prompt
|
||||
buttons.extend([button, MDDivider()])
|
||||
|
||||
super().__init__(
|
||||
MDDialogHeadlineText(text=title),
|
||||
MDDialogSupportingText(text=text),
|
||||
MDDialogButtonContainer(*buttons, orientation="vertical"),
|
||||
**kwargs,
|
||||
)
|
||||
|
||||
|
||||
class ClientTabs(MDTabsSecondary):
|
||||
carousel: MDTabsCarousel
|
||||
lock_swiping = True
|
||||
|
||||
7
setup.py
7
setup.py
@@ -64,7 +64,6 @@ non_apworlds: set[str] = {
|
||||
"ArchipIDLE",
|
||||
"Archipelago",
|
||||
"Clique",
|
||||
"Final Fantasy",
|
||||
"Lufia II Ancient Cave",
|
||||
"Meritous",
|
||||
"Ocarina of Time",
|
||||
@@ -373,10 +372,6 @@ class BuildExeCommand(cx_Freeze.command.build_exe.build_exe):
|
||||
assert not non_apworlds - set(AutoWorldRegister.world_types), \
|
||||
f"Unknown world {non_apworlds - set(AutoWorldRegister.world_types)} designated for .apworld"
|
||||
folders_to_remove: list[str] = []
|
||||
disabled_worlds_folder = "worlds_disabled"
|
||||
for entry in os.listdir(disabled_worlds_folder):
|
||||
if os.path.isdir(os.path.join(disabled_worlds_folder, entry)):
|
||||
folders_to_remove.append(entry)
|
||||
generate_yaml_templates(self.buildfolder / "Players" / "Templates", False)
|
||||
for worldname, worldtype in AutoWorldRegister.world_types.items():
|
||||
if worldname not in non_apworlds:
|
||||
@@ -486,7 +481,7 @@ tmp="${{exe#*/}}"
|
||||
if [ ! "${{#tmp}}" -lt "${{#exe}}" ]; then
|
||||
exe="{default_exe.parent}/$exe"
|
||||
fi
|
||||
export LD_LIBRARY_PATH="$LD_LIBRARY_PATH:$APPDIR/{default_exe.parent}/lib"
|
||||
export LD_LIBRARY_PATH="${{LD_LIBRARY_PATH:+$LD_LIBRARY_PATH:}}$APPDIR/{default_exe.parent}/lib"
|
||||
$APPDIR/$exe "$@"
|
||||
""")
|
||||
launcher_filename.chmod(0o755)
|
||||
|
||||
@@ -159,7 +159,6 @@ class WorldTestBase(unittest.TestCase):
|
||||
self.multiworld.game[self.player] = self.game
|
||||
self.multiworld.player_name = {self.player: "Tester"}
|
||||
self.multiworld.set_seed(seed)
|
||||
self.multiworld.state = CollectionState(self.multiworld)
|
||||
random.seed(self.multiworld.seed)
|
||||
self.multiworld.seed_name = get_seed_name(random) # only called to get same RNG progression as Generate.py
|
||||
args = Namespace()
|
||||
@@ -168,6 +167,7 @@ class WorldTestBase(unittest.TestCase):
|
||||
1: option.from_any(self.options.get(name, option.default))
|
||||
})
|
||||
self.multiworld.set_options(args)
|
||||
self.multiworld.state = CollectionState(self.multiworld)
|
||||
self.world = self.multiworld.worlds[self.player]
|
||||
for step in gen_steps:
|
||||
call_all(self.multiworld, step)
|
||||
|
||||
@@ -59,13 +59,13 @@ def run_locations_benchmark():
|
||||
multiworld.game[1] = game
|
||||
multiworld.player_name = {1: "Tester"}
|
||||
multiworld.set_seed(0)
|
||||
multiworld.state = CollectionState(multiworld)
|
||||
args = argparse.Namespace()
|
||||
for name, option in AutoWorld.AutoWorldRegister.world_types[game].options_dataclass.type_hints.items():
|
||||
setattr(args, name, {
|
||||
1: option.from_any(getattr(option, "default"))
|
||||
})
|
||||
multiworld.set_options(args)
|
||||
multiworld.state = CollectionState(multiworld)
|
||||
|
||||
gc.collect()
|
||||
for step in self.gen_steps:
|
||||
|
||||
@@ -49,7 +49,6 @@ def setup_multiworld(worlds: Union[List[Type[World]], Type[World]], steps: Tuple
|
||||
multiworld.game = {player: world_type.game for player, world_type in enumerate(worlds, 1)}
|
||||
multiworld.player_name = {player: f"Tester{player}" for player in multiworld.player_ids}
|
||||
multiworld.set_seed(seed)
|
||||
multiworld.state = CollectionState(multiworld)
|
||||
args = Namespace()
|
||||
for player, world_type in enumerate(worlds, 1):
|
||||
for key, option in world_type.options_dataclass.type_hints.items():
|
||||
@@ -57,6 +56,7 @@ def setup_multiworld(worlds: Union[List[Type[World]], Type[World]], steps: Tuple
|
||||
updated_options[player] = option.from_any(option.default)
|
||||
setattr(args, key, updated_options)
|
||||
multiworld.set_options(args)
|
||||
multiworld.state = CollectionState(multiworld)
|
||||
for step in steps:
|
||||
call_all(multiworld, step)
|
||||
return multiworld
|
||||
|
||||
@@ -528,7 +528,7 @@ class World(metaclass=AutoWorldRegister):
|
||||
"""Called when an item is collected in to state. Useful for things such as progressive items or currency."""
|
||||
name = self.collect_item(state, item)
|
||||
if name:
|
||||
state.prog_items[self.player][name] += 1
|
||||
state.add_item(name, self.player)
|
||||
return True
|
||||
return False
|
||||
|
||||
@@ -536,9 +536,7 @@ class World(metaclass=AutoWorldRegister):
|
||||
"""Called when an item is removed from to state. Useful for things such as progressive items or currency."""
|
||||
name = self.collect_item(state, item, True)
|
||||
if name:
|
||||
state.prog_items[self.player][name] -= 1
|
||||
if state.prog_items[self.player][name] < 1:
|
||||
del (state.prog_items[self.player][name])
|
||||
state.remove_item(name, self.player)
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@ import zipfile
|
||||
from enum import IntEnum
|
||||
import os
|
||||
import threading
|
||||
from io import BytesIO
|
||||
|
||||
from typing import ClassVar, Dict, List, Literal, Tuple, Any, Optional, Union, BinaryIO, overload, Sequence
|
||||
|
||||
@@ -70,6 +71,18 @@ class AutoPatchExtensionRegister(abc.ABCMeta):
|
||||
container_version: int = 6
|
||||
|
||||
|
||||
def is_ap_player_container(game: str, data: bytes, player: int):
|
||||
if not zipfile.is_zipfile(BytesIO(data)):
|
||||
return False
|
||||
with zipfile.ZipFile(BytesIO(data), mode='r') as zf:
|
||||
if "archipelago.json" in zf.namelist():
|
||||
manifest = json.loads(zf.read("archipelago.json"))
|
||||
if "game" in manifest and "player" in manifest:
|
||||
if game == manifest["game"] and player == manifest["player"]:
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
class InvalidDataError(Exception):
|
||||
"""
|
||||
Since games can override `read_contents` in APContainer,
|
||||
@@ -78,24 +91,15 @@ class InvalidDataError(Exception):
|
||||
|
||||
|
||||
class APContainer:
|
||||
"""A zipfile containing at least archipelago.json"""
|
||||
version: int = container_version
|
||||
compression_level: int = 9
|
||||
compression_method: int = zipfile.ZIP_DEFLATED
|
||||
game: Optional[str] = None
|
||||
"""A zipfile containing at least archipelago.json, which contains a manifest json payload."""
|
||||
version: ClassVar[int] = container_version
|
||||
compression_level: ClassVar[int] = 9
|
||||
compression_method: ClassVar[int] = zipfile.ZIP_DEFLATED
|
||||
|
||||
# instance attributes:
|
||||
path: Optional[str]
|
||||
player: Optional[int]
|
||||
player_name: str
|
||||
server: str
|
||||
|
||||
def __init__(self, path: Optional[str] = None, player: Optional[int] = None,
|
||||
player_name: str = "", server: str = ""):
|
||||
def __init__(self, path: Optional[str] = None):
|
||||
self.path = path
|
||||
self.player = player
|
||||
self.player_name = player_name
|
||||
self.server = server
|
||||
|
||||
def write(self, file: Optional[Union[str, BinaryIO]] = None) -> None:
|
||||
zip_file = file if file else self.path
|
||||
@@ -135,31 +139,60 @@ class APContainer:
|
||||
message = f"{arg0} - "
|
||||
raise InvalidDataError(f"{message}This might be the incorrect world version for this file") from e
|
||||
|
||||
def read_contents(self, opened_zipfile: zipfile.ZipFile) -> None:
|
||||
def read_contents(self, opened_zipfile: zipfile.ZipFile) -> Dict[str, Any]:
|
||||
with opened_zipfile.open("archipelago.json", "r") as f:
|
||||
manifest = json.load(f)
|
||||
if manifest["compatible_version"] > self.version:
|
||||
raise Exception(f"File (version: {manifest['compatible_version']}) too new "
|
||||
f"for this handler (version: {self.version})")
|
||||
self.player = manifest["player"]
|
||||
self.server = manifest["server"]
|
||||
self.player_name = manifest["player_name"]
|
||||
return manifest
|
||||
|
||||
def get_manifest(self) -> Dict[str, Any]:
|
||||
return {
|
||||
"server": self.server, # allow immediate connection to server in multiworld. Empty string otherwise
|
||||
"player": self.player,
|
||||
"player_name": self.player_name,
|
||||
"game": self.game,
|
||||
# minimum version of patch system expected for patching to be successful
|
||||
"compatible_version": 5,
|
||||
"version": container_version,
|
||||
}
|
||||
|
||||
|
||||
class APPatch(APContainer):
|
||||
class APPlayerContainer(APContainer):
|
||||
"""A zipfile containing at least archipelago.json meant for a player"""
|
||||
game: ClassVar[Optional[str]] = None
|
||||
patch_file_ending: str = ""
|
||||
|
||||
player: Optional[int]
|
||||
player_name: str
|
||||
server: str
|
||||
|
||||
def __init__(self, path: Optional[str] = None, player: Optional[int] = None,
|
||||
player_name: str = "", server: str = ""):
|
||||
super().__init__(path)
|
||||
self.player = player
|
||||
self.player_name = player_name
|
||||
self.server = server
|
||||
|
||||
def read_contents(self, opened_zipfile: zipfile.ZipFile) -> Dict[str, Any]:
|
||||
manifest = super().read_contents(opened_zipfile)
|
||||
self.player = manifest["player"]
|
||||
self.server = manifest["server"]
|
||||
self.player_name = manifest["player_name"]
|
||||
return manifest
|
||||
|
||||
def get_manifest(self) -> Dict[str, Any]:
|
||||
manifest = super().get_manifest()
|
||||
manifest.update({
|
||||
"server": self.server, # allow immediate connection to server in multiworld. Empty string otherwise
|
||||
"player": self.player,
|
||||
"player_name": self.player_name,
|
||||
"game": self.game,
|
||||
"patch_file_ending": self.patch_file_ending,
|
||||
})
|
||||
return manifest
|
||||
|
||||
|
||||
class APPatch(APPlayerContainer):
|
||||
"""
|
||||
An `APContainer` that represents a patch file.
|
||||
An `APPlayerContainer` that represents a patch file.
|
||||
It includes the `procedure` key in the manifest to indicate that it is a patch.
|
||||
|
||||
Your implementation should inherit from this if your output file
|
||||
@@ -192,7 +225,6 @@ class APProcedurePatch(APAutoPatchInterface):
|
||||
"""
|
||||
hash: Optional[str] # base checksum of source file
|
||||
source_data: bytes
|
||||
patch_file_ending: str = ""
|
||||
files: Dict[str, bytes]
|
||||
|
||||
@classmethod
|
||||
@@ -214,7 +246,6 @@ class APProcedurePatch(APAutoPatchInterface):
|
||||
manifest = super(APProcedurePatch, self).get_manifest()
|
||||
manifest["base_checksum"] = self.hash
|
||||
manifest["result_file_ending"] = self.result_file_ending
|
||||
manifest["patch_file_ending"] = self.patch_file_ending
|
||||
manifest["procedure"] = self.procedure
|
||||
if self.procedure == APDeltaPatch.procedure:
|
||||
manifest["compatible_version"] = 5
|
||||
|
||||
@@ -210,10 +210,14 @@ components: List[Component] = [
|
||||
Component('Launcher', 'Launcher', component_type=Type.HIDDEN),
|
||||
# Core
|
||||
Component('Host', 'MultiServer', 'ArchipelagoServer', cli=True,
|
||||
file_identifier=SuffixIdentifier('.archipelago', '.zip')),
|
||||
Component('Generate', 'Generate', cli=True),
|
||||
Component("Install APWorld", func=install_apworld, file_identifier=SuffixIdentifier(".apworld")),
|
||||
Component('Text Client', 'CommonClient', 'ArchipelagoTextClient', func=launch_textclient),
|
||||
file_identifier=SuffixIdentifier('.archipelago', '.zip'),
|
||||
description="Host a generated multiworld on your computer."),
|
||||
Component('Generate', 'Generate', cli=True,
|
||||
description="Generate a multiworld with the YAMLs in the players folder."),
|
||||
Component("Install APWorld", func=install_apworld, file_identifier=SuffixIdentifier(".apworld"),
|
||||
description="Install an APWorld to play games not included with Archipelago by default."),
|
||||
Component('Text Client', 'CommonClient', 'ArchipelagoTextClient', func=launch_textclient,
|
||||
description="Connect to a multiworld using the text client."),
|
||||
Component('Links Awakening DX Client', 'LinksAwakeningClient',
|
||||
file_identifier=SuffixIdentifier('.apladx')),
|
||||
Component('LttP Adjuster', 'LttPAdjuster'),
|
||||
@@ -224,16 +228,12 @@ components: List[Component] = [
|
||||
Component('OoT Client', 'OoTClient',
|
||||
file_identifier=SuffixIdentifier('.apz5')),
|
||||
Component('OoT Adjuster', 'OoTAdjuster'),
|
||||
# FF1
|
||||
Component('FF1 Client', 'FF1Client'),
|
||||
# TLoZ
|
||||
Component('Zelda 1 Client', 'Zelda1Client', file_identifier=SuffixIdentifier('.aptloz')),
|
||||
# ChecksFinder
|
||||
Component('ChecksFinder Client', 'ChecksFinderClient'),
|
||||
# Starcraft 2
|
||||
Component('Starcraft 2 Client', 'Starcraft2Client'),
|
||||
# Wargroove
|
||||
Component('Wargroove Client', 'WargrooveClient'),
|
||||
# Zillion
|
||||
Component('Zillion Client', 'ZillionClient',
|
||||
file_identifier=SuffixIdentifier('.apzl')),
|
||||
|
||||
@@ -19,7 +19,8 @@ def launch_client(*args) -> None:
|
||||
|
||||
|
||||
component = Component("BizHawk Client", "BizHawkClient", component_type=Type.CLIENT, func=launch_client,
|
||||
file_identifier=SuffixIdentifier())
|
||||
file_identifier=SuffixIdentifier(),
|
||||
description="Open the BizHawk client, to play games using the Bizhawk emulator.")
|
||||
components.append(component)
|
||||
|
||||
|
||||
|
||||
@@ -182,10 +182,11 @@ class AdventureDeltaPatch(APPatch, metaclass=AutoPatchRegister):
|
||||
json.dumps(self.rom_deltas),
|
||||
compress_type=zipfile.ZIP_LZMA)
|
||||
|
||||
def read_contents(self, opened_zipfile: zipfile.ZipFile):
|
||||
super(AdventureDeltaPatch, self).read_contents(opened_zipfile)
|
||||
def read_contents(self, opened_zipfile: zipfile.ZipFile) -> dict[str, Any]:
|
||||
manifest = super(AdventureDeltaPatch, self).read_contents(opened_zipfile)
|
||||
self.foreign_items = AdventureDeltaPatch.read_foreign_items(opened_zipfile)
|
||||
self.autocollect_items = AdventureDeltaPatch.read_autocollect_items(opened_zipfile)
|
||||
return manifest
|
||||
|
||||
@classmethod
|
||||
def get_source_data(cls) -> bytes:
|
||||
|
||||
@@ -477,7 +477,7 @@ act_completions = {
|
||||
"Act Completion (Rush Hour)": LocData(2000311210, "Rush Hour",
|
||||
dlc_flags=HatDLC.dlc2,
|
||||
hookshot=True,
|
||||
required_hats=[HatType.ICE, HatType.BREWING]),
|
||||
required_hats=[HatType.ICE, HatType.BREWING, HatType.DWELLER]),
|
||||
|
||||
"Act Completion (Time Rift - Rumbi Factory)": LocData(2000312736, "Time Rift - Rumbi Factory",
|
||||
dlc_flags=HatDLC.dlc2),
|
||||
|
||||
@@ -455,7 +455,7 @@ def set_moderate_rules(world: "HatInTimeWorld"):
|
||||
if "Pink Paw Station Thug" in key and is_location_valid(world, key):
|
||||
set_rule(world.multiworld.get_location(key, world.player), lambda state: True)
|
||||
|
||||
# Moderate: clear Rush Hour without Hookshot
|
||||
# Moderate: clear Rush Hour without Hookshot or Dweller Mask
|
||||
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
|
||||
lambda state: state.has("Metro Ticket - Pink", world.player)
|
||||
and state.has("Metro Ticket - Yellow", world.player)
|
||||
|
||||
@@ -10,12 +10,12 @@ class LTTPTestBase(unittest.TestCase):
|
||||
from worlds.alttp.Options import Medallion
|
||||
self.multiworld = MultiWorld(1)
|
||||
self.multiworld.game[1] = "A Link to the Past"
|
||||
self.multiworld.state = CollectionState(self.multiworld)
|
||||
self.multiworld.set_seed(None)
|
||||
args = Namespace()
|
||||
for name, option in AutoWorldRegister.world_types["A Link to the Past"].options_dataclass.type_hints.items():
|
||||
setattr(args, name, {1: option.from_any(getattr(option, "default"))})
|
||||
self.multiworld.set_options(args)
|
||||
self.multiworld.state = CollectionState(self.multiworld)
|
||||
self.world = self.multiworld.worlds[1]
|
||||
# by default medallion access is randomized, for unittests we set it to vanilla
|
||||
self.world.options.misery_mire_medallion.value = Medallion.option_ether
|
||||
|
||||
@@ -3,7 +3,8 @@
|
||||
## Required Software
|
||||
|
||||
- ChecksFinder from
|
||||
the [Github releases Page for the game](https://github.com/jonloveslegos/ChecksFinder/releases) (latest version)
|
||||
the [Github releases Page for the game](https://github.com/jonloveslegos/ChecksFinder/releases) (latest version), or
|
||||
from the [itch.io Page for the game](https://suncat0.itch.io/checksfinder) (including web version)
|
||||
|
||||
## Configuring your YAML file
|
||||
|
||||
@@ -18,13 +19,13 @@ You can customize your options by visiting the [ChecksFinder Player Options Page
|
||||
|
||||
## Joining a MultiWorld Game
|
||||
|
||||
1. Start ChecksFinder
|
||||
2. Enter the following information:
|
||||
- Enter the server url (starting from `wss://` for https connection like archipelago.gg, and starting from `ws://` for http connection and local multiserver)
|
||||
- Enter server port
|
||||
- Enter the name of the slot you wish to connect to
|
||||
- Enter the room password (optional)
|
||||
- Press `Play Online` to connect
|
||||
3. Start playing!
|
||||
|
||||
Game options and controls are described in the readme on the github repository for the game
|
||||
1. Start ChecksFinder and press `Play Online`
|
||||
2. Switch to the console window/tab
|
||||
3. Enter the following information:
|
||||
- Server url
|
||||
- Server port
|
||||
- The name of the slot you wish to connect to
|
||||
- The room password (optional)
|
||||
4. Press `Connect` to connect
|
||||
5. Switch to the game window/tab
|
||||
6. Start playing!
|
||||
|
||||
@@ -1,10 +1,9 @@
|
||||
from dataclasses import dataclass
|
||||
import os
|
||||
import io
|
||||
from typing import TYPE_CHECKING, Dict, List, Optional, cast
|
||||
import zipfile
|
||||
from BaseClasses import Location
|
||||
from worlds.Files import APContainer, AutoPatchRegister
|
||||
from worlds.Files import APPlayerContainer
|
||||
|
||||
from .Enum import CivVICheckType
|
||||
from .Locations import CivVILocation, CivVILocationData
|
||||
@@ -26,22 +25,19 @@ class CivTreeItem:
|
||||
ui_tree_row: int
|
||||
|
||||
|
||||
class CivVIContainer(APContainer, metaclass=AutoPatchRegister):
|
||||
class CivVIContainer(APPlayerContainer):
|
||||
"""
|
||||
Responsible for generating the dynamic mod files for the Civ VI multiworld
|
||||
"""
|
||||
game: Optional[str] = "Civilization VI"
|
||||
patch_file_ending = ".apcivvi"
|
||||
|
||||
def __init__(self, patch_data: Dict[str, str] | io.BytesIO, base_path: str = "", output_directory: str = "",
|
||||
def __init__(self, patch_data: Dict[str, str], base_path: str = "", output_directory: str = "",
|
||||
player: Optional[int] = None, player_name: str = "", server: str = ""):
|
||||
if isinstance(patch_data, io.BytesIO):
|
||||
super().__init__(patch_data, player, player_name, server)
|
||||
else:
|
||||
self.patch_data = patch_data
|
||||
self.file_path = base_path
|
||||
container_path = os.path.join(output_directory, base_path + ".apcivvi")
|
||||
super().__init__(container_path, player, player_name, server)
|
||||
self.patch_data = patch_data
|
||||
self.file_path = base_path
|
||||
container_path = os.path.join(output_directory, base_path + ".apcivvi")
|
||||
super().__init__(container_path, player, player_name, server)
|
||||
|
||||
def write_contents(self, opened_zipfile: zipfile.ZipFile) -> None:
|
||||
for filename, yml in self.patch_data.items():
|
||||
|
||||
@@ -2893,3 +2893,18 @@ dog_bite_ice_trap_fix = [
|
||||
0x25291CB8, # ADDIU T1, T1, 0x1CB8
|
||||
0x01200008 # JR T1
|
||||
]
|
||||
|
||||
shimmy_speed_modifier = [
|
||||
# Increases the player's speed while shimmying as long as they are not holding down Z. If they are holding Z, it
|
||||
# will be the normal speed, allowing it to still be used to set up any tricks that might require the normal speed
|
||||
# (like Left Tower Skip).
|
||||
0x3C088038, # LUI T0, 0x8038
|
||||
0x91087D7E, # LBU T0, 0x7D7E (T0)
|
||||
0x31090020, # ANDI T1, T0, 0x0020
|
||||
0x3C0A800A, # LUI T2, 0x800A
|
||||
0x240B005A, # ADDIU T3, R0, 0x005A
|
||||
0x55200001, # BNEZL T1, [forward 0x01]
|
||||
0x240B0032, # ADDIU T3, R0, 0x0032
|
||||
0xA14B3641, # SB T3, 0x3641 (T2)
|
||||
0x0800B7C3 # J 0x8002DF0C
|
||||
]
|
||||
|
||||
@@ -424,6 +424,7 @@ class PantherDash(Choice):
|
||||
class IncreaseShimmySpeed(Toggle):
|
||||
"""
|
||||
Increases the speed at which characters shimmy left and right while hanging on ledges.
|
||||
Hold Z to use the regular speed in case it's needed to do something.
|
||||
"""
|
||||
display_name = "Increase Shimmy Speed"
|
||||
|
||||
|
||||
@@ -607,9 +607,10 @@ class CV64PatchExtensions(APPatchExtension):
|
||||
rom_data.write_int32(0xAA530, 0x080FF880) # J 0x803FE200
|
||||
rom_data.write_int32s(0xBFE200, patches.coffin_cutscene_skipper)
|
||||
|
||||
# Increase shimmy speed
|
||||
# Shimmy speed increase hack
|
||||
if options["increase_shimmy_speed"]:
|
||||
rom_data.write_byte(0xA4241, 0x5A)
|
||||
rom_data.write_int32(0x97EB4, 0x803FE9F0)
|
||||
rom_data.write_int32s(0xBFE9F0, patches.shimmy_speed_modifier)
|
||||
|
||||
# Disable landing fall damage
|
||||
if options["fall_guard"]:
|
||||
|
||||
@@ -211,7 +211,8 @@ class CVCotMWorld(World):
|
||||
"ignore_cleansing": self.options.ignore_cleansing.value,
|
||||
"skip_tutorials": self.options.skip_tutorials.value,
|
||||
"required_last_keys": self.required_last_keys,
|
||||
"completion_goal": self.options.completion_goal.value}
|
||||
"completion_goal": self.options.completion_goal.value,
|
||||
"nerf_roc_wing": self.options.nerf_roc_wing.value}
|
||||
|
||||
def get_filler_item_name(self) -> str:
|
||||
return self.random.choice(FILLER_ITEM_NAMES)
|
||||
|
||||
@@ -48,11 +48,17 @@ class OtherGameAppearancesInfo(TypedDict):
|
||||
|
||||
|
||||
other_game_item_appearances: Dict[str, Dict[str, OtherGameAppearancesInfo]] = {
|
||||
# NOTE: Symphony of the Night is currently an unsupported world not in main.
|
||||
# NOTE: Symphony of the Night and Harmony of Dissonance are custom worlds that are not core verified.
|
||||
"Symphony of the Night": {"Life Vessel": {"type": 0xE4,
|
||||
"appearance": 0x01},
|
||||
"Heart Vessel": {"type": 0xE4,
|
||||
"appearance": 0x00}},
|
||||
|
||||
"Castlevania - Harmony of Dissonance": {"Life Max Up": {"type": 0xE4,
|
||||
"appearance": 0x01},
|
||||
"Heart Max Up": {"type": 0xE4,
|
||||
"appearance": 0x00}},
|
||||
|
||||
"Timespinner": {"Max HP": {"type": 0xE4,
|
||||
"appearance": 0x01},
|
||||
"Max Aura": {"type": 0xE4,
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
## Quick Links
|
||||
- [Setup](/tutorial/Castlevania%20-%20Circle%20of%20the%20Moon/setup/en)
|
||||
- [Options Page](/games/Castlevania%20-%20Circle%20of%20the%20Moon/player-options)
|
||||
- [PopTracker Pack](https://github.com/sassyvania/Circle-of-the-Moon-Rando-AP-Map-Tracker-/releases/latest)
|
||||
- [PopTracker Pack](https://github.com/BowserCrusher/Circle-of-the-Moon-AP-Tracker/releases/latest)
|
||||
- [Repo for the original, standalone CotMR](https://github.com/calm-palm/cotm-randomizer)
|
||||
- [Web version of the above randomizer](https://rando.circleofthemoon.com/)
|
||||
- [A more in-depth guide to CotMR's nuances](https://docs.google.com/document/d/1uot4BD9XW7A--A8ecgoY8mLK_vSoQRpY5XCkzgas87c/view?usp=sharing)
|
||||
|
||||
@@ -22,7 +22,7 @@ clear it.
|
||||
|
||||
## Optional Software
|
||||
|
||||
- [Castlevania: Circle of the Moon AP Tracker](https://github.com/sassyvania/Circle-of-the-Moon-Rando-AP-Map-Tracker-/releases/latest), for use with
|
||||
- [Castlevania: Circle of the Moon AP Tracker](https://github.com/BowserCrusher/Circle-of-the-Moon-AP-Tracker/releases/latest), for use with
|
||||
[PopTracker](https://github.com/black-sliver/PopTracker/releases).
|
||||
|
||||
## Generating and Patching a Game
|
||||
@@ -64,7 +64,7 @@ perfectly safe to make progress offline; everything will re-sync when you reconn
|
||||
|
||||
Castlevania: Circle of the Moon has a fully functional map tracker that supports auto-tracking.
|
||||
|
||||
1. Download [Castlevania: Circle of the Moon AP Tracker](https://github.com/sassyvania/Circle-of-the-Moon-Rando-AP-Map-Tracker-/releases/latest) and
|
||||
1. Download [Castlevania: Circle of the Moon AP Tracker](https://github.com/BowserCrusher/Circle-of-the-Moon-AP-Tracker/releases/latest) and
|
||||
[PopTracker](https://github.com/black-sliver/PopTracker/releases).
|
||||
2. Put the tracker pack into `packs/` in your PopTracker install.
|
||||
3. Open PopTracker, and load the Castlevania: Circle of the Moon pack.
|
||||
|
||||
@@ -884,7 +884,7 @@ location_tables: Dict[str, List[DS3LocationData]] = {
|
||||
DS3LocationData("RS: Homeward Bone - balcony by Farron Keep", "Homeward Bone x2"),
|
||||
DS3LocationData("RS: Titanite Shard - woods, surrounded by enemies", "Titanite Shard"),
|
||||
DS3LocationData("RS: Twin Dragon Greatshield - woods by Crucifixion Woods bonfire",
|
||||
"Twin Dragon Greatshield"),
|
||||
"Twin Dragon Greatshield", missable=True), # After Eclipse
|
||||
DS3LocationData("RS: Sorcerer Hood - water beneath stronghold", "Sorcerer Hood",
|
||||
hidden=True), # Hidden fall
|
||||
DS3LocationData("RS: Sorcerer Robe - water beneath stronghold", "Sorcerer Robe",
|
||||
@@ -1887,7 +1887,7 @@ location_tables: Dict[str, List[DS3LocationData]] = {
|
||||
DS3LocationData("AL: Twinkling Titanite - lizard after light cathedral #2",
|
||||
"Twinkling Titanite", lizard=True),
|
||||
DS3LocationData("AL: Aldrich's Ruby - dark cathedral, miniboss", "Aldrich's Ruby",
|
||||
miniboss=True), # Deep Accursed drop
|
||||
miniboss=True, missable=True), # Deep Accursed drop, missable after defeating Aldrich
|
||||
DS3LocationData("AL: Aldrich Faithful - water reserves, talk to McDonnel", "Aldrich Faithful",
|
||||
hidden=True), # Behind illusory wall
|
||||
|
||||
|
||||
@@ -273,9 +273,7 @@ class DarkSouls3World(World):
|
||||
self.player,
|
||||
location,
|
||||
parent = new_region,
|
||||
event = True,
|
||||
)
|
||||
event_item.code = None
|
||||
new_location.place_locked_item(event_item)
|
||||
if location.name in excluded:
|
||||
excluded.remove(location.name)
|
||||
@@ -707,7 +705,7 @@ class DarkSouls3World(World):
|
||||
if self._is_location_available("US: Young White Branch - by white tree #2"):
|
||||
self._add_item_rule(
|
||||
"US: Young White Branch - by white tree #2",
|
||||
lambda item: item.player == self.player and not item.data.unique
|
||||
lambda item: item.player != self.player or not item.data.unique
|
||||
)
|
||||
|
||||
# Make sure the Storm Ruler is available BEFORE Yhorm the Giant
|
||||
|
||||
@@ -802,8 +802,10 @@ def connect_regions(world: World, level_list):
|
||||
for i in range(0, len(kremwood_forest_levels) - 1):
|
||||
connect(world, world.player, names, LocationName.kremwood_forest_region, kremwood_forest_levels[i])
|
||||
|
||||
connect(world, world.player, names, LocationName.kremwood_forest_region, kremwood_forest_levels[-1],
|
||||
lambda state: (state.can_reach(LocationName.riverside_race_flag, "Location", world.player)))
|
||||
connection = connect(world, world.player, names, LocationName.kremwood_forest_region, kremwood_forest_levels[-1],
|
||||
lambda state: (state.can_reach(LocationName.riverside_race_flag, "Location", world.player)))
|
||||
world.multiworld.register_indirect_condition(world.get_location(LocationName.riverside_race_flag).parent_region,
|
||||
connection)
|
||||
|
||||
# Cotton-Top Cove Connections
|
||||
cotton_top_cove_levels = [
|
||||
@@ -837,8 +839,11 @@ def connect_regions(world: World, level_list):
|
||||
connect(world, world.player, names, LocationName.mekanos_region, LocationName.sky_high_secret_region,
|
||||
lambda state: (state.has(ItemName.bowling_ball, world.player, 1)))
|
||||
else:
|
||||
connect(world, world.player, names, LocationName.mekanos_region, LocationName.sky_high_secret_region,
|
||||
lambda state: (state.can_reach(LocationName.bleaks_house, "Location", world.player)))
|
||||
connection = connect(world, world.player, names, LocationName.mekanos_region,
|
||||
LocationName.sky_high_secret_region,
|
||||
lambda state: (state.can_reach(LocationName.bleaks_house, "Location", world.player)))
|
||||
world.multiworld.register_indirect_condition(world.get_location(LocationName.bleaks_house).parent_region,
|
||||
connection)
|
||||
|
||||
# K3 Connections
|
||||
k3_levels = [
|
||||
@@ -946,3 +951,4 @@ def connect(world: World, player: int, used_names: typing.Dict[str, int], source
|
||||
|
||||
source_region.exits.append(connection)
|
||||
connection.connect(target_region)
|
||||
return connection
|
||||
|
||||
@@ -280,16 +280,19 @@ def set_boss_door_requirements_rules(player, world):
|
||||
set_rule(world.get_entrance("Boss Door", player), has_3_swords)
|
||||
|
||||
|
||||
def set_lfod_self_obtained_items_rules(world_options, player, world):
|
||||
def set_lfod_self_obtained_items_rules(world_options, player, multiworld):
|
||||
if world_options.item_shuffle != Options.ItemShuffle.option_disabled:
|
||||
return
|
||||
set_rule(world.get_entrance("Vines", player),
|
||||
world = multiworld.worlds[player]
|
||||
set_rule(world.get_entrance("Vines"),
|
||||
lambda state: state.has("Incredibly Important Pack", player))
|
||||
set_rule(world.get_entrance("Behind Rocks", player),
|
||||
set_rule(world.get_entrance("Behind Rocks"),
|
||||
lambda state: state.can_reach("Cut Content", 'region', player))
|
||||
set_rule(world.get_entrance("Pickaxe Hard Cave", player),
|
||||
multiworld.register_indirect_condition(world.get_region("Cut Content"), world.get_entrance("Behind Rocks"))
|
||||
set_rule(world.get_entrance("Pickaxe Hard Cave"),
|
||||
lambda state: state.can_reach("Cut Content", 'region', player) and
|
||||
state.has("Name Change Pack", player))
|
||||
multiworld.register_indirect_condition(world.get_region("Cut Content"), world.get_entrance("Pickaxe Hard Cave"))
|
||||
|
||||
|
||||
def set_lfod_shuffled_items_rules(world_options, player, world):
|
||||
|
||||
@@ -69,7 +69,9 @@ class FactorioContext(CommonContext):
|
||||
# updated by spinup server
|
||||
mod_version: Version = Version(0, 0, 0)
|
||||
|
||||
def __init__(self, server_address, password, filter_item_sends: bool, bridge_chat_out: bool):
|
||||
def __init__(self, server_address, password, filter_item_sends: bool, bridge_chat_out: bool,
|
||||
rcon_port: int, rcon_password: str, server_settings_path: str | None,
|
||||
factorio_server_args: tuple[str, ...]):
|
||||
super(FactorioContext, self).__init__(server_address, password)
|
||||
self.send_index: int = 0
|
||||
self.rcon_client = None
|
||||
@@ -82,6 +84,10 @@ class FactorioContext(CommonContext):
|
||||
self.filter_item_sends: bool = filter_item_sends
|
||||
self.multiplayer: bool = False # whether multiple different players have connected
|
||||
self.bridge_chat_out: bool = bridge_chat_out
|
||||
self.rcon_port: int = rcon_port
|
||||
self.rcon_password: str = rcon_password
|
||||
self.server_settings_path: str = server_settings_path
|
||||
self.additional_factorio_server_args = factorio_server_args
|
||||
|
||||
@property
|
||||
def energylink_key(self) -> str:
|
||||
@@ -126,6 +132,18 @@ class FactorioContext(CommonContext):
|
||||
self.rcon_client.send_command(f"/ap-print [font=default-large-bold]Archipelago:[/font] "
|
||||
f"{text}")
|
||||
|
||||
@property
|
||||
def server_args(self) -> tuple[str, ...]:
|
||||
if self.server_settings_path:
|
||||
return (
|
||||
"--rcon-port", str(self.rcon_port),
|
||||
"--rcon-password", self.rcon_password,
|
||||
"--server-settings", self.server_settings_path,
|
||||
*self.additional_factorio_server_args)
|
||||
else:
|
||||
return ("--rcon-port", str(self.rcon_port), "--rcon-password", self.rcon_password,
|
||||
*self.additional_factorio_server_args)
|
||||
|
||||
@property
|
||||
def energy_link_status(self) -> str:
|
||||
if not self.energy_link_increment:
|
||||
@@ -311,7 +329,7 @@ async def factorio_server_watcher(ctx: FactorioContext):
|
||||
executable, "--create", savegame_name, "--preset", "archipelago"
|
||||
))
|
||||
factorio_process = subprocess.Popen((executable, "--start-server", savegame_name,
|
||||
*(str(elem) for elem in server_args)),
|
||||
*ctx.server_args),
|
||||
stderr=subprocess.PIPE,
|
||||
stdout=subprocess.PIPE,
|
||||
stdin=subprocess.DEVNULL,
|
||||
@@ -331,7 +349,7 @@ async def factorio_server_watcher(ctx: FactorioContext):
|
||||
factorio_queue.task_done()
|
||||
|
||||
if not ctx.rcon_client and "Starting RCON interface at IP ADDR:" in msg:
|
||||
ctx.rcon_client = factorio_rcon.RCONClient("localhost", rcon_port, rcon_password,
|
||||
ctx.rcon_client = factorio_rcon.RCONClient("localhost", ctx.rcon_port, ctx.rcon_password,
|
||||
timeout=5)
|
||||
if not ctx.server:
|
||||
logger.info("Established bridge to Factorio Server. "
|
||||
@@ -422,7 +440,7 @@ async def factorio_spinup_server(ctx: FactorioContext) -> bool:
|
||||
executable, "--create", savegame_name
|
||||
))
|
||||
factorio_process = subprocess.Popen(
|
||||
(executable, "--start-server", savegame_name, *(str(elem) for elem in server_args)),
|
||||
(executable, "--start-server", savegame_name, *ctx.server_args),
|
||||
stderr=subprocess.PIPE,
|
||||
stdout=subprocess.PIPE,
|
||||
stdin=subprocess.DEVNULL,
|
||||
@@ -451,7 +469,7 @@ async def factorio_spinup_server(ctx: FactorioContext) -> bool:
|
||||
"or a Factorio sharing data directories is already running. "
|
||||
"Server could not start up.")
|
||||
if not rcon_client and "Starting RCON interface at IP ADDR:" in msg:
|
||||
rcon_client = factorio_rcon.RCONClient("localhost", rcon_port, rcon_password)
|
||||
rcon_client = factorio_rcon.RCONClient("localhost", ctx.rcon_port, ctx.rcon_password)
|
||||
if ctx.mod_version == ctx.__class__.mod_version:
|
||||
raise Exception("No Archipelago mod was loaded. Aborting.")
|
||||
await get_info(ctx, rcon_client)
|
||||
@@ -474,9 +492,8 @@ async def factorio_spinup_server(ctx: FactorioContext) -> bool:
|
||||
return False
|
||||
|
||||
|
||||
async def main(args, filter_item_sends: bool, filter_bridge_chat_out: bool):
|
||||
ctx = FactorioContext(args.connect, args.password, filter_item_sends, filter_bridge_chat_out)
|
||||
|
||||
async def main(make_context):
|
||||
ctx = make_context()
|
||||
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
|
||||
|
||||
if gui_enabled:
|
||||
@@ -509,38 +526,42 @@ class FactorioJSONtoTextParser(JSONtoTextParser):
|
||||
return self._handle_text(node)
|
||||
|
||||
|
||||
parser = get_base_parser(description="Optional arguments to FactorioClient follow. "
|
||||
"Remaining arguments get passed into bound Factorio instance."
|
||||
"Refer to Factorio --help for those.")
|
||||
parser.add_argument('--rcon-port', default='24242', type=int, help='Port to use to communicate with Factorio')
|
||||
parser.add_argument('--rcon-password', help='Password to authenticate with RCON.')
|
||||
parser.add_argument('--server-settings', help='Factorio server settings configuration file.')
|
||||
|
||||
args, rest = parser.parse_known_args()
|
||||
rcon_port = args.rcon_port
|
||||
rcon_password = args.rcon_password if args.rcon_password else ''.join(
|
||||
random.choice(string.ascii_letters) for x in range(32))
|
||||
factorio_server_logger = logging.getLogger("FactorioServer")
|
||||
settings: FactorioSettings = get_settings().factorio_options
|
||||
if os.path.samefile(settings.executable, sys.executable):
|
||||
selected_executable = settings.executable
|
||||
settings.executable = FactorioSettings.executable # reset to default
|
||||
raise Exception(f"FactorioClient was set to run itself {selected_executable}, aborting process bomb.")
|
||||
raise Exception(f"Factorio Client was set to run itself {selected_executable}, aborting process bomb.")
|
||||
|
||||
executable = settings.executable
|
||||
|
||||
server_settings = args.server_settings if args.server_settings \
|
||||
else getattr(settings, "server_settings", None)
|
||||
server_args = ("--rcon-port", rcon_port, "--rcon-password", rcon_password)
|
||||
|
||||
|
||||
def launch():
|
||||
def launch(*new_args: str):
|
||||
import colorama
|
||||
global executable, server_settings, server_args
|
||||
global executable
|
||||
colorama.just_fix_windows_console()
|
||||
|
||||
# args handling
|
||||
parser = get_base_parser(description="Optional arguments to Factorio Client follow. "
|
||||
"Remaining arguments get passed into bound Factorio instance."
|
||||
"Refer to Factorio --help for those.")
|
||||
parser.add_argument('--rcon-port', default='24242', type=int, help='Port to use to communicate with Factorio')
|
||||
parser.add_argument('--rcon-password', help='Password to authenticate with RCON.')
|
||||
parser.add_argument('--server-settings', help='Factorio server settings configuration file.')
|
||||
|
||||
args, rest = parser.parse_known_args(args=new_args)
|
||||
rcon_port = args.rcon_port
|
||||
rcon_password = args.rcon_password if args.rcon_password else ''.join(
|
||||
random.choice(string.ascii_letters) for _ in range(32))
|
||||
|
||||
server_settings = args.server_settings if args.server_settings \
|
||||
else getattr(settings, "server_settings", None)
|
||||
|
||||
if server_settings:
|
||||
server_settings = os.path.abspath(server_settings)
|
||||
if not os.path.isfile(server_settings):
|
||||
raise FileNotFoundError(f"Could not find file {server_settings} for server_settings. Aborting.")
|
||||
|
||||
initial_filter_item_sends = bool(settings.filter_item_sends)
|
||||
initial_bridge_chat_out = bool(settings.bridge_chat_out)
|
||||
|
||||
@@ -554,14 +575,9 @@ def launch():
|
||||
else:
|
||||
raise FileNotFoundError(f"Path {executable} is not an executable file.")
|
||||
|
||||
if server_settings and os.path.isfile(server_settings):
|
||||
server_args = (
|
||||
"--rcon-port", rcon_port,
|
||||
"--rcon-password", rcon_password,
|
||||
"--server-settings", server_settings,
|
||||
*rest)
|
||||
else:
|
||||
server_args = ("--rcon-port", rcon_port, "--rcon-password", rcon_password, *rest)
|
||||
|
||||
asyncio.run(main(args, initial_filter_item_sends, initial_bridge_chat_out))
|
||||
asyncio.run(main(lambda: FactorioContext(
|
||||
args.connect, args.password,
|
||||
initial_filter_item_sends, initial_bridge_chat_out,
|
||||
rcon_port, rcon_password, server_settings, rest
|
||||
)))
|
||||
colorama.deinit()
|
||||
|
||||
@@ -63,10 +63,11 @@ recipe_time_ranges = {
|
||||
}
|
||||
|
||||
|
||||
class FactorioModFile(worlds.Files.APContainer):
|
||||
class FactorioModFile(worlds.Files.APPlayerContainer):
|
||||
game = "Factorio"
|
||||
compression_method = zipfile.ZIP_DEFLATED # Factorio can't load LZMA archives
|
||||
writing_tasks: List[Callable[[], Tuple[str, Union[str, bytes]]]]
|
||||
patch_file_ending = ".zip"
|
||||
|
||||
def __init__(self, *args: Any, **kwargs: Any):
|
||||
super().__init__(*args, **kwargs)
|
||||
|
||||
@@ -22,9 +22,9 @@ from .Technologies import base_tech_table, recipe_sources, base_technology_table
|
||||
from .settings import FactorioSettings
|
||||
|
||||
|
||||
def launch_client():
|
||||
def launch_client(*args: str):
|
||||
from .Client import launch
|
||||
launch_component(launch, name="FactorioClient")
|
||||
launch_component(launch, name="Factorio Client", args=args)
|
||||
|
||||
|
||||
components.append(Component("Factorio Client", func=launch_client, component_type=Type.CLIENT))
|
||||
|
||||
328
worlds/ff1/Client.py
Normal file
328
worlds/ff1/Client.py
Normal file
@@ -0,0 +1,328 @@
|
||||
import logging
|
||||
from collections import deque
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from NetUtils import ClientStatus
|
||||
|
||||
import worlds._bizhawk as bizhawk
|
||||
from worlds._bizhawk.client import BizHawkClient
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from worlds._bizhawk.context import BizHawkClientContext
|
||||
|
||||
|
||||
base_id = 7000
|
||||
logger = logging.getLogger("Client")
|
||||
|
||||
|
||||
rom_name_location = 0x07FFE3
|
||||
locations_array_start = 0x200
|
||||
locations_array_length = 0x100
|
||||
items_obtained = 0x03
|
||||
gp_location_low = 0x1C
|
||||
gp_location_middle = 0x1D
|
||||
gp_location_high = 0x1E
|
||||
weapons_arrays_starts = [0x118, 0x158, 0x198, 0x1D8]
|
||||
armors_arrays_starts = [0x11C, 0x15C, 0x19C, 0x1DC]
|
||||
status_a_location = 0x102
|
||||
status_b_location = 0x0FC
|
||||
status_c_location = 0x0A3
|
||||
|
||||
key_items = ["Lute", "Crown", "Crystal", "Herb", "Key", "Tnt", "Adamant", "Slab", "Ruby", "Rod",
|
||||
"Floater", "Chime", "Tail", "Cube", "Bottle", "Oxyale", "EarthOrb", "FireOrb", "WaterOrb", "AirOrb"]
|
||||
|
||||
consumables = ["Shard", "Tent", "Cabin", "House", "Heal", "Pure", "Soft"]
|
||||
|
||||
weapons = ["WoodenNunchucks", "SmallKnife", "WoodenRod", "Rapier", "IronHammer", "ShortSword", "HandAxe", "Scimitar",
|
||||
"IronNunchucks", "LargeKnife", "IronStaff", "Sabre", "LongSword", "GreatAxe", "Falchon", "SilverKnife",
|
||||
"SilverSword", "SilverHammer", "SilverAxe", "FlameSword", "IceSword", "DragonSword", "GiantSword",
|
||||
"SunSword", "CoralSword", "WereSword", "RuneSword", "PowerRod", "LightAxe", "HealRod", "MageRod", "Defense",
|
||||
"WizardRod", "Vorpal", "CatClaw", "ThorHammer", "BaneSword", "Katana", "Xcalber", "Masamune"]
|
||||
|
||||
armor = ["Cloth", "WoodenArmor", "ChainArmor", "IronArmor", "SteelArmor", "SilverArmor", "FlameArmor", "IceArmor",
|
||||
"OpalArmor", "DragonArmor", "Copper", "Silver", "Gold", "Opal", "WhiteShirt", "BlackShirt", "WoodenShield",
|
||||
"IronShield", "SilverShield", "FlameShield", "IceShield", "OpalShield", "AegisShield", "Buckler", "ProCape",
|
||||
"Cap", "WoodenHelm", "IronHelm", "SilverHelm", "OpalHelm", "HealHelm", "Ribbon", "Gloves", "CopperGauntlets",
|
||||
"IronGauntlets", "SilverGauntlets", "ZeusGauntlets", "PowerGauntlets", "OpalGauntlets", "ProRing"]
|
||||
|
||||
gold_items = ["Gold10", "Gold20", "Gold25", "Gold30", "Gold55", "Gold70", "Gold85", "Gold110", "Gold135", "Gold155",
|
||||
"Gold160", "Gold180", "Gold240", "Gold255", "Gold260", "Gold295", "Gold300", "Gold315", "Gold330",
|
||||
"Gold350", "Gold385", "Gold400", "Gold450", "Gold500", "Gold530", "Gold575", "Gold620", "Gold680",
|
||||
"Gold750", "Gold795", "Gold880", "Gold1020", "Gold1250", "Gold1455", "Gold1520", "Gold1760", "Gold1975",
|
||||
"Gold2000", "Gold2750", "Gold3400", "Gold4150", "Gold5000", "Gold5450", "Gold6400", "Gold6720",
|
||||
"Gold7340", "Gold7690", "Gold7900", "Gold8135", "Gold9000", "Gold9300", "Gold9500", "Gold9900",
|
||||
"Gold10000", "Gold12350", "Gold13000", "Gold13450", "Gold14050", "Gold14720", "Gold15000", "Gold17490",
|
||||
"Gold18010", "Gold19990", "Gold20000", "Gold20010", "Gold26000", "Gold45000", "Gold65000"]
|
||||
|
||||
extended_consumables = ["FullCure", "Phoenix", "Blast", "Smoke",
|
||||
"Refresh", "Flare", "Black", "Guard",
|
||||
"Quick", "HighPotion", "Wizard", "Cloak"]
|
||||
|
||||
ext_consumables_lookup = {"FullCure": "Ext1", "Phoenix": "Ext2", "Blast": "Ext3", "Smoke": "Ext4",
|
||||
"Refresh": "Ext1", "Flare": "Ext2", "Black": "Ext3", "Guard": "Ext4",
|
||||
"Quick": "Ext1", "HighPotion": "Ext2", "Wizard": "Ext3", "Cloak": "Ext4"}
|
||||
|
||||
ext_consumables_locations = {"Ext1": 0x3C, "Ext2": 0x3D, "Ext3": 0x3E, "Ext4": 0x3F}
|
||||
|
||||
|
||||
movement_items = ["Ship", "Bridge", "Canal", "Canoe"]
|
||||
|
||||
no_overworld_items = ["Sigil", "Mark"]
|
||||
|
||||
|
||||
class FF1Client(BizHawkClient):
|
||||
game = "Final Fantasy"
|
||||
system = "NES"
|
||||
|
||||
weapons_queue: deque[int]
|
||||
armor_queue: deque[int]
|
||||
consumable_stack_amounts: dict[str, int] | None
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.wram = "RAM"
|
||||
self.sram = "WRAM"
|
||||
self.rom = "PRG ROM"
|
||||
self.consumable_stack_amounts = None
|
||||
self.weapons_queue = deque()
|
||||
self.armor_queue = deque()
|
||||
self.guard_character = 0x00
|
||||
|
||||
async def validate_rom(self, ctx: "BizHawkClientContext") -> bool:
|
||||
try:
|
||||
# Check ROM name/patch version
|
||||
rom_name = ((await bizhawk.read(ctx.bizhawk_ctx, [(rom_name_location, 0x0D, self.rom)]))[0])
|
||||
rom_name = rom_name.decode("ascii")
|
||||
if rom_name != "FINAL FANTASY":
|
||||
return False # Not a Final Fantasy 1 ROM
|
||||
except bizhawk.RequestFailedError:
|
||||
return False # Not able to get a response, say no for now
|
||||
|
||||
ctx.game = self.game
|
||||
ctx.items_handling = 0b111
|
||||
ctx.want_slot_data = True
|
||||
# Resetting these in case of switching ROMs
|
||||
self.consumable_stack_amounts = None
|
||||
self.weapons_queue = deque()
|
||||
self.armor_queue = deque()
|
||||
|
||||
return True
|
||||
|
||||
async def game_watcher(self, ctx: "BizHawkClientContext") -> None:
|
||||
if ctx.server is None:
|
||||
return
|
||||
|
||||
if ctx.slot is None:
|
||||
return
|
||||
try:
|
||||
self.guard_character = await self.read_sram_value(ctx, status_a_location)
|
||||
# If the first character's name starts with a 0 value, we're at the title screen/character creation.
|
||||
# In that case, don't allow any read/writes.
|
||||
# We do this by setting the guard to 1 because that's neither a valid character nor the initial value.
|
||||
if self.guard_character == 0:
|
||||
self.guard_character = 0x01
|
||||
|
||||
if self.consumable_stack_amounts is None:
|
||||
self.consumable_stack_amounts = {}
|
||||
self.consumable_stack_amounts["Shard"] = 1
|
||||
other_consumable_amounts = await self.read_rom(ctx, 0x47400, 10)
|
||||
self.consumable_stack_amounts["Tent"] = other_consumable_amounts[0] + 1
|
||||
self.consumable_stack_amounts["Cabin"] = other_consumable_amounts[1] + 1
|
||||
self.consumable_stack_amounts["House"] = other_consumable_amounts[2] + 1
|
||||
self.consumable_stack_amounts["Heal"] = other_consumable_amounts[3] + 1
|
||||
self.consumable_stack_amounts["Pure"] = other_consumable_amounts[4] + 1
|
||||
self.consumable_stack_amounts["Soft"] = other_consumable_amounts[5] + 1
|
||||
self.consumable_stack_amounts["Ext1"] = other_consumable_amounts[6] + 1
|
||||
self.consumable_stack_amounts["Ext2"] = other_consumable_amounts[7] + 1
|
||||
self.consumable_stack_amounts["Ext3"] = other_consumable_amounts[8] + 1
|
||||
self.consumable_stack_amounts["Ext4"] = other_consumable_amounts[9] + 1
|
||||
|
||||
await self.location_check(ctx)
|
||||
await self.received_items_check(ctx)
|
||||
await self.process_weapons_queue(ctx)
|
||||
await self.process_armor_queue(ctx)
|
||||
|
||||
except bizhawk.RequestFailedError:
|
||||
# The connector didn't respond. Exit handler and return to main loop to reconnect
|
||||
pass
|
||||
|
||||
async def location_check(self, ctx: "BizHawkClientContext"):
|
||||
locations_data = await self.read_sram_values_guarded(ctx, locations_array_start, locations_array_length)
|
||||
if locations_data is None:
|
||||
return
|
||||
locations_checked = []
|
||||
if len(locations_data) > 0xFE and locations_data[0xFE] & 0x02 != 0 and not ctx.finished_game:
|
||||
await ctx.send_msgs([
|
||||
{"cmd": "StatusUpdate",
|
||||
"status": ClientStatus.CLIENT_GOAL}
|
||||
])
|
||||
ctx.finished_game = True
|
||||
for location in ctx.missing_locations:
|
||||
# index will be - 0x100 or 0x200
|
||||
index = location
|
||||
if location < 0x200:
|
||||
# Location is a chest
|
||||
index -= 0x100
|
||||
flag = 0x04
|
||||
else:
|
||||
# Location is an NPC
|
||||
index -= 0x200
|
||||
flag = 0x02
|
||||
if locations_data[index] & flag != 0:
|
||||
locations_checked.append(location)
|
||||
|
||||
found_locations = await ctx.check_locations(locations_checked)
|
||||
for location in found_locations:
|
||||
ctx.locations_checked.add(location)
|
||||
location_name = ctx.location_names.lookup_in_game(location)
|
||||
logger.info(
|
||||
f'New Check: {location_name} ({len(ctx.locations_checked)}/'
|
||||
f'{len(ctx.missing_locations) + len(ctx.checked_locations)})')
|
||||
|
||||
|
||||
async def received_items_check(self, ctx: "BizHawkClientContext") -> None:
|
||||
assert self.consumable_stack_amounts, "shouldn't call this function without reading consumable_stack_amounts"
|
||||
write_list: list[tuple[int, list[int], str]] = []
|
||||
items_received_count = await self.read_sram_value_guarded(ctx, items_obtained)
|
||||
if items_received_count is None:
|
||||
return
|
||||
if items_received_count < len(ctx.items_received):
|
||||
current_item = ctx.items_received[items_received_count]
|
||||
current_item_id = current_item.item
|
||||
current_item_name = ctx.item_names.lookup_in_game(current_item_id, ctx.game)
|
||||
if current_item_name in key_items:
|
||||
location = current_item_id - 0xE0
|
||||
write_list.append((location, [1], self.sram))
|
||||
elif current_item_name in movement_items:
|
||||
location = current_item_id - 0x1E0
|
||||
if current_item_name != "Canal":
|
||||
write_list.append((location, [1], self.sram))
|
||||
else:
|
||||
write_list.append((location, [0], self.sram))
|
||||
elif current_item_name in no_overworld_items:
|
||||
if current_item_name == "Sigil":
|
||||
location = 0x28
|
||||
else:
|
||||
location = 0x12
|
||||
write_list.append((location, [1], self.sram))
|
||||
elif current_item_name in gold_items:
|
||||
gold_amount = int(current_item_name[4:])
|
||||
current_gold_value = await self.read_sram_values_guarded(ctx, gp_location_low, 3)
|
||||
if current_gold_value is None:
|
||||
return
|
||||
current_gold = int.from_bytes(current_gold_value, "little")
|
||||
new_gold = min(gold_amount + current_gold, 999999)
|
||||
lower_byte = new_gold % (2 ** 8)
|
||||
middle_byte = (new_gold // (2 ** 8)) % (2 ** 8)
|
||||
upper_byte = new_gold // (2 ** 16)
|
||||
write_list.append((gp_location_low, [lower_byte], self.sram))
|
||||
write_list.append((gp_location_middle, [middle_byte], self.sram))
|
||||
write_list.append((gp_location_high, [upper_byte], self.sram))
|
||||
elif current_item_name in consumables:
|
||||
location = current_item_id - 0xE0
|
||||
current_value = await self.read_sram_value_guarded(ctx, location)
|
||||
if current_value is None:
|
||||
return
|
||||
amount_to_add = self.consumable_stack_amounts[current_item_name]
|
||||
new_value = min(current_value + amount_to_add, 99)
|
||||
write_list.append((location, [new_value], self.sram))
|
||||
elif current_item_name in extended_consumables:
|
||||
ext_name = ext_consumables_lookup[current_item_name]
|
||||
location = ext_consumables_locations[ext_name]
|
||||
current_value = await self.read_sram_value_guarded(ctx, location)
|
||||
if current_value is None:
|
||||
return
|
||||
amount_to_add = self.consumable_stack_amounts[ext_name]
|
||||
new_value = min(current_value + amount_to_add, 99)
|
||||
write_list.append((location, [new_value], self.sram))
|
||||
elif current_item_name in weapons:
|
||||
self.weapons_queue.appendleft(current_item_id - 0x11B)
|
||||
elif current_item_name in armor:
|
||||
self.armor_queue.appendleft(current_item_id - 0x143)
|
||||
write_list.append((items_obtained, [items_received_count + 1], self.sram))
|
||||
write_successful = await self.write_sram_values_guarded(ctx, write_list)
|
||||
if write_successful:
|
||||
await bizhawk.display_message(ctx.bizhawk_ctx, f"Received {current_item_name}")
|
||||
|
||||
async def process_weapons_queue(self, ctx: "BizHawkClientContext"):
|
||||
empty_slots = deque()
|
||||
char1_slots = await self.read_sram_values_guarded(ctx, weapons_arrays_starts[0], 4)
|
||||
char2_slots = await self.read_sram_values_guarded(ctx, weapons_arrays_starts[1], 4)
|
||||
char3_slots = await self.read_sram_values_guarded(ctx, weapons_arrays_starts[2], 4)
|
||||
char4_slots = await self.read_sram_values_guarded(ctx, weapons_arrays_starts[3], 4)
|
||||
if char1_slots is None or char2_slots is None or char3_slots is None or char4_slots is None:
|
||||
return
|
||||
for i, slot in enumerate(char1_slots):
|
||||
if slot == 0:
|
||||
empty_slots.appendleft(weapons_arrays_starts[0] + i)
|
||||
for i, slot in enumerate(char2_slots):
|
||||
if slot == 0:
|
||||
empty_slots.appendleft(weapons_arrays_starts[1] + i)
|
||||
for i, slot in enumerate(char3_slots):
|
||||
if slot == 0:
|
||||
empty_slots.appendleft(weapons_arrays_starts[2] + i)
|
||||
for i, slot in enumerate(char4_slots):
|
||||
if slot == 0:
|
||||
empty_slots.appendleft(weapons_arrays_starts[3] + i)
|
||||
while len(empty_slots) > 0 and len(self.weapons_queue) > 0:
|
||||
current_slot = empty_slots.pop()
|
||||
current_weapon = self.weapons_queue.pop()
|
||||
await self.write_sram_guarded(ctx, current_slot, current_weapon)
|
||||
|
||||
async def process_armor_queue(self, ctx: "BizHawkClientContext"):
|
||||
empty_slots = deque()
|
||||
char1_slots = await self.read_sram_values_guarded(ctx, armors_arrays_starts[0], 4)
|
||||
char2_slots = await self.read_sram_values_guarded(ctx, armors_arrays_starts[1], 4)
|
||||
char3_slots = await self.read_sram_values_guarded(ctx, armors_arrays_starts[2], 4)
|
||||
char4_slots = await self.read_sram_values_guarded(ctx, armors_arrays_starts[3], 4)
|
||||
if char1_slots is None or char2_slots is None or char3_slots is None or char4_slots is None:
|
||||
return
|
||||
for i, slot in enumerate(char1_slots):
|
||||
if slot == 0:
|
||||
empty_slots.appendleft(armors_arrays_starts[0] + i)
|
||||
for i, slot in enumerate(char2_slots):
|
||||
if slot == 0:
|
||||
empty_slots.appendleft(armors_arrays_starts[1] + i)
|
||||
for i, slot in enumerate(char3_slots):
|
||||
if slot == 0:
|
||||
empty_slots.appendleft(armors_arrays_starts[2] + i)
|
||||
for i, slot in enumerate(char4_slots):
|
||||
if slot == 0:
|
||||
empty_slots.appendleft(armors_arrays_starts[3] + i)
|
||||
while len(empty_slots) > 0 and len(self.armor_queue) > 0:
|
||||
current_slot = empty_slots.pop()
|
||||
current_armor = self.armor_queue.pop()
|
||||
await self.write_sram_guarded(ctx, current_slot, current_armor)
|
||||
|
||||
|
||||
async def read_sram_value(self, ctx: "BizHawkClientContext", location: int):
|
||||
value = ((await bizhawk.read(ctx.bizhawk_ctx, [(location, 1, self.sram)]))[0])
|
||||
return int.from_bytes(value, "little")
|
||||
|
||||
async def read_sram_values_guarded(self, ctx: "BizHawkClientContext", location: int, size: int):
|
||||
value = await bizhawk.guarded_read(ctx.bizhawk_ctx,
|
||||
[(location, size, self.sram)],
|
||||
[(status_a_location, [self.guard_character], self.sram)])
|
||||
if value is None:
|
||||
return None
|
||||
return value[0]
|
||||
|
||||
async def read_sram_value_guarded(self, ctx: "BizHawkClientContext", location: int):
|
||||
value = await bizhawk.guarded_read(ctx.bizhawk_ctx,
|
||||
[(location, 1, self.sram)],
|
||||
[(status_a_location, [self.guard_character], self.sram)])
|
||||
if value is None:
|
||||
return None
|
||||
return int.from_bytes(value[0], "little")
|
||||
|
||||
async def read_rom(self, ctx: "BizHawkClientContext", location: int, size: int):
|
||||
return (await bizhawk.read(ctx.bizhawk_ctx, [(location, size, self.rom)]))[0]
|
||||
|
||||
async def write_sram_guarded(self, ctx: "BizHawkClientContext", location: int, value: int):
|
||||
return await bizhawk.guarded_write(ctx.bizhawk_ctx,
|
||||
[(location, [value], self.sram)],
|
||||
[(status_a_location, [self.guard_character], self.sram)])
|
||||
|
||||
async def write_sram_values_guarded(self, ctx: "BizHawkClientContext", write_list):
|
||||
return await bizhawk.guarded_write(ctx.bizhawk_ctx,
|
||||
write_list,
|
||||
[(status_a_location, [self.guard_character], self.sram)])
|
||||
@@ -1,5 +1,5 @@
|
||||
import json
|
||||
from pathlib import Path
|
||||
import pkgutil
|
||||
from typing import Dict, Set, NamedTuple, List
|
||||
|
||||
from BaseClasses import Item, ItemClassification
|
||||
@@ -37,15 +37,13 @@ class FF1Items:
|
||||
_item_table_lookup: Dict[str, ItemData] = {}
|
||||
|
||||
def _populate_item_table_from_data(self):
|
||||
base_path = Path(__file__).parent
|
||||
file_path = (base_path / "data/items.json").resolve()
|
||||
with open(file_path) as file:
|
||||
items = json.load(file)
|
||||
# Hardcode progression and categories for now
|
||||
self._item_table = [ItemData(name, code, "FF1Item", ItemClassification.progression if name in
|
||||
FF1_PROGRESSION_LIST else ItemClassification.useful if name in FF1_USEFUL_LIST else
|
||||
ItemClassification.filler) for name, code in items.items()]
|
||||
self._item_table_lookup = {item.name: item for item in self._item_table}
|
||||
file = pkgutil.get_data(__name__, "data/items.json").decode("utf-8")
|
||||
items = json.loads(file)
|
||||
# Hardcode progression and categories for now
|
||||
self._item_table = [ItemData(name, code, "FF1Item", ItemClassification.progression if name in
|
||||
FF1_PROGRESSION_LIST else ItemClassification.useful if name in FF1_USEFUL_LIST else
|
||||
ItemClassification.filler) for name, code in items.items()]
|
||||
self._item_table_lookup = {item.name: item for item in self._item_table}
|
||||
|
||||
def _get_item_table(self) -> List[ItemData]:
|
||||
if not self._item_table or not self._item_table_lookup:
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import json
|
||||
from pathlib import Path
|
||||
import pkgutil
|
||||
from typing import Dict, NamedTuple, List, Optional
|
||||
|
||||
from BaseClasses import Region, Location, MultiWorld
|
||||
@@ -18,13 +18,11 @@ class FF1Locations:
|
||||
_location_table_lookup: Dict[str, LocationData] = {}
|
||||
|
||||
def _populate_item_table_from_data(self):
|
||||
base_path = Path(__file__).parent
|
||||
file_path = (base_path / "data/locations.json").resolve()
|
||||
with open(file_path) as file:
|
||||
locations = json.load(file)
|
||||
# Hardcode progression and categories for now
|
||||
self._location_table = [LocationData(name, code) for name, code in locations.items()]
|
||||
self._location_table_lookup = {item.name: item for item in self._location_table}
|
||||
file = pkgutil.get_data(__name__, "data/locations.json")
|
||||
locations = json.loads(file)
|
||||
# Hardcode progression and categories for now
|
||||
self._location_table = [LocationData(name, code) for name, code in locations.items()]
|
||||
self._location_table_lookup = {item.name: item for item in self._location_table}
|
||||
|
||||
def _get_location_table(self) -> List[LocationData]:
|
||||
if not self._location_table or not self._location_table_lookup:
|
||||
|
||||
@@ -7,6 +7,7 @@ from .Items import ItemData, FF1Items, FF1_STARTER_ITEMS, FF1_PROGRESSION_LIST,
|
||||
from .Locations import EventId, FF1Locations, generate_rule, CHAOS_TERMINATED_EVENT
|
||||
from .Options import FF1Options
|
||||
from ..AutoWorld import World, WebWorld
|
||||
from .Client import FF1Client
|
||||
|
||||
|
||||
class FF1Settings(settings.Group):
|
||||
|
||||
@@ -22,11 +22,6 @@ All items can appear in other players worlds, including consumables, shards, wea
|
||||
|
||||
## What does another world's item look like in Final Fantasy
|
||||
|
||||
All local and remote items appear the same. Final Fantasy will say that you received an item, then BOTH the client log and the
|
||||
emulator will display what was found external to the in-game text box.
|
||||
All local and remote items appear the same. Final Fantasy will say that you received an item, then the client log will
|
||||
display what was found external to the in-game text box.
|
||||
|
||||
## Unique Local Commands
|
||||
The following commands are only available when using the FF1Client for the Final Fantasy Randomizer.
|
||||
|
||||
- `/nes` Shows the current status of the NES connection.
|
||||
- `/toggle_msgs` Toggle displaying messages in EmuHawk
|
||||
|
||||
@@ -2,10 +2,10 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- The FF1Client
|
||||
- Bundled with Archipelago: [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- The BizHawk emulator. Versions 2.3.1 and higher are supported. Version 2.7 is recommended
|
||||
- [BizHawk at TASVideos](https://tasvideos.org/BizHawk)
|
||||
- BizHawk: [BizHawk Releases from TASVideos](https://tasvideos.org/BizHawk/ReleaseHistory)
|
||||
- Detailed installation instructions for BizHawk can be found at the above link.
|
||||
- Windows users must run the prerequisite installer first, which can also be found at the above link.
|
||||
- The built-in BizHawk client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- Your legally obtained Final Fantasy (USA Edition) ROM file, probably named `Final Fantasy (USA).nes`. Neither
|
||||
Archipelago.gg nor the Final Fantasy Randomizer Community can supply you with this.
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
|
||||
1. Download and install the latest version of Archipelago.
|
||||
1. On Windows, download Setup.Archipelago.<HighestVersion\>.exe and run it
|
||||
2. Assign EmuHawk version 2.3.1 or higher as your default program for launching `.nes` files.
|
||||
2. Assign EmuHawk as your default program for launching `.nes` files.
|
||||
1. Extract your BizHawk folder to your Desktop, or somewhere you will remember. Below are optional additional steps
|
||||
for loading ROMs more conveniently
|
||||
1. Right-click on a ROM file and select **Open with...**
|
||||
@@ -46,7 +46,7 @@ please refer to the [game agnostic setup guide](/tutorial/Archipelago/setup/en).
|
||||
|
||||
Once the Archipelago server has been hosted:
|
||||
|
||||
1. Navigate to your Archipelago install folder and run `ArchipelagoFF1Client.exe`
|
||||
1. Navigate to your Archipelago install folder and run `ArchipelagoBizhawkClient.exe`
|
||||
2. Notice the `/connect command` on the server hosting page (It should look like `/connect archipelago.gg:*****`
|
||||
where ***** are numbers)
|
||||
3. Type the connect command into the client OR add the port to the pre-populated address on the top bar (it should
|
||||
@@ -54,16 +54,11 @@ Once the Archipelago server has been hosted:
|
||||
|
||||
### Running Your Game and Connecting to the Client Program
|
||||
|
||||
1. Open EmuHawk 2.3.1 or higher and load your ROM OR click your ROM file if it is already associated with the
|
||||
1. Open EmuHawk and load your ROM OR click your ROM file if it is already associated with the
|
||||
extension `*.nes`
|
||||
2. Navigate to where you installed Archipelago, then to `data/lua`, and drag+drop the `connector_ff1.lua` script onto
|
||||
the main EmuHawk window.
|
||||
1. You could instead open the Lua Console manually, click `Script` 〉 `Open Script`, and navigate to
|
||||
`connector_ff1.lua` with the file picker.
|
||||
2. If it gives a `NLua.Exceptions.LuaScriptException: .\socket.lua:13: module 'socket.core' not found:` exception
|
||||
close your emulator entirely, restart it and re-run these steps
|
||||
3. If it says `Must use a version of BizHawk 2.3.1 or higher`, double-check your BizHawk version by clicking **
|
||||
Help** -> **About**
|
||||
2. Navigate to where you installed Archipelago, then to `data/lua`, and drag+drop the `connector_bizhawk_generic.lua`
|
||||
script onto the main EmuHawk window. You can also instead open the Lua Console manually, click `Script` 〉 `Open Script`,
|
||||
and navigate to `connector_bizhawk_generic.lua` with the file picker.
|
||||
|
||||
## Play the game
|
||||
|
||||
|
||||
512
worlds/jakanddaxter/__init__.py
Normal file
512
worlds/jakanddaxter/__init__.py
Normal file
@@ -0,0 +1,512 @@
|
||||
# Python standard libraries
|
||||
from collections import defaultdict
|
||||
from math import ceil
|
||||
from typing import Any, ClassVar, Callable, Union, cast
|
||||
|
||||
# Archipelago imports
|
||||
import settings
|
||||
from worlds.AutoWorld import World, WebWorld
|
||||
from worlds.LauncherComponents import components, Component, launch_subprocess, Type, icon_paths
|
||||
from BaseClasses import (Item,
|
||||
ItemClassification as ItemClass,
|
||||
Tutorial,
|
||||
CollectionState)
|
||||
from Options import OptionGroup
|
||||
|
||||
# Jak imports
|
||||
from . import options
|
||||
from .game_id import jak1_id, jak1_name, jak1_max
|
||||
from .items import (JakAndDaxterItem,
|
||||
OrbAssoc,
|
||||
item_table,
|
||||
cell_item_table,
|
||||
scout_item_table,
|
||||
special_item_table,
|
||||
move_item_table,
|
||||
orb_item_table,
|
||||
trap_item_table)
|
||||
from .levels import level_table, level_table_with_global
|
||||
from .locations import (JakAndDaxterLocation,
|
||||
location_table,
|
||||
cell_location_table,
|
||||
scout_location_table,
|
||||
special_location_table,
|
||||
cache_location_table,
|
||||
orb_location_table)
|
||||
from .regions import create_regions
|
||||
from .rules import (enforce_mp_absolute_limits,
|
||||
enforce_mp_friendly_limits,
|
||||
enforce_sp_limits,
|
||||
set_orb_trade_rule)
|
||||
from .locs import (cell_locations as cells,
|
||||
scout_locations as scouts,
|
||||
special_locations as specials,
|
||||
orb_cache_locations as caches,
|
||||
orb_locations as orbs)
|
||||
from .regs.region_base import JakAndDaxterRegion
|
||||
|
||||
|
||||
def launch_client():
|
||||
from . import client
|
||||
launch_subprocess(client.launch, name="JakAndDaxterClient")
|
||||
|
||||
|
||||
components.append(Component("Jak and Daxter Client",
|
||||
func=launch_client,
|
||||
component_type=Type.CLIENT,
|
||||
icon="precursor_orb"))
|
||||
|
||||
icon_paths["precursor_orb"] = f"ap:{__name__}/icons/precursor_orb.png"
|
||||
|
||||
|
||||
class JakAndDaxterSettings(settings.Group):
|
||||
class RootDirectory(settings.UserFolderPath):
|
||||
"""Path to folder containing the ArchipelaGOAL mod executables (gk.exe and goalc.exe).
|
||||
Ensure this path contains forward slashes (/) only. This setting only applies if
|
||||
Auto Detect Root Directory is set to false."""
|
||||
description = "ArchipelaGOAL Root Directory"
|
||||
|
||||
class AutoDetectRootDirectory(settings.Bool):
|
||||
"""Attempt to find the OpenGOAL installation and the mod executables (gk.exe and goalc.exe)
|
||||
automatically. If set to true, the ArchipelaGOAL Root Directory setting is ignored."""
|
||||
description = "ArchipelaGOAL Auto Detect Root Directory"
|
||||
|
||||
class EnforceFriendlyOptions(settings.Bool):
|
||||
"""Enforce friendly player options in both single and multiplayer seeds. Disabling this allows for
|
||||
more disruptive and challenging options, but may impact seed generation. Use at your own risk!"""
|
||||
description = "ArchipelaGOAL Enforce Friendly Options"
|
||||
|
||||
root_directory: RootDirectory = RootDirectory(
|
||||
"%programfiles%/OpenGOAL-Launcher/features/jak1/mods/JakMods/archipelagoal")
|
||||
# Don't ever change these type hints again.
|
||||
auto_detect_root_directory: Union[AutoDetectRootDirectory, bool] = True
|
||||
enforce_friendly_options: Union[EnforceFriendlyOptions, bool] = True
|
||||
|
||||
|
||||
class JakAndDaxterWebWorld(WebWorld):
|
||||
setup_en = Tutorial(
|
||||
"Multiworld Setup Guide",
|
||||
"A guide to setting up ArchipelaGOAL (Archipelago on OpenGOAL).",
|
||||
"English",
|
||||
"setup_en.md",
|
||||
"setup/en",
|
||||
["markustulliuscicero"]
|
||||
)
|
||||
|
||||
tutorials = [setup_en]
|
||||
bug_report_page = "https://github.com/ArchipelaGOAL/Archipelago/issues"
|
||||
|
||||
option_groups = [
|
||||
OptionGroup("Orbsanity", [
|
||||
options.EnableOrbsanity,
|
||||
options.GlobalOrbsanityBundleSize,
|
||||
options.PerLevelOrbsanityBundleSize,
|
||||
]),
|
||||
OptionGroup("Power Cell Counts", [
|
||||
options.EnableOrderedCellCounts,
|
||||
options.FireCanyonCellCount,
|
||||
options.MountainPassCellCount,
|
||||
options.LavaTubeCellCount,
|
||||
]),
|
||||
OptionGroup("Orb Trade Counts", [
|
||||
options.CitizenOrbTradeAmount,
|
||||
options.OracleOrbTradeAmount,
|
||||
]),
|
||||
OptionGroup("Traps", [
|
||||
options.FillerPowerCellsReplacedWithTraps,
|
||||
options.FillerOrbBundlesReplacedWithTraps,
|
||||
options.TrapEffectDuration,
|
||||
options.TrapWeights,
|
||||
]),
|
||||
]
|
||||
|
||||
|
||||
class JakAndDaxterWorld(World):
|
||||
"""
|
||||
Jak and Daxter: The Precursor Legacy is a 2001 action platformer developed by Naughty Dog
|
||||
for the PlayStation 2. The game follows the eponymous protagonists, a young boy named Jak
|
||||
and his friend Daxter, who has been transformed into an ottsel. With the help of Samos
|
||||
the Sage of Green Eco and his daughter Keira, the pair travel north in search of a cure for Daxter,
|
||||
discovering artifacts created by an ancient race known as the Precursors along the way. When the
|
||||
rogue sages Gol and Maia Acheron plan to flood the world with Dark Eco, they must stop their evil plan
|
||||
and save the world.
|
||||
"""
|
||||
# ID, name, version
|
||||
game = jak1_name
|
||||
required_client_version = (0, 5, 0)
|
||||
|
||||
# Options
|
||||
settings: ClassVar[JakAndDaxterSettings]
|
||||
options_dataclass = options.JakAndDaxterOptions
|
||||
options: options.JakAndDaxterOptions
|
||||
|
||||
# Web world
|
||||
web = JakAndDaxterWebWorld()
|
||||
|
||||
# Stored as {ID: Name} pairs, these must now be swapped to {Name: ID} pairs.
|
||||
# Remember, the game ID and various offsets for each item type have already been calculated.
|
||||
item_name_to_id = {name: k for k, name in item_table.items()}
|
||||
location_name_to_id = {name: k for k, name in location_table.items()}
|
||||
item_name_groups = {
|
||||
"Power Cells": set(cell_item_table.values()),
|
||||
"Scout Flies": set(scout_item_table.values()),
|
||||
"Specials": set(special_item_table.values()),
|
||||
"Moves": set(move_item_table.values()),
|
||||
"Precursor Orbs": set(orb_item_table.values()),
|
||||
"Traps": set(trap_item_table.values()),
|
||||
}
|
||||
location_name_groups = {
|
||||
"Power Cells": set(cell_location_table.values()),
|
||||
"Power Cells - GR": set(cells.locGR_cellTable.values()),
|
||||
"Power Cells - SV": set(cells.locSV_cellTable.values()),
|
||||
"Power Cells - FJ": set(cells.locFJ_cellTable.values()),
|
||||
"Power Cells - SB": set(cells.locSB_cellTable.values()),
|
||||
"Power Cells - MI": set(cells.locMI_cellTable.values()),
|
||||
"Power Cells - FC": set(cells.locFC_cellTable.values()),
|
||||
"Power Cells - RV": set(cells.locRV_cellTable.values()),
|
||||
"Power Cells - PB": set(cells.locPB_cellTable.values()),
|
||||
"Power Cells - LPC": set(cells.locLPC_cellTable.values()),
|
||||
"Power Cells - BS": set(cells.locBS_cellTable.values()),
|
||||
"Power Cells - MP": set(cells.locMP_cellTable.values()),
|
||||
"Power Cells - VC": set(cells.locVC_cellTable.values()),
|
||||
"Power Cells - SC": set(cells.locSC_cellTable.values()),
|
||||
"Power Cells - SM": set(cells.locSM_cellTable.values()),
|
||||
"Power Cells - LT": set(cells.locLT_cellTable.values()),
|
||||
"Power Cells - GMC": set(cells.locGMC_cellTable.values()),
|
||||
"Scout Flies": set(scout_location_table.values()),
|
||||
"Scout Flies - GR": set(scouts.locGR_scoutTable.values()),
|
||||
"Scout Flies - SV": set(scouts.locSV_scoutTable.values()),
|
||||
"Scout Flies - FJ": set(scouts.locFJ_scoutTable.values()),
|
||||
"Scout Flies - SB": set(scouts.locSB_scoutTable.values()),
|
||||
"Scout Flies - MI": set(scouts.locMI_scoutTable.values()),
|
||||
"Scout Flies - FC": set(scouts.locFC_scoutTable.values()),
|
||||
"Scout Flies - RV": set(scouts.locRV_scoutTable.values()),
|
||||
"Scout Flies - PB": set(scouts.locPB_scoutTable.values()),
|
||||
"Scout Flies - LPC": set(scouts.locLPC_scoutTable.values()),
|
||||
"Scout Flies - BS": set(scouts.locBS_scoutTable.values()),
|
||||
"Scout Flies - MP": set(scouts.locMP_scoutTable.values()),
|
||||
"Scout Flies - VC": set(scouts.locVC_scoutTable.values()),
|
||||
"Scout Flies - SC": set(scouts.locSC_scoutTable.values()),
|
||||
"Scout Flies - SM": set(scouts.locSM_scoutTable.values()),
|
||||
"Scout Flies - LT": set(scouts.locLT_scoutTable.values()),
|
||||
"Scout Flies - GMC": set(scouts.locGMC_scoutTable.values()),
|
||||
"Specials": set(special_location_table.values()),
|
||||
"Orb Caches": set(cache_location_table.values()),
|
||||
"Precursor Orbs": set(orb_location_table.values()),
|
||||
"Precursor Orbs - GR": set(orbs.locGR_orbBundleTable.values()),
|
||||
"Precursor Orbs - SV": set(orbs.locSV_orbBundleTable.values()),
|
||||
"Precursor Orbs - FJ": set(orbs.locFJ_orbBundleTable.values()),
|
||||
"Precursor Orbs - SB": set(orbs.locSB_orbBundleTable.values()),
|
||||
"Precursor Orbs - MI": set(orbs.locMI_orbBundleTable.values()),
|
||||
"Precursor Orbs - FC": set(orbs.locFC_orbBundleTable.values()),
|
||||
"Precursor Orbs - RV": set(orbs.locRV_orbBundleTable.values()),
|
||||
"Precursor Orbs - PB": set(orbs.locPB_orbBundleTable.values()),
|
||||
"Precursor Orbs - LPC": set(orbs.locLPC_orbBundleTable.values()),
|
||||
"Precursor Orbs - BS": set(orbs.locBS_orbBundleTable.values()),
|
||||
"Precursor Orbs - MP": set(orbs.locMP_orbBundleTable.values()),
|
||||
"Precursor Orbs - VC": set(orbs.locVC_orbBundleTable.values()),
|
||||
"Precursor Orbs - SC": set(orbs.locSC_orbBundleTable.values()),
|
||||
"Precursor Orbs - SM": set(orbs.locSM_orbBundleTable.values()),
|
||||
"Precursor Orbs - LT": set(orbs.locLT_orbBundleTable.values()),
|
||||
"Precursor Orbs - GMC": set(orbs.locGMC_orbBundleTable.values()),
|
||||
"Trades": {location_table[cells.to_ap_id(k)] for k in
|
||||
{11, 12, 31, 32, 33, 96, 97, 98, 99, 13, 14, 34, 35, 100, 101}},
|
||||
"'Free 7 Scout Flies' Power Cells": set(cells.loc7SF_cellTable.values()),
|
||||
}
|
||||
|
||||
# These functions and variables are Options-driven, keep them as instance variables here so that we don't clog up
|
||||
# the seed generation routines with options checking. So we set these once, and then just use them as needed.
|
||||
can_trade: Callable[[CollectionState, int, int | None], bool]
|
||||
total_orbs: int = 2000
|
||||
orb_bundle_item_name: str = ""
|
||||
orb_bundle_size: int = 0
|
||||
total_trade_orbs: int = 0
|
||||
total_prog_orb_bundles: int = 0
|
||||
total_trap_orb_bundles: int = 0
|
||||
total_filler_orb_bundles: int = 0
|
||||
total_power_cells: int = 101
|
||||
total_prog_cells: int = 0
|
||||
total_trap_cells: int = 0
|
||||
total_filler_cells: int = 0
|
||||
power_cell_thresholds: list[int]
|
||||
power_cell_thresholds_minus_one: list[int]
|
||||
trap_weights: tuple[list[str], list[int]]
|
||||
|
||||
# Store these dictionaries for speed improvements.
|
||||
level_to_regions: dict[str, list[JakAndDaxterRegion]] # Contains all levels and regions.
|
||||
level_to_orb_regions: dict[str, list[JakAndDaxterRegion]] # Contains only regions which contain orbs.
|
||||
|
||||
# Handles various options validation, rules enforcement, and caching of important information.
|
||||
def generate_early(self) -> None:
|
||||
|
||||
# Initialize the level-region dictionary.
|
||||
self.level_to_regions = defaultdict(list)
|
||||
self.level_to_orb_regions = defaultdict(list)
|
||||
|
||||
# Cache the power cell threshold values for quicker reference.
|
||||
self.power_cell_thresholds = [
|
||||
self.options.fire_canyon_cell_count.value,
|
||||
self.options.mountain_pass_cell_count.value,
|
||||
self.options.lava_tube_cell_count.value,
|
||||
100, # The 100 Power Cell Door.
|
||||
]
|
||||
|
||||
# Order the thresholds ascending and set the options values to the new order.
|
||||
if self.options.enable_ordered_cell_counts:
|
||||
self.power_cell_thresholds.sort()
|
||||
self.options.fire_canyon_cell_count.value = self.power_cell_thresholds[0]
|
||||
self.options.mountain_pass_cell_count.value = self.power_cell_thresholds[1]
|
||||
self.options.lava_tube_cell_count.value = self.power_cell_thresholds[2]
|
||||
|
||||
# We would have done this earlier, but we needed to sort the power cell thresholds first. Don't worry, we'll
|
||||
# come back to them.
|
||||
enforce_friendly_options = self.settings.enforce_friendly_options
|
||||
if self.multiworld.players == 1:
|
||||
# For singleplayer games, always enforce/clamp the cell counts to valid values.
|
||||
enforce_sp_limits(self)
|
||||
else:
|
||||
if enforce_friendly_options:
|
||||
# For multiplayer games, we have a host setting to make options fair/sane for other players.
|
||||
# If this setting is enabled, enforce/clamp some friendly limitations on our options.
|
||||
enforce_mp_friendly_limits(self)
|
||||
else:
|
||||
# Even if the setting is disabled, some values must be clamped to avoid generation errors.
|
||||
enforce_mp_absolute_limits(self)
|
||||
|
||||
# That's right, set the collection of thresholds again. Don't just clamp the values without updating this list!
|
||||
self.power_cell_thresholds = [
|
||||
self.options.fire_canyon_cell_count.value,
|
||||
self.options.mountain_pass_cell_count.value,
|
||||
self.options.lava_tube_cell_count.value,
|
||||
100, # The 100 Power Cell Door.
|
||||
]
|
||||
|
||||
# Now that the threshold list is finalized, store this for the remove function.
|
||||
self.power_cell_thresholds_minus_one = [x - 1 for x in self.power_cell_thresholds]
|
||||
|
||||
# Calculate the number of power cells needed for full region access, the number being replaced by traps,
|
||||
# and the number of remaining filler.
|
||||
if self.options.jak_completion_condition == options.CompletionCondition.option_open_100_cell_door:
|
||||
self.total_prog_cells = 100
|
||||
else:
|
||||
self.total_prog_cells = max(self.power_cell_thresholds[:3])
|
||||
non_prog_cells = self.total_power_cells - self.total_prog_cells
|
||||
self.total_trap_cells = min(self.options.filler_power_cells_replaced_with_traps.value, non_prog_cells)
|
||||
self.options.filler_power_cells_replaced_with_traps.value = self.total_trap_cells
|
||||
self.total_filler_cells = non_prog_cells - self.total_trap_cells
|
||||
|
||||
# Cache the orb bundle size and item name for quicker reference.
|
||||
if self.options.enable_orbsanity == options.EnableOrbsanity.option_per_level:
|
||||
self.orb_bundle_size = self.options.level_orbsanity_bundle_size.value
|
||||
self.orb_bundle_item_name = orb_item_table[self.orb_bundle_size]
|
||||
elif self.options.enable_orbsanity == options.EnableOrbsanity.option_global:
|
||||
self.orb_bundle_size = self.options.global_orbsanity_bundle_size.value
|
||||
self.orb_bundle_item_name = orb_item_table[self.orb_bundle_size]
|
||||
else:
|
||||
self.orb_bundle_size = 0
|
||||
self.orb_bundle_item_name = ""
|
||||
|
||||
# Calculate the number of orb bundles needed for trades, the number being replaced by traps,
|
||||
# and the number of remaining filler. If Orbsanity is off, default values of 0 will prevail for all.
|
||||
if self.orb_bundle_size > 0:
|
||||
total_orb_bundles = self.total_orbs // self.orb_bundle_size
|
||||
self.total_prog_orb_bundles = ceil(self.total_trade_orbs / self.orb_bundle_size)
|
||||
non_prog_orb_bundles = total_orb_bundles - self.total_prog_orb_bundles
|
||||
self.total_trap_orb_bundles = min(self.options.filler_orb_bundles_replaced_with_traps.value,
|
||||
non_prog_orb_bundles)
|
||||
self.options.filler_orb_bundles_replaced_with_traps.value = self.total_trap_orb_bundles
|
||||
self.total_filler_orb_bundles = non_prog_orb_bundles - self.total_trap_orb_bundles
|
||||
else:
|
||||
self.options.filler_orb_bundles_replaced_with_traps.value = 0
|
||||
|
||||
self.trap_weights = self.options.trap_weights.weights_pair
|
||||
|
||||
# Options drive which trade rules to use, so they need to be setup before we create_regions.
|
||||
set_orb_trade_rule(self)
|
||||
|
||||
# This will also set Locations, Location access rules, Region access rules, etc.
|
||||
def create_regions(self) -> None:
|
||||
create_regions(self)
|
||||
|
||||
# Don't forget to add the created regions to the multiworld!
|
||||
for level in self.level_to_regions:
|
||||
self.multiworld.regions.extend(self.level_to_regions[level])
|
||||
|
||||
# As a lazy measure, let's also fill level_to_orb_regions here.
|
||||
# This should help speed up orbsanity calculations.
|
||||
self.level_to_orb_regions[level] = [reg for reg in self.level_to_regions[level] if reg.orb_count > 0]
|
||||
|
||||
# from Utils import visualize_regions
|
||||
# visualize_regions(self.multiworld.get_region("Menu", self.player), "jakanddaxter.puml")
|
||||
|
||||
def item_data_helper(self, item: int) -> list[tuple[int, ItemClass, OrbAssoc, int]]:
|
||||
"""
|
||||
Helper function to reuse some nasty if/else trees. This outputs a list of pairs of item count and class.
|
||||
For instance, not all 101 power cells need to be marked progression if you only need 72 to beat the game.
|
||||
So we will have 72 Progression Power Cells, and 29 Filler Power Cells.
|
||||
"""
|
||||
data: list[tuple[int, ItemClass, OrbAssoc, int]] = []
|
||||
|
||||
# Make N Power Cells. We only want AP's Progression Fill routine to handle the amount of cells we need
|
||||
# to reach the furthest possible region. Even for early completion goals, all areas in the game must be
|
||||
# reachable or generation will fail. TODO - Option-driven region creation would be an enormous refactor.
|
||||
if item in range(jak1_id, jak1_id + scouts.fly_offset):
|
||||
data.append((self.total_prog_cells, ItemClass.progression_skip_balancing, OrbAssoc.IS_POWER_CELL, 0))
|
||||
data.append((self.total_filler_cells, ItemClass.filler, OrbAssoc.IS_POWER_CELL, 0))
|
||||
|
||||
# Make 7 Scout Flies per level.
|
||||
elif item in range(jak1_id + scouts.fly_offset, jak1_id + specials.special_offset):
|
||||
data.append((7, ItemClass.progression_skip_balancing, OrbAssoc.NEVER_UNLOCKS_ORBS, 0))
|
||||
|
||||
# Make only 1 of each Special Item.
|
||||
elif item in range(jak1_id + specials.special_offset, jak1_id + caches.orb_cache_offset):
|
||||
data.append((1, ItemClass.progression | ItemClass.useful, OrbAssoc.ALWAYS_UNLOCKS_ORBS, 0))
|
||||
|
||||
# Make only 1 of each Move Item.
|
||||
elif item in range(jak1_id + caches.orb_cache_offset, jak1_id + orbs.orb_offset):
|
||||
data.append((1, ItemClass.progression | ItemClass.useful, OrbAssoc.ALWAYS_UNLOCKS_ORBS, 0))
|
||||
|
||||
# Make N Precursor Orb bundles. Like Power Cells, only a fraction of these will be marked as Progression
|
||||
# with the remainder as Filler, but they are still entirely fungible. See collect function for why these
|
||||
# are OrbAssoc.NEVER_UNLOCKS_ORBS.
|
||||
elif item in range(jak1_id + orbs.orb_offset, jak1_max - max(trap_item_table)):
|
||||
data.append((self.total_prog_orb_bundles, ItemClass.progression_skip_balancing,
|
||||
OrbAssoc.NEVER_UNLOCKS_ORBS, self.orb_bundle_size))
|
||||
data.append((self.total_filler_orb_bundles, ItemClass.filler,
|
||||
OrbAssoc.NEVER_UNLOCKS_ORBS, self.orb_bundle_size))
|
||||
|
||||
# We will manually create trap items as needed.
|
||||
elif item in range(jak1_max - max(trap_item_table), jak1_max):
|
||||
data.append((0, ItemClass.trap, OrbAssoc.NEVER_UNLOCKS_ORBS, 0))
|
||||
|
||||
# We will manually create filler items as needed.
|
||||
elif item == jak1_max:
|
||||
data.append((0, ItemClass.filler, OrbAssoc.NEVER_UNLOCKS_ORBS, 0))
|
||||
|
||||
# If we try to make items with ID's higher than we've defined, something has gone wrong.
|
||||
else:
|
||||
raise KeyError(f"Tried to fill item pool with unknown ID {item}.")
|
||||
|
||||
return data
|
||||
|
||||
def create_items(self) -> None:
|
||||
items_made: int = 0
|
||||
for item_name in self.item_name_to_id:
|
||||
item_id = self.item_name_to_id[item_name]
|
||||
|
||||
# Handle Move Randomizer option.
|
||||
# If it is OFF, put all moves in your starting inventory instead of the item pool,
|
||||
# then fill the item pool with a corresponding amount of filler items.
|
||||
if item_name in self.item_name_groups["Moves"] and not self.options.enable_move_randomizer:
|
||||
self.multiworld.push_precollected(self.create_item(item_name))
|
||||
self.multiworld.itempool.append(self.create_filler())
|
||||
items_made += 1
|
||||
continue
|
||||
|
||||
# Handle Orbsanity option.
|
||||
# If it is OFF, don't add any orb bundles to the item pool, period.
|
||||
# If it is ON, don't add any orb bundles that don't match the chosen option.
|
||||
if (item_name in self.item_name_groups["Precursor Orbs"]
|
||||
and (self.options.enable_orbsanity == options.EnableOrbsanity.option_off
|
||||
or item_name != self.orb_bundle_item_name)):
|
||||
continue
|
||||
|
||||
# Skip Traps for now.
|
||||
if item_name in self.item_name_groups["Traps"]:
|
||||
continue
|
||||
|
||||
# In almost every other scenario, do this. Not all items with the same name will have the same item class.
|
||||
data = self.item_data_helper(item_id)
|
||||
for (count, classification, orb_assoc, orb_amount) in data:
|
||||
self.multiworld.itempool += [JakAndDaxterItem(item_name, classification, item_id,
|
||||
self.player, orb_assoc, orb_amount)
|
||||
for _ in range(count)]
|
||||
items_made += count
|
||||
|
||||
# Handle Traps (for real).
|
||||
# Manually fill the item pool with a weighted assortment of trap items, equal to the sum of
|
||||
# total_trap_cells + total_trap_orb_bundles. Only do this if one or more traps have weights > 0.
|
||||
names, weights = self.trap_weights
|
||||
if sum(weights):
|
||||
total_traps = self.total_trap_cells + self.total_trap_orb_bundles
|
||||
trap_list = self.random.choices(names, weights=weights, k=total_traps)
|
||||
self.multiworld.itempool += [self.create_item(trap_name) for trap_name in trap_list]
|
||||
items_made += total_traps
|
||||
|
||||
# Handle Unfilled Locations.
|
||||
# Add an amount of filler items equal to the number of locations yet to be filled.
|
||||
# This is the final set of items we will add to the pool.
|
||||
all_regions = self.multiworld.get_regions(self.player)
|
||||
total_locations = sum(reg.location_count for reg in cast(list[JakAndDaxterRegion], all_regions))
|
||||
total_filler = total_locations - items_made
|
||||
self.multiworld.itempool += [self.create_filler() for _ in range(total_filler)]
|
||||
|
||||
def create_item(self, name: str) -> Item:
|
||||
item_id = self.item_name_to_id[name]
|
||||
|
||||
# Use first tuple (will likely be the most important).
|
||||
_, classification, orb_assoc, orb_amount = self.item_data_helper(item_id)[0]
|
||||
return JakAndDaxterItem(name, classification, item_id, self.player, orb_assoc, orb_amount)
|
||||
|
||||
def get_filler_item_name(self) -> str:
|
||||
return "Green Eco Pill"
|
||||
|
||||
def collect(self, state: CollectionState, item: JakAndDaxterItem) -> bool:
|
||||
change = super().collect(state, item)
|
||||
if change:
|
||||
# Orbsanity as an option is no-factor to these conditions. Matching the item name implies Orbsanity is ON,
|
||||
# so we don't need to check the option. When Orbsanity is OFF, there won't even be any orb bundle items
|
||||
# to collect.
|
||||
|
||||
# Orb items do not intrinsically unlock anything that contains more Reachable Orbs, so they do not need to
|
||||
# set the cache to stale. They just change how many orbs you have to trade with.
|
||||
if item.orb_amount > 0:
|
||||
state.prog_items[self.player]["Tradeable Orbs"] += self.orb_bundle_size # Give a bundle of Trade Orbs
|
||||
|
||||
# Power Cells DO unlock new regions that contain more Reachable Orbs - the connector levels and new
|
||||
# hub levels - BUT they only do that when you have a number of them equal to one of the threshold values.
|
||||
elif (item.orb_assoc == OrbAssoc.ALWAYS_UNLOCKS_ORBS
|
||||
or (item.orb_assoc == OrbAssoc.IS_POWER_CELL
|
||||
and state.count("Power Cell", self.player) in self.power_cell_thresholds)):
|
||||
state.prog_items[self.player]["Reachable Orbs Fresh"] = False
|
||||
|
||||
# However, every other item that does not have an appropriate OrbAssoc that changes the CollectionState
|
||||
# should NOT set the cache to stale, because they did not make it possible to reach more orb locations
|
||||
# (level unlocks, region unlocks, etc.).
|
||||
return change
|
||||
|
||||
def remove(self, state: CollectionState, item: JakAndDaxterItem) -> bool:
|
||||
change = super().remove(state, item)
|
||||
if change:
|
||||
|
||||
# Do the same thing we did in collect, except subtract trade orbs instead of add.
|
||||
if item.orb_amount > 0:
|
||||
state.prog_items[self.player]["Tradeable Orbs"] -= self.orb_bundle_size # Take a bundle of Trade Orbs
|
||||
|
||||
# Ditto Power Cells, but check thresholds - 1, because we potentially crossed the threshold in the opposite
|
||||
# direction. E.g. we've removed the 20th power cell, our count is now 19, so we should stale the cache.
|
||||
elif (item.orb_assoc == OrbAssoc.ALWAYS_UNLOCKS_ORBS
|
||||
or (item.orb_assoc == OrbAssoc.IS_POWER_CELL
|
||||
and state.count("Power Cell", self.player) in self.power_cell_thresholds_minus_one)):
|
||||
state.prog_items[self.player]["Reachable Orbs Fresh"] = False
|
||||
|
||||
return change
|
||||
|
||||
def fill_slot_data(self) -> dict[str, Any]:
|
||||
options_dict = self.options.as_dict("enable_move_randomizer",
|
||||
"enable_orbsanity",
|
||||
"global_orbsanity_bundle_size",
|
||||
"level_orbsanity_bundle_size",
|
||||
"fire_canyon_cell_count",
|
||||
"mountain_pass_cell_count",
|
||||
"lava_tube_cell_count",
|
||||
"citizen_orb_trade_amount",
|
||||
"oracle_orb_trade_amount",
|
||||
"filler_power_cells_replaced_with_traps",
|
||||
"filler_orb_bundles_replaced_with_traps",
|
||||
"trap_effect_duration",
|
||||
"trap_weights",
|
||||
"jak_completion_condition",
|
||||
"require_punch_for_klaww",
|
||||
)
|
||||
return options_dict
|
||||
0
worlds/jakanddaxter/agents/__init__.py
Normal file
0
worlds/jakanddaxter/agents/__init__.py
Normal file
489
worlds/jakanddaxter/agents/memory_reader.py
Normal file
489
worlds/jakanddaxter/agents/memory_reader.py
Normal file
@@ -0,0 +1,489 @@
|
||||
import logging
|
||||
import random
|
||||
import struct
|
||||
from typing import ByteString, Callable
|
||||
import json
|
||||
import pymem
|
||||
from pymem import pattern
|
||||
from pymem.exception import ProcessNotFound, ProcessError, MemoryReadError, WinAPIError
|
||||
from dataclasses import dataclass
|
||||
|
||||
from ..locs import (orb_locations as orbs,
|
||||
cell_locations as cells,
|
||||
scout_locations as flies,
|
||||
special_locations as specials,
|
||||
orb_cache_locations as caches)
|
||||
|
||||
|
||||
logger = logging.getLogger("MemoryReader")
|
||||
|
||||
|
||||
# Some helpful constants.
|
||||
sizeof_uint64 = 8
|
||||
sizeof_uint32 = 4
|
||||
sizeof_uint8 = 1
|
||||
sizeof_float = 4
|
||||
|
||||
|
||||
# *****************************************************************************
|
||||
# **** This number must match (-> *ap-info-jak1* version) in ap-struct.gc! ****
|
||||
# *****************************************************************************
|
||||
expected_memory_version = 5
|
||||
|
||||
|
||||
# IMPORTANT: OpenGOAL memory structures are particular about the alignment, in memory, of member elements according to
|
||||
# their size in bits. The address for an N-bit field must be divisible by N. Use this class to define the memory offsets
|
||||
# of important values in the struct. It will also do the byte alignment properly for you.
|
||||
# See https://opengoal.dev/docs/reference/type_system/#arrays
|
||||
@dataclass
|
||||
class OffsetFactory:
|
||||
current_offset: int = 0
|
||||
|
||||
def define(self, size: int, length: int = 1) -> int:
|
||||
|
||||
# If necessary, align current_offset to the current size first.
|
||||
bytes_to_alignment = self.current_offset % size
|
||||
if bytes_to_alignment != 0:
|
||||
self.current_offset += (size - bytes_to_alignment)
|
||||
|
||||
# Increment current_offset so the next definition can be made.
|
||||
offset_to_use = self.current_offset
|
||||
self.current_offset += (size * length)
|
||||
return offset_to_use
|
||||
|
||||
|
||||
# Start defining important memory address offsets here. They must be in the same order, have the same sizes, and have
|
||||
# the same lengths, as defined in `ap-info-jak1`.
|
||||
offsets = OffsetFactory()
|
||||
|
||||
# Cell, Buzzer, and Special information.
|
||||
next_cell_index_offset = offsets.define(sizeof_uint64)
|
||||
next_buzzer_index_offset = offsets.define(sizeof_uint64)
|
||||
next_special_index_offset = offsets.define(sizeof_uint64)
|
||||
|
||||
cells_checked_offset = offsets.define(sizeof_uint32, 101)
|
||||
buzzers_checked_offset = offsets.define(sizeof_uint32, 112)
|
||||
specials_checked_offset = offsets.define(sizeof_uint32, 32)
|
||||
|
||||
buzzers_received_offset = offsets.define(sizeof_uint8, 16)
|
||||
specials_received_offset = offsets.define(sizeof_uint8, 32)
|
||||
|
||||
# Deathlink information.
|
||||
death_count_offset = offsets.define(sizeof_uint32)
|
||||
death_cause_offset = offsets.define(sizeof_uint8)
|
||||
deathlink_enabled_offset = offsets.define(sizeof_uint8)
|
||||
|
||||
# Move Rando information.
|
||||
next_orb_cache_index_offset = offsets.define(sizeof_uint64)
|
||||
orb_caches_checked_offset = offsets.define(sizeof_uint32, 16)
|
||||
moves_received_offset = offsets.define(sizeof_uint8, 16)
|
||||
moverando_enabled_offset = offsets.define(sizeof_uint8)
|
||||
|
||||
# Orbsanity information.
|
||||
orbsanity_option_offset = offsets.define(sizeof_uint8)
|
||||
orbsanity_bundle_offset = offsets.define(sizeof_uint32)
|
||||
collected_bundle_offset = offsets.define(sizeof_uint32, 17)
|
||||
|
||||
# Progression and Completion information.
|
||||
fire_canyon_unlock_offset = offsets.define(sizeof_float)
|
||||
mountain_pass_unlock_offset = offsets.define(sizeof_float)
|
||||
lava_tube_unlock_offset = offsets.define(sizeof_float)
|
||||
citizen_orb_amount_offset = offsets.define(sizeof_float)
|
||||
oracle_orb_amount_offset = offsets.define(sizeof_float)
|
||||
completion_goal_offset = offsets.define(sizeof_uint8)
|
||||
completed_offset = offsets.define(sizeof_uint8)
|
||||
|
||||
# Text to display in the HUD (32 char max per string).
|
||||
their_item_name_offset = offsets.define(sizeof_uint8, 32)
|
||||
their_item_owner_offset = offsets.define(sizeof_uint8, 32)
|
||||
my_item_name_offset = offsets.define(sizeof_uint8, 32)
|
||||
my_item_finder_offset = offsets.define(sizeof_uint8, 32)
|
||||
|
||||
# Version of the memory struct, to cut down on mod/apworld version mismatches.
|
||||
memory_version_offset = offsets.define(sizeof_uint32)
|
||||
|
||||
# Connection status to AP server (not the game!)
|
||||
server_connection_offset = offsets.define(sizeof_uint8)
|
||||
slot_name_offset = offsets.define(sizeof_uint8, 16)
|
||||
slot_seed_offset = offsets.define(sizeof_uint8, 8)
|
||||
|
||||
# Trap information.
|
||||
trap_duration_offset = offsets.define(sizeof_float)
|
||||
|
||||
# The End.
|
||||
end_marker_offset = offsets.define(sizeof_uint8, 4)
|
||||
|
||||
|
||||
# Can't believe this is easier to do in GOAL than Python but that's how it be sometimes.
|
||||
def as_float(value: int) -> int:
|
||||
return int(struct.unpack('f', value.to_bytes(sizeof_float, "little"))[0])
|
||||
|
||||
|
||||
# "Jak" to be replaced by player name in the Client.
|
||||
def autopsy(cause: int) -> str:
|
||||
if cause in [1, 2, 3, 4]:
|
||||
return random.choice(["Jak said goodnight.",
|
||||
"Jak stepped into the light.",
|
||||
"Jak gave Daxter his insect collection.",
|
||||
"Jak did not follow Step 1."])
|
||||
if cause == 5:
|
||||
return "Jak fell into an endless pit."
|
||||
if cause == 6:
|
||||
return "Jak drowned in the spicy water."
|
||||
if cause == 7:
|
||||
return "Jak tried to tackle a Lurker Shark."
|
||||
if cause == 8:
|
||||
return "Jak hit 500 degrees."
|
||||
if cause == 9:
|
||||
return "Jak took a bath in a pool of dark eco."
|
||||
if cause == 10:
|
||||
return "Jak got bombarded with flaming 30-ton boulders."
|
||||
if cause == 11:
|
||||
return "Jak hit 800 degrees."
|
||||
if cause == 12:
|
||||
return "Jak ceased to be."
|
||||
if cause == 13:
|
||||
return "Jak got eaten by the dark eco plant."
|
||||
if cause == 14:
|
||||
return "Jak burned up."
|
||||
if cause == 15:
|
||||
return "Jak hit the ground hard."
|
||||
if cause == 16:
|
||||
return "Jak crashed the zoomer."
|
||||
if cause == 17:
|
||||
return "Jak got Flut Flut hurt."
|
||||
if cause == 18:
|
||||
return "Jak poisoned the whole darn catch."
|
||||
if cause == 19:
|
||||
return "Jak collided with too many obstacles."
|
||||
return "Jak died."
|
||||
|
||||
|
||||
class JakAndDaxterMemoryReader:
|
||||
marker: ByteString
|
||||
goal_address: int | None = None
|
||||
connected: bool = False
|
||||
initiated_connect: bool = False
|
||||
|
||||
# The memory reader just needs the game running.
|
||||
gk_process: pymem.process = None
|
||||
|
||||
location_outbox: list[int] = []
|
||||
outbox_index: int = 0
|
||||
finished_game: bool = False
|
||||
|
||||
# Deathlink handling
|
||||
deathlink_enabled: bool = False
|
||||
send_deathlink: bool = False
|
||||
cause_of_death: str = ""
|
||||
death_count: int = 0
|
||||
|
||||
# Orbsanity handling
|
||||
orbsanity_enabled: bool = False
|
||||
orbs_paid: int = 0
|
||||
|
||||
# Game-related callbacks (inform the AP server of changes to game state)
|
||||
inform_checked_location: Callable
|
||||
inform_finished_game: Callable
|
||||
inform_died: Callable
|
||||
inform_toggled_deathlink: Callable
|
||||
inform_traded_orbs: Callable
|
||||
|
||||
# Logging callbacks
|
||||
# These will write to the provided logger, as well as the Client GUI with color markup.
|
||||
log_error: Callable # Red
|
||||
log_warn: Callable # Orange
|
||||
log_success: Callable # Green
|
||||
log_info: Callable # White (default)
|
||||
|
||||
def __init__(self,
|
||||
location_check_callback: Callable,
|
||||
finish_game_callback: Callable,
|
||||
send_deathlink_callback: Callable,
|
||||
toggle_deathlink_callback: Callable,
|
||||
orb_trade_callback: Callable,
|
||||
log_error_callback: Callable,
|
||||
log_warn_callback: Callable,
|
||||
log_success_callback: Callable,
|
||||
log_info_callback: Callable,
|
||||
marker: ByteString = b'UnLiStEdStRaTs_JaK1\x00'):
|
||||
self.marker = marker
|
||||
|
||||
self.inform_checked_location = location_check_callback
|
||||
self.inform_finished_game = finish_game_callback
|
||||
self.inform_died = send_deathlink_callback
|
||||
self.inform_toggled_deathlink = toggle_deathlink_callback
|
||||
self.inform_traded_orbs = orb_trade_callback
|
||||
|
||||
self.log_error = log_error_callback
|
||||
self.log_warn = log_warn_callback
|
||||
self.log_success = log_success_callback
|
||||
self.log_info = log_info_callback
|
||||
|
||||
async def main_tick(self):
|
||||
if self.initiated_connect:
|
||||
await self.connect()
|
||||
self.initiated_connect = False
|
||||
|
||||
if self.connected:
|
||||
try:
|
||||
self.gk_process.read_bool(self.gk_process.base_address) # Ping to see if it's alive.
|
||||
except (ProcessError, MemoryReadError, WinAPIError):
|
||||
msg = (f"Error reading game memory! (Did the game crash?)\n"
|
||||
f"Please close all open windows and reopen the Jak and Daxter Client "
|
||||
f"from the Archipelago Launcher.\n"
|
||||
f"If the game and compiler do not restart automatically, please follow these steps:\n"
|
||||
f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
|
||||
f" Then click Advanced > Play in Debug Mode.\n"
|
||||
f" Then click Advanced > Open REPL.\n"
|
||||
f" Then close and reopen the Jak and Daxter Client from the Archipelago Launcher.")
|
||||
self.log_error(logger, msg)
|
||||
self.connected = False
|
||||
else:
|
||||
return
|
||||
|
||||
if self.connected:
|
||||
|
||||
# Save some state variables temporarily.
|
||||
old_deathlink_enabled = self.deathlink_enabled
|
||||
|
||||
# Read the memory address to check the state of the game.
|
||||
self.read_memory()
|
||||
|
||||
# Checked Locations in game. Handle the entire outbox every tick until we're up to speed.
|
||||
if len(self.location_outbox) > self.outbox_index:
|
||||
self.inform_checked_location(self.location_outbox)
|
||||
self.save_data()
|
||||
self.outbox_index += 1
|
||||
|
||||
if self.finished_game:
|
||||
self.inform_finished_game()
|
||||
|
||||
if old_deathlink_enabled != self.deathlink_enabled:
|
||||
self.inform_toggled_deathlink()
|
||||
logger.debug("Toggled DeathLink " + ("ON" if self.deathlink_enabled else "OFF"))
|
||||
|
||||
if self.send_deathlink:
|
||||
self.inform_died()
|
||||
|
||||
if self.orbs_paid > 0:
|
||||
self.inform_traded_orbs(self.orbs_paid)
|
||||
self.orbs_paid = 0
|
||||
|
||||
async def connect(self):
|
||||
try:
|
||||
self.gk_process = pymem.Pymem("gk.exe") # The GOAL Kernel
|
||||
logger.debug("Found the gk process: " + str(self.gk_process.process_id))
|
||||
except ProcessNotFound:
|
||||
self.log_error(logger, "Could not find the game process.")
|
||||
self.connected = False
|
||||
return
|
||||
|
||||
# If we don't find the marker in the first loaded module, we've failed.
|
||||
modules = list(self.gk_process.list_modules())
|
||||
marker_address = pattern.pattern_scan_module(self.gk_process.process_handle, modules[0], self.marker)
|
||||
if marker_address:
|
||||
# At this address is another address that contains the struct we're looking for: the game's state.
|
||||
# From here we need to add the length in bytes for the marker and 4 bytes of padding,
|
||||
# and the struct address is 8 bytes long (it's an uint64).
|
||||
goal_pointer = marker_address + len(self.marker) + 4
|
||||
self.goal_address = int.from_bytes(self.gk_process.read_bytes(goal_pointer, sizeof_uint64),
|
||||
byteorder="little",
|
||||
signed=False)
|
||||
logger.debug("Found the archipelago memory address: " + str(self.goal_address))
|
||||
await self.verify_memory_version()
|
||||
else:
|
||||
self.log_error(logger, "Could not find the Archipelago marker address!")
|
||||
self.connected = False
|
||||
|
||||
async def verify_memory_version(self):
|
||||
if self.goal_address is None:
|
||||
self.log_error(logger, "Could not find the Archipelago memory address!")
|
||||
self.connected = False
|
||||
return
|
||||
|
||||
memory_version: int | None = None
|
||||
try:
|
||||
memory_version = self.read_goal_address(memory_version_offset, sizeof_uint32)
|
||||
if memory_version == expected_memory_version:
|
||||
self.log_success(logger, "The Memory Reader is ready!")
|
||||
self.connected = True
|
||||
else:
|
||||
raise MemoryReadError(memory_version_offset, sizeof_uint32)
|
||||
except (ProcessError, MemoryReadError, WinAPIError):
|
||||
if memory_version is None:
|
||||
msg = (f"Could not find a version number in the OpenGOAL memory structure!\n"
|
||||
f" Expected Version: {str(expected_memory_version)}\n"
|
||||
f" Found Version: {str(memory_version)}\n"
|
||||
f"Please follow these steps:\n"
|
||||
f" If the game is running, try entering '/memr connect' in the client.\n"
|
||||
f" You should see 'The Memory Reader is ready!'\n"
|
||||
f" If that did not work, or the game is not running, run the OpenGOAL Launcher.\n"
|
||||
f" Click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
|
||||
f" Then click Advanced > Play in Debug Mode.\n"
|
||||
f" Try entering '/memr connect' in the client again.")
|
||||
else:
|
||||
msg = (f"The OpenGOAL memory structure is incompatible with the current Archipelago client!\n"
|
||||
f" Expected Version: {str(expected_memory_version)}\n"
|
||||
f" Found Version: {str(memory_version)}\n"
|
||||
f"Please follow these steps:\n"
|
||||
f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
|
||||
f" Click Update (if one is available).\n"
|
||||
f" Click Advanced > Compile. When this is done, click Continue.\n"
|
||||
f" Click Versions and verify the latest version is marked 'Active'.\n"
|
||||
f" Close all launchers, games, clients, and console windows, then restart Archipelago.")
|
||||
self.log_error(logger, msg)
|
||||
self.connected = False
|
||||
|
||||
async def print_status(self):
|
||||
proc_id = str(self.gk_process.process_id) if self.gk_process else "None"
|
||||
last_loc = str(self.location_outbox[self.outbox_index - 1] if self.outbox_index else "None")
|
||||
msg = (f"Memory Reader Status:\n"
|
||||
f" Game process ID: {proc_id}\n"
|
||||
f" Game state memory address: {str(self.goal_address)}\n"
|
||||
f" Last location checked: {last_loc}")
|
||||
await self.verify_memory_version()
|
||||
self.log_info(logger, msg)
|
||||
|
||||
def read_memory(self) -> list[int]:
|
||||
try:
|
||||
# Need to grab these first and convert to floats, see below.
|
||||
citizen_orb_amount = self.read_goal_address(citizen_orb_amount_offset, sizeof_float)
|
||||
oracle_orb_amount = self.read_goal_address(oracle_orb_amount_offset, sizeof_float)
|
||||
|
||||
next_cell_index = self.read_goal_address(next_cell_index_offset, sizeof_uint64)
|
||||
for k in range(0, next_cell_index):
|
||||
next_cell = self.read_goal_address(cells_checked_offset + (k * sizeof_uint32), sizeof_uint32)
|
||||
cell_ap_id = cells.to_ap_id(next_cell)
|
||||
if cell_ap_id not in self.location_outbox:
|
||||
self.location_outbox.append(cell_ap_id)
|
||||
logger.debug("Checked power cell: " + str(next_cell))
|
||||
|
||||
# If orbsanity is ON and next_cell is one of the traders or oracles, then run a callback
|
||||
# to add their amount to the DataStorage value holding our current orb trade total.
|
||||
if next_cell in {11, 12, 31, 32, 33, 96, 97, 98, 99}:
|
||||
citizen_orb_amount = as_float(citizen_orb_amount)
|
||||
self.orbs_paid += citizen_orb_amount
|
||||
logger.debug(f"Traded {citizen_orb_amount} orbs!")
|
||||
|
||||
if next_cell in {13, 14, 34, 35, 100, 101}:
|
||||
oracle_orb_amount = as_float(oracle_orb_amount)
|
||||
self.orbs_paid += oracle_orb_amount
|
||||
logger.debug(f"Traded {oracle_orb_amount} orbs!")
|
||||
|
||||
next_buzzer_index = self.read_goal_address(next_buzzer_index_offset, sizeof_uint64)
|
||||
for k in range(0, next_buzzer_index):
|
||||
next_buzzer = self.read_goal_address(buzzers_checked_offset + (k * sizeof_uint32), sizeof_uint32)
|
||||
buzzer_ap_id = flies.to_ap_id(next_buzzer)
|
||||
if buzzer_ap_id not in self.location_outbox:
|
||||
self.location_outbox.append(buzzer_ap_id)
|
||||
logger.debug("Checked scout fly: " + str(next_buzzer))
|
||||
|
||||
next_special_index = self.read_goal_address(next_special_index_offset, sizeof_uint64)
|
||||
for k in range(0, next_special_index):
|
||||
next_special = self.read_goal_address(specials_checked_offset + (k * sizeof_uint32), sizeof_uint32)
|
||||
special_ap_id = specials.to_ap_id(next_special)
|
||||
if special_ap_id not in self.location_outbox:
|
||||
self.location_outbox.append(special_ap_id)
|
||||
logger.debug("Checked special: " + str(next_special))
|
||||
|
||||
death_count = self.read_goal_address(death_count_offset, sizeof_uint32)
|
||||
death_cause = self.read_goal_address(death_cause_offset, sizeof_uint8)
|
||||
if death_count > self.death_count:
|
||||
self.cause_of_death = autopsy(death_cause) # The way he names his variables? Wack!
|
||||
self.send_deathlink = True
|
||||
self.death_count += 1
|
||||
|
||||
# Listen for any changes to this setting.
|
||||
deathlink_flag = self.read_goal_address(deathlink_enabled_offset, sizeof_uint8)
|
||||
self.deathlink_enabled = bool(deathlink_flag)
|
||||
|
||||
next_cache_index = self.read_goal_address(next_orb_cache_index_offset, sizeof_uint64)
|
||||
for k in range(0, next_cache_index):
|
||||
next_cache = self.read_goal_address(orb_caches_checked_offset + (k * sizeof_uint32), sizeof_uint32)
|
||||
cache_ap_id = caches.to_ap_id(next_cache)
|
||||
if cache_ap_id not in self.location_outbox:
|
||||
self.location_outbox.append(cache_ap_id)
|
||||
logger.debug("Checked orb cache: " + str(next_cache))
|
||||
|
||||
# Listen for any changes to this setting.
|
||||
# moverando_flag = self.read_goal_address(moverando_enabled_offset, sizeof_uint8)
|
||||
# self.moverando_enabled = bool(moverando_flag)
|
||||
|
||||
orbsanity_option = self.read_goal_address(orbsanity_option_offset, sizeof_uint8)
|
||||
bundle_size = self.read_goal_address(orbsanity_bundle_offset, sizeof_uint32)
|
||||
self.orbsanity_enabled = orbsanity_option > 0
|
||||
|
||||
# Per Level Orbsanity option. Only need to do this loop if we chose this setting.
|
||||
if orbsanity_option == 1:
|
||||
for level in range(0, 16):
|
||||
collected_bundles = self.read_goal_address(collected_bundle_offset + (level * sizeof_uint32),
|
||||
sizeof_uint32)
|
||||
|
||||
# Count up from the first bundle, by bundle size, until you reach the latest collected bundle.
|
||||
# e.g. {25, 50, 75, 100, 125...}
|
||||
if collected_bundles > 0:
|
||||
for bundle in range(bundle_size,
|
||||
bundle_size + collected_bundles, # Range max is non-inclusive.
|
||||
bundle_size):
|
||||
|
||||
bundle_ap_id = orbs.to_ap_id(orbs.find_address(level, bundle, bundle_size))
|
||||
if bundle_ap_id not in self.location_outbox:
|
||||
self.location_outbox.append(bundle_ap_id)
|
||||
logger.debug(f"Checked orb bundle: L{level} {bundle}")
|
||||
|
||||
# Global Orbsanity option. Index 16 refers to all orbs found regardless of level.
|
||||
if orbsanity_option == 2:
|
||||
collected_bundles = self.read_goal_address(collected_bundle_offset + (16 * sizeof_uint32),
|
||||
sizeof_uint32)
|
||||
if collected_bundles > 0:
|
||||
for bundle in range(bundle_size,
|
||||
bundle_size + collected_bundles, # Range max is non-inclusive.
|
||||
bundle_size):
|
||||
|
||||
bundle_ap_id = orbs.to_ap_id(orbs.find_address(16, bundle, bundle_size))
|
||||
if bundle_ap_id not in self.location_outbox:
|
||||
self.location_outbox.append(bundle_ap_id)
|
||||
logger.debug(f"Checked orb bundle: G {bundle}")
|
||||
|
||||
completed = self.read_goal_address(completed_offset, sizeof_uint8)
|
||||
if completed > 0 and not self.finished_game:
|
||||
self.finished_game = True
|
||||
self.log_success(logger, "Congratulations! You finished the game!")
|
||||
|
||||
except (ProcessError, MemoryReadError, WinAPIError):
|
||||
msg = (f"Error reading game memory! (Did the game crash?)\n"
|
||||
f"Please close all open windows and reopen the Jak and Daxter Client "
|
||||
f"from the Archipelago Launcher.\n"
|
||||
f"If the game and compiler do not restart automatically, please follow these steps:\n"
|
||||
f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
|
||||
f" Then click Advanced > Play in Debug Mode.\n"
|
||||
f" Then click Advanced > Open REPL.\n"
|
||||
f" Then close and reopen the Jak and Daxter Client from the Archipelago Launcher.")
|
||||
self.log_error(logger, msg)
|
||||
self.connected = False
|
||||
|
||||
return self.location_outbox
|
||||
|
||||
def read_goal_address(self, offset: int, length: int) -> int:
|
||||
return int.from_bytes(
|
||||
self.gk_process.read_bytes(self.goal_address + offset, length),
|
||||
byteorder="little",
|
||||
signed=False)
|
||||
|
||||
def save_data(self):
|
||||
with open("jakanddaxter_location_outbox.json", "w+") as f:
|
||||
dump = {
|
||||
"outbox_index": self.outbox_index,
|
||||
"location_outbox": self.location_outbox
|
||||
}
|
||||
json.dump(dump, f, indent=4)
|
||||
|
||||
def load_data(self):
|
||||
try:
|
||||
with open("jakanddaxter_location_outbox.json", "r") as f:
|
||||
load = json.load(f)
|
||||
self.outbox_index = load["outbox_index"]
|
||||
self.location_outbox = load["location_outbox"]
|
||||
except FileNotFoundError:
|
||||
pass
|
||||
527
worlds/jakanddaxter/agents/repl_client.py
Normal file
527
worlds/jakanddaxter/agents/repl_client.py
Normal file
@@ -0,0 +1,527 @@
|
||||
import json
|
||||
import logging
|
||||
import queue
|
||||
import time
|
||||
import struct
|
||||
import random
|
||||
from dataclasses import dataclass
|
||||
from queue import Queue
|
||||
from typing import Callable
|
||||
|
||||
import pymem
|
||||
from pymem.exception import ProcessNotFound, ProcessError
|
||||
|
||||
import asyncio
|
||||
from asyncio import StreamReader, StreamWriter, Lock
|
||||
|
||||
from NetUtils import NetworkItem
|
||||
from ..game_id import jak1_id, jak1_max
|
||||
from ..items import item_table, trap_item_table
|
||||
from ..locs import (
|
||||
orb_locations as orbs,
|
||||
cell_locations as cells,
|
||||
scout_locations as flies,
|
||||
special_locations as specials,
|
||||
orb_cache_locations as caches)
|
||||
|
||||
|
||||
logger = logging.getLogger("ReplClient")
|
||||
|
||||
|
||||
@dataclass
|
||||
class JsonMessageData:
|
||||
my_item_name: str | None = None
|
||||
my_item_finder: str | None = None
|
||||
their_item_name: str | None = None
|
||||
their_item_owner: str | None = None
|
||||
|
||||
|
||||
ALLOWED_CHARACTERS = frozenset({
|
||||
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9",
|
||||
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J",
|
||||
"K", "L", "M", "N", "O", "P", "Q", "R", "S", "T",
|
||||
"U", "V", "W", "X", "Y", "Z", "a", "b", "c", "d",
|
||||
"e", "f", "g", "h", "i", "j", "k", "l", "m", "n",
|
||||
"o", "p", "q", "r", "s", "t", "u", "v", "w", "x",
|
||||
"y", "z", " ", "!", ":", ",", ".", "/", "?", "-",
|
||||
"=", "+", "'", "(", ")", "\""
|
||||
})
|
||||
|
||||
|
||||
class JakAndDaxterReplClient:
|
||||
ip: str
|
||||
port: int
|
||||
reader: StreamReader
|
||||
writer: StreamWriter
|
||||
lock: Lock
|
||||
connected: bool = False
|
||||
initiated_connect: bool = False # Signals when user tells us to try reconnecting.
|
||||
received_deathlink: bool = False
|
||||
balanced_orbs: bool = False
|
||||
|
||||
# Variables to handle the title screen and initial game connection.
|
||||
initial_item_count = -1 # Brand new games have 0 items, so initialize this to -1.
|
||||
received_initial_items = False
|
||||
processed_initial_items = False
|
||||
|
||||
# The REPL client needs the REPL/compiler process running, but that process
|
||||
# also needs the game running. Therefore, the REPL client needs both running.
|
||||
gk_process: pymem.process = None
|
||||
goalc_process: pymem.process = None
|
||||
|
||||
item_inbox: dict[int, NetworkItem] = {}
|
||||
inbox_index = 0
|
||||
json_message_queue: Queue[JsonMessageData] = queue.Queue()
|
||||
|
||||
# Logging callbacks
|
||||
# These will write to the provided logger, as well as the Client GUI with color markup.
|
||||
log_error: Callable # Red
|
||||
log_warn: Callable # Orange
|
||||
log_success: Callable # Green
|
||||
log_info: Callable # White (default)
|
||||
|
||||
def __init__(self,
|
||||
log_error_callback: Callable,
|
||||
log_warn_callback: Callable,
|
||||
log_success_callback: Callable,
|
||||
log_info_callback: Callable,
|
||||
ip: str = "127.0.0.1",
|
||||
port: int = 8181):
|
||||
self.ip = ip
|
||||
self.port = port
|
||||
self.lock = asyncio.Lock()
|
||||
self.log_error = log_error_callback
|
||||
self.log_warn = log_warn_callback
|
||||
self.log_success = log_success_callback
|
||||
self.log_info = log_info_callback
|
||||
|
||||
async def main_tick(self):
|
||||
if self.initiated_connect:
|
||||
await self.connect()
|
||||
self.initiated_connect = False
|
||||
|
||||
if self.connected:
|
||||
try:
|
||||
self.gk_process.read_bool(self.gk_process.base_address) # Ping to see if it's alive.
|
||||
except ProcessError:
|
||||
msg = (f"Error reading game memory! (Did the game crash?)\n"
|
||||
f"Please close all open windows and reopen the Jak and Daxter Client "
|
||||
f"from the Archipelago Launcher.\n"
|
||||
f"If the game and compiler do not restart automatically, please follow these steps:\n"
|
||||
f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
|
||||
f" Then click Advanced > Play in Debug Mode.\n"
|
||||
f" Then click Advanced > Open REPL.\n"
|
||||
f" Then close and reopen the Jak and Daxter Client from the Archipelago Launcher.")
|
||||
self.log_error(logger, msg)
|
||||
self.connected = False
|
||||
try:
|
||||
self.goalc_process.read_bool(self.goalc_process.base_address) # Ping to see if it's alive.
|
||||
except ProcessError:
|
||||
msg = (f"Error sending data to compiler! (Did the compiler crash?)\n"
|
||||
f"Please close all open windows and reopen the Jak and Daxter Client "
|
||||
f"from the Archipelago Launcher.\n"
|
||||
f"If the game and compiler do not restart automatically, please follow these steps:\n"
|
||||
f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
|
||||
f" Then click Advanced > Play in Debug Mode.\n"
|
||||
f" Then click Advanced > Open REPL.\n"
|
||||
f" Then close and reopen the Jak and Daxter Client from the Archipelago Launcher.")
|
||||
self.log_error(logger, msg)
|
||||
self.connected = False
|
||||
else:
|
||||
return
|
||||
|
||||
# When connecting the game to the AP server on the title screen, we may be processing items from starting
|
||||
# inventory or items received in an async game. Once we have caught up to the initial count, tell the player
|
||||
# that we are ready to start. New items may even come in during the title screen, so if we go over the count,
|
||||
# we should still send the ready signal.
|
||||
if not self.processed_initial_items:
|
||||
if self.inbox_index >= self.initial_item_count >= 0:
|
||||
self.processed_initial_items = True
|
||||
await self.send_connection_status("ready")
|
||||
|
||||
# Receive Items from AP. Handle 1 item per tick.
|
||||
if len(self.item_inbox) > self.inbox_index:
|
||||
await self.receive_item()
|
||||
await self.save_data()
|
||||
self.inbox_index += 1
|
||||
|
||||
if self.received_deathlink:
|
||||
await self.receive_deathlink()
|
||||
self.received_deathlink = False
|
||||
|
||||
# Progressively empty the queue during each tick
|
||||
# if text messages happen to be too slow we could pool dequeuing here,
|
||||
# but it'd slow down the ItemReceived message during release
|
||||
if not self.json_message_queue.empty():
|
||||
json_txt_data = self.json_message_queue.get_nowait()
|
||||
await self.write_game_text(json_txt_data)
|
||||
|
||||
# This helper function formats and sends `form` as a command to the REPL.
|
||||
# ALL commands to the REPL should be sent using this function.
|
||||
async def send_form(self, form: str, print_ok: bool = True) -> bool:
|
||||
header = struct.pack("<II", len(form), 10)
|
||||
async with self.lock:
|
||||
self.writer.write(header + form.encode())
|
||||
await self.writer.drain()
|
||||
|
||||
response_data = await self.reader.read(1024)
|
||||
response = response_data.decode()
|
||||
|
||||
if "OK!" in response:
|
||||
if print_ok:
|
||||
logger.debug(response)
|
||||
return True
|
||||
else:
|
||||
self.log_error(logger, f"Unexpected response from REPL: {response}")
|
||||
return False
|
||||
|
||||
async def connect(self):
|
||||
try:
|
||||
self.gk_process = pymem.Pymem("gk.exe") # The GOAL Kernel
|
||||
logger.debug("Found the gk process: " + str(self.gk_process.process_id))
|
||||
except ProcessNotFound:
|
||||
self.log_error(logger, "Could not find the game process.")
|
||||
return
|
||||
|
||||
try:
|
||||
self.goalc_process = pymem.Pymem("goalc.exe") # The GOAL Compiler and REPL
|
||||
logger.debug("Found the goalc process: " + str(self.goalc_process.process_id))
|
||||
except ProcessNotFound:
|
||||
self.log_error(logger, "Could not find the compiler process.")
|
||||
return
|
||||
|
||||
try:
|
||||
self.reader, self.writer = await asyncio.open_connection(self.ip, self.port)
|
||||
time.sleep(1)
|
||||
connect_data = await self.reader.read(1024)
|
||||
welcome_message = connect_data.decode()
|
||||
|
||||
# Should be the OpenGOAL welcome message (ignore version number).
|
||||
if "Connected to OpenGOAL" and "nREPL!" in welcome_message:
|
||||
logger.debug(welcome_message)
|
||||
else:
|
||||
self.log_error(logger,
|
||||
f"Unable to connect to REPL websocket: unexpected welcome message \"{welcome_message}\"")
|
||||
except ConnectionRefusedError as e:
|
||||
self.log_error(logger, f"Unable to connect to REPL websocket: {e.strerror}")
|
||||
return
|
||||
|
||||
ok_count = 0
|
||||
if self.reader and self.writer:
|
||||
|
||||
# Have the REPL listen to the game's internal websocket.
|
||||
if await self.send_form("(lt)", print_ok=False):
|
||||
ok_count += 1
|
||||
|
||||
# Show this visual cue when compilation is started.
|
||||
# It's the version number of the OpenGOAL Compiler.
|
||||
if await self.send_form("(set! *debug-segment* #t)", print_ok=False):
|
||||
ok_count += 1
|
||||
|
||||
# Start compilation. This is blocking, so nothing will happen until the REPL is done.
|
||||
if await self.send_form("(mi)", print_ok=False):
|
||||
ok_count += 1
|
||||
|
||||
# Play this audio cue when compilation is complete.
|
||||
# It's the sound you hear when you press START + START to close the Options menu.
|
||||
if await self.send_form("(dotimes (i 1) "
|
||||
"(sound-play-by-name "
|
||||
"(static-sound-name \"menu-close\") "
|
||||
"(new-sound-id) 1024 0 0 (sound-group sfx) #t))", print_ok=False):
|
||||
ok_count += 1
|
||||
|
||||
# Disable cheat-mode and debug (close the visual cues).
|
||||
if await self.send_form("(set! *debug-segment* #f)", print_ok=False):
|
||||
ok_count += 1
|
||||
|
||||
if await self.send_form("(set! *cheat-mode* #f)", print_ok=False):
|
||||
ok_count += 1
|
||||
|
||||
# Run the retail game start sequence (while still connected with REPL).
|
||||
if await self.send_form("(start \'play (get-continue-by-name *game-info* \"title-start\"))"):
|
||||
ok_count += 1
|
||||
|
||||
# Now wait until we see the success message... 7 times.
|
||||
if ok_count == 7:
|
||||
self.connected = True
|
||||
else:
|
||||
self.connected = False
|
||||
|
||||
if self.connected:
|
||||
self.log_success(logger, "The REPL is ready!")
|
||||
|
||||
async def print_status(self):
|
||||
gc_proc_id = str(self.goalc_process.process_id) if self.goalc_process else "None"
|
||||
gk_proc_id = str(self.gk_process.process_id) if self.gk_process else "None"
|
||||
msg = (f"REPL Status:\n"
|
||||
f" REPL process ID: {gc_proc_id}\n"
|
||||
f" Game process ID: {gk_proc_id}\n")
|
||||
try:
|
||||
if self.reader and self.writer:
|
||||
addr = self.writer.get_extra_info("peername")
|
||||
addr = str(addr) if addr else "None"
|
||||
msg += f" Game websocket: {addr}\n"
|
||||
await self.send_form("(dotimes (i 1) "
|
||||
"(sound-play-by-name "
|
||||
"(static-sound-name \"menu-close\") "
|
||||
"(new-sound-id) 1024 0 0 (sound-group sfx) #t))", print_ok=False)
|
||||
except ConnectionResetError:
|
||||
msg += f" Connection to the game was lost or reset!"
|
||||
last_item = str(getattr(self.item_inbox[self.inbox_index], "item")) if self.inbox_index else "None"
|
||||
msg += f" Last item received: {last_item}\n"
|
||||
msg += f" Did you hear the success audio cue?"
|
||||
self.log_info(logger, msg)
|
||||
|
||||
# To properly display in-game text:
|
||||
# - It must be a valid character from the ALLOWED_CHARACTERS list.
|
||||
# - All lowercase letters must be uppercase.
|
||||
# - It must be wrapped in double quotes (for the REPL command).
|
||||
# - Apostrophes must be handled specially - GOAL uses invisible ASCII character 0x12.
|
||||
# I also only allotted 32 bytes to each string in OpenGOAL, so we must truncate.
|
||||
@staticmethod
|
||||
def sanitize_game_text(text: str) -> str:
|
||||
result = "".join([c if c in ALLOWED_CHARACTERS else "?" for c in text[:32]]).upper()
|
||||
result = result.replace("'", "\\c12")
|
||||
return f"\"{result}\""
|
||||
|
||||
# Like sanitize_game_text, but the settings file will NOT allow any whitespace in the slot_name or slot_seed data.
|
||||
# And don't replace any chars with "?" for good measure.
|
||||
@staticmethod
|
||||
def sanitize_file_text(text: str) -> str:
|
||||
allowed_chars_no_extras = ALLOWED_CHARACTERS - {" ", "'", "(", ")", "\""}
|
||||
result = "".join([c if c in allowed_chars_no_extras else "" for c in text[:16]]).upper()
|
||||
return f"\"{result}\""
|
||||
|
||||
# Pushes a JsonMessageData object to the json message queue to be processed during the repl main_tick
|
||||
def queue_game_text(self, my_item_name, my_item_finder, their_item_name, their_item_owner):
|
||||
self.json_message_queue.put(JsonMessageData(my_item_name, my_item_finder, their_item_name, their_item_owner))
|
||||
|
||||
# OpenGOAL can handle both its own string datatype and C-like character pointers (charp).
|
||||
async def write_game_text(self, data: JsonMessageData):
|
||||
logger.debug(f"Sending info to the in-game messenger!")
|
||||
body = ""
|
||||
if data.my_item_name and data.my_item_finder:
|
||||
body += (f" (append-messages (-> *ap-messenger* 0) \'recv "
|
||||
f" {self.sanitize_game_text(data.my_item_name)} "
|
||||
f" {self.sanitize_game_text(data.my_item_finder)})")
|
||||
if data.their_item_name and data.their_item_owner:
|
||||
body += (f" (append-messages (-> *ap-messenger* 0) \'sent "
|
||||
f" {self.sanitize_game_text(data.their_item_name)} "
|
||||
f" {self.sanitize_game_text(data.their_item_owner)})")
|
||||
await self.send_form(f"(begin {body} (none))", print_ok=False)
|
||||
|
||||
async def receive_item(self):
|
||||
ap_id = getattr(self.item_inbox[self.inbox_index], "item")
|
||||
|
||||
# Determine the type of item to receive.
|
||||
if ap_id in range(jak1_id, jak1_id + flies.fly_offset):
|
||||
await self.receive_power_cell(ap_id)
|
||||
elif ap_id in range(jak1_id + flies.fly_offset, jak1_id + specials.special_offset):
|
||||
await self.receive_scout_fly(ap_id)
|
||||
elif ap_id in range(jak1_id + specials.special_offset, jak1_id + caches.orb_cache_offset):
|
||||
await self.receive_special(ap_id)
|
||||
elif ap_id in range(jak1_id + caches.orb_cache_offset, jak1_id + orbs.orb_offset):
|
||||
await self.receive_move(ap_id)
|
||||
elif ap_id in range(jak1_id + orbs.orb_offset, jak1_max - max(trap_item_table)):
|
||||
await self.receive_precursor_orb(ap_id) # Ponder the orbs.
|
||||
elif ap_id in range(jak1_max - max(trap_item_table), jak1_max):
|
||||
await self.receive_trap(ap_id)
|
||||
elif ap_id == jak1_max:
|
||||
await self.receive_green_eco() # Ponder why I chose to do ID's this way.
|
||||
else:
|
||||
self.log_error(logger, f"Tried to receive item with unknown AP ID {ap_id}!")
|
||||
|
||||
async def receive_power_cell(self, ap_id: int) -> bool:
|
||||
cell_id = cells.to_game_id(ap_id)
|
||||
ok = await self.send_form("(send-event "
|
||||
"*target* \'get-archipelago "
|
||||
"(pickup-type fuel-cell) "
|
||||
"(the float " + str(cell_id) + "))")
|
||||
if ok:
|
||||
logger.debug(f"Received a Power Cell!")
|
||||
else:
|
||||
self.log_error(logger, f"Unable to receive a Power Cell!")
|
||||
return ok
|
||||
|
||||
async def receive_scout_fly(self, ap_id: int) -> bool:
|
||||
fly_id = flies.to_game_id(ap_id)
|
||||
ok = await self.send_form("(send-event "
|
||||
"*target* \'get-archipelago "
|
||||
"(pickup-type buzzer) "
|
||||
"(the float " + str(fly_id) + "))")
|
||||
if ok:
|
||||
logger.debug(f"Received a {item_table[ap_id]}!")
|
||||
else:
|
||||
self.log_error(logger, f"Unable to receive a {item_table[ap_id]}!")
|
||||
return ok
|
||||
|
||||
async def receive_special(self, ap_id: int) -> bool:
|
||||
special_id = specials.to_game_id(ap_id)
|
||||
ok = await self.send_form("(send-event "
|
||||
"*target* \'get-archipelago "
|
||||
"(pickup-type ap-special) "
|
||||
"(the float " + str(special_id) + "))")
|
||||
if ok:
|
||||
logger.debug(f"Received special unlock {item_table[ap_id]}!")
|
||||
else:
|
||||
self.log_error(logger, f"Unable to receive special unlock {item_table[ap_id]}!")
|
||||
return ok
|
||||
|
||||
async def receive_move(self, ap_id: int) -> bool:
|
||||
move_id = caches.to_game_id(ap_id)
|
||||
ok = await self.send_form("(send-event "
|
||||
"*target* \'get-archipelago "
|
||||
"(pickup-type ap-move) "
|
||||
"(the float " + str(move_id) + "))")
|
||||
if ok:
|
||||
logger.debug(f"Received the ability to {item_table[ap_id]}!")
|
||||
else:
|
||||
self.log_error(logger, f"Unable to receive the ability to {item_table[ap_id]}!")
|
||||
return ok
|
||||
|
||||
async def receive_precursor_orb(self, ap_id: int) -> bool:
|
||||
orb_amount = orbs.to_game_id(ap_id)
|
||||
ok = await self.send_form("(send-event "
|
||||
"*target* \'get-archipelago "
|
||||
"(pickup-type money) "
|
||||
"(the float " + str(orb_amount) + "))")
|
||||
if ok:
|
||||
logger.debug(f"Received {orb_amount} Precursor orbs!")
|
||||
else:
|
||||
self.log_error(logger, f"Unable to receive {orb_amount} Precursor orbs!")
|
||||
return ok
|
||||
|
||||
async def receive_trap(self, ap_id: int) -> bool:
|
||||
trap_id = jak1_max - ap_id
|
||||
ok = await self.send_form("(send-event "
|
||||
"*target* \'get-archipelago "
|
||||
"(pickup-type ap-trap) "
|
||||
"(the float " + str(trap_id) + "))")
|
||||
if ok:
|
||||
logger.debug(f"Received a {item_table[ap_id]}!")
|
||||
else:
|
||||
self.log_error(logger, f"Unable to receive a {item_table[ap_id]}!")
|
||||
return ok
|
||||
|
||||
# Green eco pills are our filler item. Use the get-pickup event instead to handle being full health.
|
||||
async def receive_green_eco(self) -> bool:
|
||||
ok = await self.send_form("(send-event *target* \'get-pickup (pickup-type eco-pill) (the float 1))")
|
||||
if ok:
|
||||
logger.debug(f"Received a green eco pill!")
|
||||
else:
|
||||
self.log_error(logger, f"Unable to receive a green eco pill!")
|
||||
return ok
|
||||
|
||||
async def receive_deathlink(self) -> bool:
|
||||
|
||||
# Because it should at least be funny sometimes.
|
||||
death_types = ["\'death",
|
||||
"\'death",
|
||||
"\'death",
|
||||
"\'death",
|
||||
"\'endlessfall",
|
||||
"\'drown-death",
|
||||
"\'melt",
|
||||
"\'dark-eco-pool"]
|
||||
chosen_death = random.choice(death_types)
|
||||
|
||||
ok = await self.send_form("(ap-deathlink-received! " + chosen_death + ")")
|
||||
if ok:
|
||||
logger.debug(f"Received deathlink signal!")
|
||||
else:
|
||||
self.log_error(logger, f"Unable to receive deathlink signal!")
|
||||
return ok
|
||||
|
||||
async def subtract_traded_orbs(self, orb_count: int) -> bool:
|
||||
|
||||
# To protect against momentary server disconnects,
|
||||
# this should only be done once per client session.
|
||||
if not self.balanced_orbs:
|
||||
self.balanced_orbs = True
|
||||
|
||||
ok = await self.send_form(f"(-! (-> *game-info* money) (the float {orb_count}))")
|
||||
if ok:
|
||||
logger.debug(f"Subtracting {orb_count} traded orbs!")
|
||||
else:
|
||||
self.log_error(logger, f"Unable to subtract {orb_count} traded orbs!")
|
||||
return ok
|
||||
|
||||
return True
|
||||
|
||||
# OpenGOAL has a limit of 8 parameters per function. We've already hit this limit. So, define a new datatype
|
||||
# in OpenGOAL that holds all these options, instantiate the type here, and have ap-setup-options! function take
|
||||
# that instance as input.
|
||||
async def setup_options(self,
|
||||
os_option: int, os_bundle: int,
|
||||
fc_count: int, mp_count: int,
|
||||
lt_count: int, ct_amount: int,
|
||||
ot_amount: int, trap_time: int,
|
||||
goal_id: int, slot_name: str,
|
||||
slot_seed: str) -> bool:
|
||||
sanitized_name = self.sanitize_file_text(slot_name)
|
||||
sanitized_seed = self.sanitize_file_text(slot_seed)
|
||||
|
||||
# I didn't want to have to do this with floats but GOAL's compile-time vs runtime types leave me no choice.
|
||||
ok = await self.send_form(f"(ap-setup-options! (new 'static 'ap-seed-options "
|
||||
f":orbsanity-option {os_option} "
|
||||
f":orbsanity-bundle {os_bundle} "
|
||||
f":fire-canyon-unlock {fc_count}.0 "
|
||||
f":mountain-pass-unlock {mp_count}.0 "
|
||||
f":lava-tube-unlock {lt_count}.0 "
|
||||
f":citizen-orb-amount {ct_amount}.0 "
|
||||
f":oracle-orb-amount {ot_amount}.0 "
|
||||
f":trap-duration {trap_time}.0 "
|
||||
f":completion-goal {goal_id} "
|
||||
f":slot-name {sanitized_name} "
|
||||
f":slot-seed {sanitized_seed} ))")
|
||||
message = (f"Setting options: \n"
|
||||
f" orbsanity Option {os_option}, orbsanity Bundle {os_bundle}, \n"
|
||||
f" FC Cell Count {fc_count}, MP Cell Count {mp_count}, \n"
|
||||
f" LT Cell Count {lt_count}, Citizen Orb Amt {ct_amount}, \n"
|
||||
f" Oracle Orb Amt {ot_amount}, Trap Duration {trap_time}, \n"
|
||||
f" Completion GOAL {goal_id}, Slot Name {sanitized_name}, \n"
|
||||
f" Slot Seed {sanitized_seed}... ")
|
||||
if ok:
|
||||
logger.debug(message + "Success!")
|
||||
else:
|
||||
self.log_error(logger, message + "Failed!")
|
||||
|
||||
return ok
|
||||
|
||||
async def send_connection_status(self, status: str) -> bool:
|
||||
ok = await self.send_form(f"(ap-set-connection-status! (connection-status {status}))")
|
||||
if ok:
|
||||
logger.debug(f"Connection Status {status} set!")
|
||||
else:
|
||||
self.log_error(logger, f"Connection Status {status} failed to set!")
|
||||
|
||||
return ok
|
||||
|
||||
async def save_data(self):
|
||||
with open("jakanddaxter_item_inbox.json", "w+") as f:
|
||||
dump = {
|
||||
"inbox_index": self.inbox_index,
|
||||
"item_inbox": [{
|
||||
"item": self.item_inbox[k].item,
|
||||
"location": self.item_inbox[k].location,
|
||||
"player": self.item_inbox[k].player,
|
||||
"flags": self.item_inbox[k].flags
|
||||
} for k in self.item_inbox
|
||||
]
|
||||
}
|
||||
json.dump(dump, f, indent=4)
|
||||
|
||||
def load_data(self):
|
||||
try:
|
||||
with open("jakanddaxter_item_inbox.json", "r") as f:
|
||||
load = json.load(f)
|
||||
self.inbox_index = load["inbox_index"]
|
||||
self.item_inbox = {k: NetworkItem(
|
||||
item=load["item_inbox"][k]["item"],
|
||||
location=load["item_inbox"][k]["location"],
|
||||
player=load["item_inbox"][k]["player"],
|
||||
flags=load["item_inbox"][k]["flags"]
|
||||
) for k in range(0, len(load["item_inbox"]))
|
||||
}
|
||||
except FileNotFoundError:
|
||||
pass
|
||||
600
worlds/jakanddaxter/client.py
Normal file
600
worlds/jakanddaxter/client.py
Normal file
@@ -0,0 +1,600 @@
|
||||
# Python standard libraries
|
||||
import asyncio
|
||||
import json
|
||||
import logging
|
||||
import os
|
||||
import subprocess
|
||||
import sys
|
||||
|
||||
from asyncio import Task
|
||||
from datetime import datetime
|
||||
from logging import Logger
|
||||
from typing import Awaitable
|
||||
|
||||
# Misc imports
|
||||
import colorama
|
||||
import pymem
|
||||
|
||||
from pymem.exception import ProcessNotFound
|
||||
|
||||
# Archipelago imports
|
||||
import ModuleUpdate
|
||||
import Utils
|
||||
|
||||
from CommonClient import ClientCommandProcessor, CommonContext, server_loop, gui_enabled
|
||||
from NetUtils import ClientStatus
|
||||
|
||||
# Jak imports
|
||||
from .game_id import jak1_name
|
||||
from .options import EnableOrbsanity
|
||||
from .agents.memory_reader import JakAndDaxterMemoryReader
|
||||
from .agents.repl_client import JakAndDaxterReplClient
|
||||
from . import JakAndDaxterWorld
|
||||
|
||||
|
||||
ModuleUpdate.update()
|
||||
logger = logging.getLogger("JakClient")
|
||||
all_tasks: set[Task] = set()
|
||||
|
||||
|
||||
def create_task_log_exception(awaitable: Awaitable) -> asyncio.Task:
|
||||
async def _log_exception(a):
|
||||
try:
|
||||
return await a
|
||||
except Exception as e:
|
||||
logger.exception(e)
|
||||
finally:
|
||||
all_tasks.remove(task)
|
||||
task = asyncio.create_task(_log_exception(awaitable))
|
||||
all_tasks.add(task)
|
||||
return task
|
||||
|
||||
|
||||
class JakAndDaxterClientCommandProcessor(ClientCommandProcessor):
|
||||
ctx: "JakAndDaxterContext"
|
||||
|
||||
# The command processor is not async so long-running operations like the /repl connect command
|
||||
# (which takes 10-15 seconds to compile the game) have to be requested with user-initiated flags.
|
||||
# The flags are checked by the agents every main_tick.
|
||||
def _cmd_repl(self, *arguments: str):
|
||||
"""Sends a command to the OpenGOAL REPL. Arguments:
|
||||
- connect : connect the client to the REPL (goalc).
|
||||
- status : check internal status of the REPL."""
|
||||
if arguments:
|
||||
if arguments[0] == "connect":
|
||||
self.ctx.on_log_info(logger, "This may take a bit... Wait for the success audio cue before continuing!")
|
||||
self.ctx.repl.initiated_connect = True
|
||||
if arguments[0] == "status":
|
||||
create_task_log_exception(self.ctx.repl.print_status())
|
||||
|
||||
def _cmd_memr(self, *arguments: str):
|
||||
"""Sends a command to the Memory Reader. Arguments:
|
||||
- connect : connect the memory reader to the game process (gk).
|
||||
- status : check the internal status of the Memory Reader."""
|
||||
if arguments:
|
||||
if arguments[0] == "connect":
|
||||
self.ctx.memr.initiated_connect = True
|
||||
if arguments[0] == "status":
|
||||
create_task_log_exception(self.ctx.memr.print_status())
|
||||
|
||||
|
||||
class JakAndDaxterContext(CommonContext):
|
||||
game = jak1_name
|
||||
items_handling = 0b111 # Full item handling
|
||||
command_processor = JakAndDaxterClientCommandProcessor
|
||||
|
||||
# We'll need two agents working in tandem to handle two-way communication with the game.
|
||||
# The REPL Client will handle the server->game direction by issuing commands directly to the running game.
|
||||
# But the REPL cannot send information back to us, it only ingests information we send it.
|
||||
# Luckily OpenGOAL sets up memory addresses to write to, that AutoSplit can read from, for speedrunning.
|
||||
# We'll piggyback off this system with a Memory Reader, and that will handle the game->server direction.
|
||||
repl: JakAndDaxterReplClient
|
||||
memr: JakAndDaxterMemoryReader
|
||||
|
||||
# And two associated tasks, so we have handles on them.
|
||||
repl_task: asyncio.Task
|
||||
memr_task: asyncio.Task
|
||||
|
||||
# Storing some information for writing save slot identifiers.
|
||||
slot_seed: str
|
||||
|
||||
def __init__(self, server_address: str | None, password: str | None) -> None:
|
||||
self.repl = JakAndDaxterReplClient(self.on_log_error,
|
||||
self.on_log_warn,
|
||||
self.on_log_success,
|
||||
self.on_log_info)
|
||||
self.memr = JakAndDaxterMemoryReader(self.on_location_check,
|
||||
self.on_finish_check,
|
||||
self.on_deathlink_check,
|
||||
self.on_deathlink_toggle,
|
||||
self.on_orb_trade,
|
||||
self.on_log_error,
|
||||
self.on_log_warn,
|
||||
self.on_log_success,
|
||||
self.on_log_info)
|
||||
# self.repl.load_data()
|
||||
# self.memr.load_data()
|
||||
super().__init__(server_address, password)
|
||||
|
||||
def run_gui(self):
|
||||
from kvui import GameManager
|
||||
|
||||
class JakAndDaxterManager(GameManager):
|
||||
logging_pairs = [
|
||||
("Client", "Archipelago")
|
||||
]
|
||||
base_title = "Jak and Daxter ArchipelaGOAL Client"
|
||||
|
||||
self.ui = JakAndDaxterManager(self)
|
||||
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
|
||||
|
||||
async def server_auth(self, password_requested: bool = False):
|
||||
if password_requested and not self.password:
|
||||
await super(JakAndDaxterContext, self).server_auth(password_requested)
|
||||
await self.get_username()
|
||||
self.tags = set()
|
||||
await self.send_connect()
|
||||
|
||||
def on_package(self, cmd: str, args: dict):
|
||||
|
||||
if cmd == "RoomInfo":
|
||||
self.slot_seed = args["seed_name"]
|
||||
|
||||
if cmd == "Connected":
|
||||
slot_data = args["slot_data"]
|
||||
orbsanity_option = slot_data["enable_orbsanity"]
|
||||
if orbsanity_option == EnableOrbsanity.option_per_level:
|
||||
orbsanity_bundle = slot_data["level_orbsanity_bundle_size"]
|
||||
elif orbsanity_option == EnableOrbsanity.option_global:
|
||||
orbsanity_bundle = slot_data["global_orbsanity_bundle_size"]
|
||||
else:
|
||||
orbsanity_bundle = 1
|
||||
|
||||
# Connected packet is unaware of starting inventory or if player is returning to an existing game.
|
||||
# Set initial_item_count to 0, see below comments for more info.
|
||||
if not self.repl.received_initial_items and self.repl.initial_item_count < 0:
|
||||
self.repl.initial_item_count = 0
|
||||
|
||||
create_task_log_exception(
|
||||
self.repl.setup_options(orbsanity_option,
|
||||
orbsanity_bundle,
|
||||
slot_data["fire_canyon_cell_count"],
|
||||
slot_data["mountain_pass_cell_count"],
|
||||
slot_data["lava_tube_cell_count"],
|
||||
slot_data["citizen_orb_trade_amount"],
|
||||
slot_data["oracle_orb_trade_amount"],
|
||||
slot_data["trap_effect_duration"],
|
||||
slot_data["jak_completion_condition"],
|
||||
self.auth[:16], # The slot name
|
||||
self.slot_seed[:8]))
|
||||
|
||||
# Because Orbsanity and the orb traders in the game are intrinsically linked, we need the server
|
||||
# to track our trades at all times to support async play. "Retrieved" will tell us the orbs we lost,
|
||||
# while "ReceivedItems" will tell us the orbs we gained. This will give us the correct balance.
|
||||
if orbsanity_option in [EnableOrbsanity.option_per_level, EnableOrbsanity.option_global]:
|
||||
async def get_orb_balance():
|
||||
await self.send_msgs([{"cmd": "Get", "keys": [f"jakanddaxter_{self.auth}_orbs_paid"]}])
|
||||
|
||||
create_task_log_exception(get_orb_balance())
|
||||
|
||||
# Tell the server if Deathlink is enabled or disabled in the in-game options.
|
||||
# This allows us to "remember" the user's choice.
|
||||
self.on_deathlink_toggle()
|
||||
|
||||
if cmd == "Retrieved":
|
||||
if f"jakanddaxter_{self.auth}_orbs_paid" in args["keys"]:
|
||||
orbs_traded = args["keys"][f"jakanddaxter_{self.auth}_orbs_paid"]
|
||||
orbs_traded = orbs_traded if orbs_traded is not None else 0
|
||||
create_task_log_exception(self.repl.subtract_traded_orbs(orbs_traded))
|
||||
|
||||
if cmd == "ReceivedItems":
|
||||
|
||||
# If you have a starting inventory or are returning to a game where you have items, a ReceivedItems will be
|
||||
# in the same network packet as Connected. This guarantees it is the first of any ReceivedItems we process.
|
||||
# In this case, we should set the initial_item_count to > 0, even if already set to 0 by Connected, as well
|
||||
# as the received_initial_items flag. Finally, use send_connection_status to tell the player to wait while
|
||||
# we process the initial items. However, we will skip all this if there was no initial ReceivedItems and
|
||||
# the REPL indicates it already handled any initial items (0 or otherwise).
|
||||
if not self.repl.received_initial_items and not self.repl.processed_initial_items:
|
||||
self.repl.received_initial_items = True
|
||||
self.repl.initial_item_count = len(args["items"])
|
||||
create_task_log_exception(self.repl.send_connection_status("wait"))
|
||||
|
||||
# This enumeration should run on every ReceivedItems packet,
|
||||
# regardless of it being on initial connection or midway through a game.
|
||||
for index, item in enumerate(args["items"], start=args["index"]):
|
||||
logger.debug(f"index: {str(index)}, item: {str(item)}")
|
||||
self.repl.item_inbox[index] = item
|
||||
|
||||
async def json_to_game_text(self, args: dict):
|
||||
if "type" in args and args["type"] in {"ItemSend"}:
|
||||
my_item_name: str | None = None
|
||||
my_item_finder: str | None = None
|
||||
their_item_name: str | None = None
|
||||
their_item_owner: str | None = None
|
||||
|
||||
item = args["item"]
|
||||
recipient = args["receiving"]
|
||||
|
||||
# Receiving an item from the server.
|
||||
if self.slot_concerns_self(recipient):
|
||||
my_item_name = self.item_names.lookup_in_game(item.item)
|
||||
|
||||
# Did we find it, or did someone else?
|
||||
if self.slot_concerns_self(item.player):
|
||||
my_item_finder = "MYSELF"
|
||||
else:
|
||||
my_item_finder = self.player_names[item.player]
|
||||
|
||||
# Sending an item to the server.
|
||||
if self.slot_concerns_self(item.player):
|
||||
their_item_name = self.item_names.lookup_in_slot(item.item, recipient)
|
||||
|
||||
# Does it belong to us, or to someone else?
|
||||
if self.slot_concerns_self(recipient):
|
||||
their_item_owner = "MYSELF"
|
||||
else:
|
||||
their_item_owner = self.player_names[recipient]
|
||||
|
||||
# Write to game display.
|
||||
self.repl.queue_game_text(my_item_name, my_item_finder, their_item_name, their_item_owner)
|
||||
|
||||
# Even though N items come in as 1 ReceivedItems packet, there are still N PrintJson packets to process,
|
||||
# and they all arrive before the ReceivedItems packet does. Defer processing of these packets as
|
||||
# async tasks to speed up large releases of items.
|
||||
def on_print_json(self, args: dict) -> None:
|
||||
create_task_log_exception(self.json_to_game_text(args))
|
||||
super(JakAndDaxterContext, self).on_print_json(args)
|
||||
|
||||
# We need to do a little more than just use CommonClient's on_deathlink.
|
||||
def on_deathlink(self, data: dict):
|
||||
if self.memr.deathlink_enabled:
|
||||
self.repl.received_deathlink = True
|
||||
super().on_deathlink(data)
|
||||
|
||||
# We don't need an ap_inform function because check_locations solves that need.
|
||||
def on_location_check(self, location_ids: list[int]):
|
||||
create_task_log_exception(self.check_locations(location_ids))
|
||||
|
||||
# CommonClient has no finished_game function, so we will have to craft our own. TODO - Update if that changes.
|
||||
async def ap_inform_finished_game(self):
|
||||
if not self.finished_game and self.memr.finished_game:
|
||||
message = [{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}]
|
||||
await self.send_msgs(message)
|
||||
self.finished_game = True
|
||||
|
||||
def on_finish_check(self):
|
||||
create_task_log_exception(self.ap_inform_finished_game())
|
||||
|
||||
# We need to do a little more than just use CommonClient's send_death.
|
||||
async def ap_inform_deathlink(self):
|
||||
if self.memr.deathlink_enabled:
|
||||
player = self.player_names[self.slot] if self.slot is not None else "Jak"
|
||||
death_text = self.memr.cause_of_death.replace("Jak", player)
|
||||
await self.send_death(death_text)
|
||||
self.on_log_warn(logger, death_text)
|
||||
|
||||
# Reset all flags, but leave the death count alone.
|
||||
self.memr.send_deathlink = False
|
||||
self.memr.cause_of_death = ""
|
||||
|
||||
def on_deathlink_check(self):
|
||||
create_task_log_exception(self.ap_inform_deathlink())
|
||||
|
||||
# We don't need an ap_inform function because update_death_link solves that need.
|
||||
def on_deathlink_toggle(self):
|
||||
create_task_log_exception(self.update_death_link(self.memr.deathlink_enabled))
|
||||
|
||||
# Orb trades are situations unique to Jak, so we have to craft our own function.
|
||||
async def ap_inform_orb_trade(self, orbs_changed: int):
|
||||
if self.memr.orbsanity_enabled:
|
||||
await self.send_msgs([{"cmd": "Set",
|
||||
"key": f"jakanddaxter_{self.auth}_orbs_paid",
|
||||
"default": 0,
|
||||
"want_reply": False,
|
||||
"operations": [{"operation": "add", "value": orbs_changed}]
|
||||
}])
|
||||
|
||||
def on_orb_trade(self, orbs_changed: int):
|
||||
create_task_log_exception(self.ap_inform_orb_trade(orbs_changed))
|
||||
|
||||
def _markup_panels(self, msg: str, c: str = None):
|
||||
color = self.jsontotextparser.color_codes[c] if c else None
|
||||
message = f"[color={color}]{msg}[/color]" if c else msg
|
||||
|
||||
self.ui.log_panels["Archipelago"].on_message_markup(message)
|
||||
self.ui.log_panels["All"].on_message_markup(message)
|
||||
|
||||
def on_log_error(self, lg: Logger, message: str):
|
||||
lg.error(message)
|
||||
if self.ui:
|
||||
self._markup_panels(message, "red")
|
||||
|
||||
def on_log_warn(self, lg: Logger, message: str):
|
||||
lg.warning(message)
|
||||
if self.ui:
|
||||
self._markup_panels(message, "orange")
|
||||
|
||||
def on_log_success(self, lg: Logger, message: str):
|
||||
lg.info(message)
|
||||
if self.ui:
|
||||
self._markup_panels(message, "green")
|
||||
|
||||
def on_log_info(self, lg: Logger, message: str):
|
||||
lg.info(message)
|
||||
if self.ui:
|
||||
self._markup_panels(message)
|
||||
|
||||
async def run_repl_loop(self):
|
||||
while True:
|
||||
await self.repl.main_tick()
|
||||
await asyncio.sleep(0.1)
|
||||
|
||||
async def run_memr_loop(self):
|
||||
while True:
|
||||
await self.memr.main_tick()
|
||||
await asyncio.sleep(0.1)
|
||||
|
||||
|
||||
def find_root_directory(ctx: JakAndDaxterContext):
|
||||
|
||||
# The path to this file is platform-dependent.
|
||||
if Utils.is_windows:
|
||||
appdata = os.getenv("APPDATA")
|
||||
settings_path = os.path.normpath(f"{appdata}/OpenGOAL-Launcher/settings.json")
|
||||
elif Utils.is_linux:
|
||||
home = os.path.expanduser("~")
|
||||
settings_path = os.path.normpath(f"{home}/.config/OpenGOAL-Launcher/settings.json")
|
||||
elif Utils.is_macos:
|
||||
home = os.path.expanduser("~")
|
||||
settings_path = os.path.normpath(f"{home}/Library/Application Support/OpenGOAL-Launcher/settings.json")
|
||||
else:
|
||||
ctx.on_log_error(logger, f"Unknown operating system: {sys.platform}!")
|
||||
return
|
||||
|
||||
# Boilerplate messages that all error messages in this function should have.
|
||||
err_title = "Unable to locate the ArchipelaGOAL install directory"
|
||||
alt_instructions = (f"Please verify that OpenGOAL and ArchipelaGOAL are installed properly. "
|
||||
f"If the problem persists, follow these steps:\n"
|
||||
f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
|
||||
f" Then click Advanced > Open Game Data Folder.\n"
|
||||
f" Go up one folder, then copy this path.\n"
|
||||
f" Run the Archipelago Launcher, click Open host.yaml.\n"
|
||||
f" Set the value of 'jakanddaxter_options > root_directory' to this path.\n"
|
||||
f" Replace all backslashes in the path with forward slashes.\n"
|
||||
f" Set the value of 'jakanddaxter_options > auto_detect_root_directory' to false, "
|
||||
f"then save and close the host.yaml file.\n"
|
||||
f" Close all launchers, games, clients, and console windows, then restart Archipelago.")
|
||||
|
||||
if not os.path.exists(settings_path):
|
||||
msg = (f"{err_title}: the OpenGOAL settings file does not exist.\n"
|
||||
f"{alt_instructions}")
|
||||
ctx.on_log_error(logger, msg)
|
||||
return
|
||||
|
||||
with open(settings_path, "r") as f:
|
||||
load = json.load(f)
|
||||
|
||||
jak1_installed = load["games"]["Jak 1"]["isInstalled"]
|
||||
if not jak1_installed:
|
||||
msg = (f"{err_title}: The OpenGOAL Launcher is missing a normal install of Jak 1!\n"
|
||||
f"{alt_instructions}")
|
||||
ctx.on_log_error(logger, msg)
|
||||
return
|
||||
|
||||
mod_sources = load["games"]["Jak 1"]["modsInstalledVersion"]
|
||||
if mod_sources is None:
|
||||
msg = (f"{err_title}: No mod sources have been configured in the OpenGOAL Launcher!\n"
|
||||
f"{alt_instructions}")
|
||||
ctx.on_log_error(logger, msg)
|
||||
return
|
||||
|
||||
# Mods can come from multiple user-defined sources.
|
||||
# Make no assumptions about where ArchipelaGOAL comes from, we should find it ourselves.
|
||||
archipelagoal_source = None
|
||||
for src in mod_sources:
|
||||
for mod in mod_sources[src].keys():
|
||||
if mod == "archipelagoal":
|
||||
archipelagoal_source = src
|
||||
# Using this file, we could verify the right version is installed, but we don't need to.
|
||||
if archipelagoal_source is None:
|
||||
msg = (f"{err_title}: The ArchipelaGOAL mod is not installed in the OpenGOAL Launcher!\n"
|
||||
f"{alt_instructions}")
|
||||
ctx.on_log_error(logger, msg)
|
||||
return
|
||||
|
||||
# This is just the base OpenGOAL directory, we need to go deeper.
|
||||
base_path = load["installationDir"]
|
||||
mod_relative_path = f"features/jak1/mods/{archipelagoal_source}/archipelagoal"
|
||||
mod_path = os.path.normpath(
|
||||
os.path.join(
|
||||
os.path.normpath(base_path),
|
||||
os.path.normpath(mod_relative_path)))
|
||||
|
||||
return mod_path
|
||||
|
||||
|
||||
async def run_game(ctx: JakAndDaxterContext):
|
||||
|
||||
# These may already be running. If they are not running, try to start them.
|
||||
# TODO - Support other OS's. 1: Pymem is Windows-only. 2: on Linux, there's no ".exe."
|
||||
gk_running = False
|
||||
try:
|
||||
pymem.Pymem("gk.exe") # The GOAL Kernel
|
||||
gk_running = True
|
||||
except ProcessNotFound:
|
||||
ctx.on_log_warn(logger, "Game not running, attempting to start.")
|
||||
|
||||
goalc_running = False
|
||||
try:
|
||||
pymem.Pymem("goalc.exe") # The GOAL Compiler and REPL
|
||||
goalc_running = True
|
||||
except ProcessNotFound:
|
||||
ctx.on_log_warn(logger, "Compiler not running, attempting to start.")
|
||||
|
||||
try:
|
||||
auto_detect_root_directory = JakAndDaxterWorld.settings.auto_detect_root_directory
|
||||
if auto_detect_root_directory:
|
||||
root_path = find_root_directory(ctx)
|
||||
else:
|
||||
root_path = JakAndDaxterWorld.settings.root_directory
|
||||
|
||||
# Always trust your instincts... the user may not have entered their root_directory properly.
|
||||
# We don't have to do this check if the root directory was auto-detected.
|
||||
if "/" not in root_path:
|
||||
msg = (f"The ArchipelaGOAL root directory contains no path. (Are you missing forward slashes?)\n"
|
||||
f"Please check your host.yaml file.\n"
|
||||
f"Verify the value of 'jakanddaxter_options > root_directory' is a valid existing path, "
|
||||
f"and all backslashes have been replaced with forward slashes.")
|
||||
ctx.on_log_error(logger, msg)
|
||||
return
|
||||
|
||||
# Start by checking the existence of the root directory provided in the host.yaml file (or found automatically).
|
||||
root_path = os.path.normpath(root_path)
|
||||
if not os.path.exists(root_path):
|
||||
msg = (f"The ArchipelaGOAL root directory does not exist, unable to locate the Game and Compiler.\n"
|
||||
f"Please check your host.yaml file.\n"
|
||||
f"If the value of 'jakanddaxter_options > auto_detect_root_directory' is true, verify that OpenGOAL "
|
||||
f"is installed properly.\n"
|
||||
f"If it is false, check the value of 'jakanddaxter_options > root_directory'. "
|
||||
f"Verify it is a valid existing path, and all backslashes have been replaced with forward slashes.")
|
||||
ctx.on_log_error(logger, msg)
|
||||
return
|
||||
|
||||
# Now double-check the existence of the two executables we need.
|
||||
gk_path = os.path.join(root_path, "gk.exe")
|
||||
goalc_path = os.path.join(root_path, "goalc.exe")
|
||||
if not os.path.exists(gk_path) or not os.path.exists(goalc_path):
|
||||
msg = (f"The Game and Compiler could not be found in the ArchipelaGOAL root directory.\n"
|
||||
f"Please check your host.yaml file.\n"
|
||||
f"If the value of 'jakanddaxter_options > auto_detect_root_directory' is true, verify that OpenGOAL "
|
||||
f"is installed properly.\n"
|
||||
f"If it is false, check the value of 'jakanddaxter_options > root_directory'. "
|
||||
f"Verify it is a valid existing path, and all backslashes have been replaced with forward slashes.")
|
||||
ctx.on_log_error(logger, msg)
|
||||
return
|
||||
|
||||
# Now we can FINALLY attempt to start the programs.
|
||||
if not gk_running:
|
||||
# Per-mod saves and settings are stored outside the ArchipelaGOAL root folder, so we have to traverse
|
||||
# a relative path, normalize it, and pass it in as an argument to gk. This folder will be created if
|
||||
# it does not exist.
|
||||
config_relative_path = "../_settings/archipelagoal"
|
||||
config_path = os.path.normpath(
|
||||
os.path.join(
|
||||
root_path,
|
||||
os.path.normpath(config_relative_path)))
|
||||
|
||||
# The game freezes if text is inadvertently selected in the stdout/stderr data streams. Let's pipe those
|
||||
# streams to a file, and let's not clutter the screen with another console window.
|
||||
timestamp = datetime.now().strftime("%Y_%m_%d_%H_%M_%S")
|
||||
log_path = os.path.join(Utils.user_path("logs"), f"JakAndDaxterGame_{timestamp}.txt")
|
||||
log_path = os.path.normpath(log_path)
|
||||
with open(log_path, "w") as log_file:
|
||||
gk_process = subprocess.Popen(
|
||||
[gk_path, "--game", "jak1",
|
||||
"--config-path", config_path,
|
||||
"--", "-v", "-boot", "-fakeiso", "-debug"],
|
||||
stdout=log_file,
|
||||
stderr=log_file,
|
||||
creationflags=subprocess.CREATE_NO_WINDOW)
|
||||
|
||||
if not goalc_running:
|
||||
# For the OpenGOAL Compiler, the existence of the "data" subfolder indicates you are running it from
|
||||
# a built package. This subfolder is treated as its proj_path.
|
||||
proj_path = os.path.join(root_path, "data")
|
||||
if os.path.exists(proj_path):
|
||||
|
||||
# Look for "iso_data" path to automate away an oft-forgotten manual step of mod updates.
|
||||
# All relative paths should start from root_path and end with "jak1".
|
||||
goalc_args = []
|
||||
possible_relative_paths = {
|
||||
"../../../../../active/jak1/data/iso_data/jak1",
|
||||
"./data/iso_data/jak1",
|
||||
}
|
||||
|
||||
for iso_relative_path in possible_relative_paths:
|
||||
iso_path = os.path.normpath(
|
||||
os.path.join(
|
||||
root_path,
|
||||
os.path.normpath(iso_relative_path)))
|
||||
|
||||
if os.path.exists(iso_path):
|
||||
goalc_args = [goalc_path, "--game", "jak1", "--proj-path", proj_path, "--iso-path", iso_path]
|
||||
logger.debug(f"iso_data folder found: {iso_path}")
|
||||
break
|
||||
else:
|
||||
logger.debug(f"iso_data folder not found, continuing: {iso_path}")
|
||||
|
||||
if not goalc_args:
|
||||
msg = (f"The iso_data folder could not be found.\n"
|
||||
f"Please follow these steps:\n"
|
||||
f" Run the OpenGOAL Launcher, click Jak and Daxter > Advanced > Open Game Data Folder.\n"
|
||||
f" Copy the iso_data folder from this location.\n"
|
||||
f" Click Jak and Daxter > Features > Mods > ArchipelaGOAL > Advanced > "
|
||||
f"Open Game Data Folder.\n"
|
||||
f" Paste the iso_data folder in this location.\n"
|
||||
f" Click Advanced > Compile. When this is done, click Continue.\n"
|
||||
f" Close all launchers, games, clients, and console windows, then restart Archipelago.\n"
|
||||
f"(See Setup Guide for more details.)")
|
||||
ctx.on_log_error(logger, msg)
|
||||
return
|
||||
|
||||
# The non-existence of the "data" subfolder indicates you are running it from source, as a developer.
|
||||
# The compiler will traverse upward to find the project path on its own. It will also assume your
|
||||
# "iso_data" folder is at the root of your repository. Therefore, we don't need any of those arguments.
|
||||
else:
|
||||
goalc_args = [goalc_path, "--game", "jak1"]
|
||||
|
||||
# This needs to be a new console. The REPL console cannot share a window with any other process.
|
||||
goalc_process = subprocess.Popen(goalc_args, creationflags=subprocess.CREATE_NEW_CONSOLE)
|
||||
|
||||
except AttributeError as e:
|
||||
if " " in e.args[0]:
|
||||
# YAML keys in Host.yaml ought to contain no spaces, which means this is a much more important error.
|
||||
ctx.on_log_error(logger, e.args[0])
|
||||
else:
|
||||
ctx.on_log_error(logger,
|
||||
f"Host.yaml does not contain {e.args[0]}, unable to locate game executables.")
|
||||
return
|
||||
except FileNotFoundError as e:
|
||||
msg = (f"The following path could not be found: {e.filename}\n"
|
||||
f"Please check your host.yaml file.\n"
|
||||
f"If the value of 'jakanddaxter_options > auto_detect_root_directory' is true, verify that OpenGOAL "
|
||||
f"is installed properly.\n"
|
||||
f"If it is false, check the value of 'jakanddaxter_options > root_directory'."
|
||||
f"Verify it is a valid existing path, and all backslashes have been replaced with forward slashes.")
|
||||
ctx.on_log_error(logger, msg)
|
||||
return
|
||||
|
||||
# Auto connect the repl and memr agents. Sleep 5 because goalc takes just a little bit of time to load,
|
||||
# and it's not something we can await.
|
||||
ctx.on_log_info(logger, "This may take a bit... Wait for the game's title sequence before continuing!")
|
||||
await asyncio.sleep(5)
|
||||
ctx.repl.initiated_connect = True
|
||||
ctx.memr.initiated_connect = True
|
||||
|
||||
|
||||
async def main():
|
||||
Utils.init_logging("JakAndDaxterClient", exception_logger="Client")
|
||||
|
||||
ctx = JakAndDaxterContext(None, None)
|
||||
ctx.server_task = asyncio.create_task(server_loop(ctx), name="server loop")
|
||||
ctx.repl_task = create_task_log_exception(ctx.run_repl_loop())
|
||||
ctx.memr_task = create_task_log_exception(ctx.run_memr_loop())
|
||||
|
||||
if gui_enabled:
|
||||
ctx.run_gui()
|
||||
ctx.run_cli()
|
||||
|
||||
# Find and run the game (gk) and compiler/repl (goalc).
|
||||
create_task_log_exception(run_game(ctx))
|
||||
await ctx.exit_event.wait()
|
||||
await ctx.shutdown()
|
||||
|
||||
|
||||
def launch():
|
||||
# use colorama to display colored text highlighting
|
||||
colorama.just_fix_windows_console()
|
||||
asyncio.run(main())
|
||||
colorama.deinit()
|
||||
@@ -0,0 +1,261 @@
|
||||
# Jak And Daxter (ArchipelaGOAL)
|
||||
|
||||
## FAQ
|
||||
- [Where is the Options page?](#where-is-the-options-page)
|
||||
- [What does randomization do to this game?](#what-does-randomization-do-to-this-game)
|
||||
- [What are the Special Checks and how do I check them?](#what-are-the-special-checks-and-how-do-i-check-them)
|
||||
- [What are the Special Items and what do they unlock?](#what-are-the-special-items-and-what-do-they-unlock)
|
||||
- [How do I know which Special Items I have?](#how-do-i-know-which-special-items-i-have)
|
||||
- [What is the goal of the game once randomized?](#what-is-the-goal-of-the-game-once-randomized)
|
||||
- [What happens when I pick up or receive a Power Cell?](#what-happens-when-i-pick-up-or-receive-a-power-cell)
|
||||
- [What happens when I pick up or receive a Scout Fly?](#what-happens-when-i-pick-up-or-receive-a-scout-fly)
|
||||
- [How do I check the 'Free 7 Scout Flies' Power Cell?](#how-do-i-check-the-free-7-scout-flies-power-cell)
|
||||
- [What does Death Link do?](#what-does-death-link-do)
|
||||
- [What does Move Randomizer do?](#what-does-move-randomizer-do)
|
||||
- [What are the movement options in Move Randomizer?](#what-are-the-movement-options-in-move-randomizer)
|
||||
- [How do I know which moves I have?](#how-do-i-know-which-moves-i-have)
|
||||
- [What does Orbsanity do?](#what-does-orbsanity-do)
|
||||
- [What do Traps do?](#what-do-traps-do)
|
||||
- [What kind of Traps are there?](#what-kind-of-traps-are-there)
|
||||
- [I got soft-locked and cannot leave, how do I get out of here?](#i-got-soft-locked-and-cannot-leave-how-do-i-get-out-of-here)
|
||||
- [How do I generate seeds with 1 Orb Orbsanity and other extreme options?](#how-do-i-generate-seeds-with-1-orb-orbsanity-and-other-extreme-options)
|
||||
- [How do I check my player options in-game?](#how-do-i-check-my-player-options-in-game)
|
||||
- [How does the HUD work?](#how-does-the-hud-work)
|
||||
- [I think I found a bug, where should I report it?](#i-think-i-found-a-bug-where-should-i-report-it)
|
||||
|
||||
## Where is the options page
|
||||
|
||||
The [Player Options Page](../player-options) for this game contains all the options you need to configure and export
|
||||
a config file.
|
||||
|
||||
At this time, there are several caveats and restrictions:
|
||||
- Power Cells and Scout Flies are **always** randomized.
|
||||
- **All** the traders in the game become in-logic checks **if and only if** you have enough Orbs to pay all of them at once.
|
||||
- This is to prevent hard locks, where an item required for progression is locked behind a trade you can't afford because you spent the orbs elsewhere.
|
||||
- By default, that total is 1530.
|
||||
|
||||
## What does randomization do to this game
|
||||
The game now contains the following Location checks:
|
||||
- All 101 Power Cells
|
||||
- All 112 Scout Flies
|
||||
- All 14 Orb Caches (collect every orb in the cache and let it close)
|
||||
|
||||
These may contain Items for different games, as well as different Items from within Jak and Daxter.
|
||||
Additionally, several special checks and corresponding items have been added that are required to complete the game.
|
||||
|
||||
## What are the special checks and how do I check them
|
||||
| Check Name | How To Check |
|
||||
|------------------------|------------------------------------------------------------------------------|
|
||||
| Fisherman's Boat | Complete the fishing minigame in Forbidden Jungle |
|
||||
| Jungle Elevator | Collect the power cell at the top of the temple in Forbidden Jungle |
|
||||
| Blue Eco Switch | Collect the power cell on the blue vent switch in Forbidden Jungle |
|
||||
| Flut Flut | Push the egg off the cliff in Sentinel Beach and talk to the bird lady |
|
||||
| Warrior's Pontoons | Talk to the Warrior in Rock Village once (you do NOT have to trade with him) |
|
||||
| Snowy Mountain Gondola | Approach the gondola in Volcanic Crater |
|
||||
| Yellow Eco Switch | Collect the power cell on the yellow vent switch in Snowy Mountain |
|
||||
| Snowy Fort Gate | Ride the Flut Flut in Snowy Mountain and press the fort gate switch |
|
||||
| Freed The Blue Sage | Free the Blue Sage in Gol and Maia's Citadel |
|
||||
| Freed The Red Sage | Free the Red Sage in Gol and Maia's Citadel |
|
||||
| Freed The Yellow Sage | Free the Yellow Sage in Gol and Maia's Citadel |
|
||||
| Freed The Green Sage | Free the Green Sage in Gol and Maia's Citadel |
|
||||
|
||||
## What are the special items and what do they unlock
|
||||
| Item Name | What it Unlocks |
|
||||
|--------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------|
|
||||
| Fisherman's Boat | Misty Island |
|
||||
| Jungle Elevator | The blue vent switch inside the temple in Forbidden Jungle |
|
||||
| Blue Eco Switch | The plant boss inside the temple in Forbidden Jungle <br/> The cannon tower in Sentinel Beach |
|
||||
| Flut Flut | The upper platforms in Boggy Swamp <br/> The fort gate switch in Snowy Mountain |
|
||||
| Warrior's Pontoons | Boggy Swamp and Mountain Pass |
|
||||
| Snowy Mountain Gondola | Snowy Mountain |
|
||||
| Yellow Eco Switch | The frozen box in Snowy Mountain <br/> The shortcut in Mountain Pass |
|
||||
| Snowy Fort Gate | The fort in Snowy Mountain |
|
||||
| Freed The Blue Sage <br/> Freed The Red Sage <br/> Freed The Yellow Sage | The final staircase in Gol and Maia's Citadel |
|
||||
| Freed The Green Sage | The final elevator in Gol and Maia's Citadel |
|
||||
|
||||
## How do I know which special items I have
|
||||
Open the game's menu, navigate to `Options`, then `Archipelago Options`, then `Item Tracker`.
|
||||
This will show you a list of all the special items in the game, ones not normally tracked as power cells or scout flies.
|
||||
Gray items indicate you do not possess that item, light blue items indicate you possess that item.
|
||||
|
||||
## What is the goal of the game once randomized
|
||||
By default, to complete the game you must defeat the Gol and Maia and stop them from opening the Dark Eco silo. In order
|
||||
to reach them, you will need at least 72 Power Cells to cross the Lava Tube, as well as the four special items for
|
||||
freeing the Red, Blue, Yellow, and Green Sages.
|
||||
|
||||
Alternatively, you can choose from a handful of other completion conditions like defeating a particular boss, crossing
|
||||
a particular connector level, or opening the 100 Power Cell door after defeating the final boss. You can also customize
|
||||
the thresholds for connector levels and orb trades. These options allow you to tailor the expected length and difficulty
|
||||
of your run as you see fit.
|
||||
|
||||
## What happens when I pick up or receive a power cell
|
||||
When you pick up a power cell, Jak and Daxter will perform their victory animation. Your power cell count will
|
||||
NOT change. The pause menu will say "Task Completed" below the picked-up Power Cell. If your power cell was related
|
||||
to one of the special checks listed above, you will automatically check that location as well - a 2 for 1 deal!
|
||||
Finally, your text client will inform you what you found and who it belongs to.
|
||||
|
||||
When you receive a power cell, your power cell count will tick up by 1. Gameplay will otherwise continue as normal.
|
||||
Finally, your text client will inform you where you received the power cell from.
|
||||
|
||||
## What happens when I pick up or receive a scout fly
|
||||
When you pick up a scout fly, your scout fly count will NOT change. The pause menu will show you the number of
|
||||
scout flies you picked up per-region, and this number will have ticked up by 1 for the region that scout fly belongs to.
|
||||
Finally, your text client will inform you what you found and who it belongs to.
|
||||
|
||||
When you receive a scout fly, your total scout fly count will tick up by 1. The pause menu will show you the number of
|
||||
scout flies you received per-region, and this number will have ticked up by 1 for the region that scout fly belongs to.
|
||||
Finally, your text client will inform you where you received the scout fly from, and which one it is.
|
||||
|
||||
## How do I check the Free 7 Scout Flies power cell
|
||||
You will automatically check this power cell when you _receive_ your 7th scout fly, NOT when you _pick up_ your 7th
|
||||
scout fly. So in short:
|
||||
|
||||
- When you _pick up_ your 7th fly, the normal rules apply.
|
||||
- When you _receive_ your 7th fly, 2 things will happen in quick succession.
|
||||
- First, you will receive that scout fly, as normal.
|
||||
- Second, you will immediately complete the "Free 7 Scout Flies" check, which will send out another item.
|
||||
|
||||
## What does Death Link do
|
||||
If you enable Death Link, all the other players in your Multiworld who also have it enabled will be linked by death.
|
||||
That means when Jak dies in your game, the players in with Death Link also die. Likewise, if any of the other
|
||||
players with Death Link die, Jak will also die in a random, possibly spectacular fashion.
|
||||
|
||||
You can turn off Death Link at any time in the game by opening the game's menu and navigating to `Options`,
|
||||
then `Archipelago Options`, then `Deathlink`.
|
||||
|
||||
## What does Move Randomizer do
|
||||
If you enable Move Randomizer, most of Jak's movement set will be added to the randomized item pool, and you will need
|
||||
to receive the move in order to use it (i.e. you must find it, or another player must send it to you). Some moves have
|
||||
prerequisite moves that you must also have in order to use them (e.g. Crouch Jump is dependent on Crouch). Jak will only
|
||||
be able to run, swim (including underwater), perform single jumps, and shoot yellow eco from his goggles ("firing from
|
||||
the hip" requires Punch). Note that Flut Flut and the Zoomer will have access to their full movement sets at all times.
|
||||
|
||||
You can turn off Move Rando at any time in the game by opening the game's menu, navigate to `Options`,
|
||||
then `Archipelago Options`, then `Move Randomizer`. This will give you access to the full movement set again.
|
||||
|
||||
## What are the movement options in Move Randomizer
|
||||
| Move Name | Prerequisite Moves |
|
||||
|-----------------|--------------------|
|
||||
| Crouch | |
|
||||
| Crouch Jump | Crouch |
|
||||
| Crouch Uppercut | Crouch |
|
||||
| Roll | |
|
||||
| Roll Jump | Roll |
|
||||
| Double Jump | |
|
||||
| Jump Dive | |
|
||||
| Jump Kick | |
|
||||
| Punch | |
|
||||
| Punch Uppercut | Punch |
|
||||
| Kick | |
|
||||
|
||||
## How do I know which moves I have
|
||||
Open the game's menu, navigate to `Options`, then `Archipelago Options`, then `Move Tracker`.
|
||||
This will show you a list of all the moves in the game.
|
||||
- Gray items indicate you do not possess that move.
|
||||
- Yellow items indicate you possess that move, but you are missing its prerequisites.
|
||||
- Light blue items indicate you possess that move, as well as its prerequisites.
|
||||
|
||||
## What does Orbsanity do
|
||||
If you enable Orbsanity, bundles of Precursor Orbs will be turned into checks. Every time you collect the chosen number
|
||||
of orbs, i.e. a "bundle," you will trigger another check. Likewise, the orbs will be added to the random item pool.
|
||||
There are several options to change the difficulty of this challenge.
|
||||
|
||||
- "Per Level" Orbsanity means the bundles are for each level in the game. (Geyser Rock, Sandover Village, etc.)
|
||||
- "Global" Orbsanity means orbs collected from any level count toward the next bundle.
|
||||
- The options with "Bundle Size" in the name indicate how many orbs are in a bundle. This adds a number of Items
|
||||
and Locations to the pool inversely proportional to the size of the bundle.
|
||||
- For example, if your bundle size is 20 orbs, you will add 100 items to the pool. If your bundle size is 250 orbs,
|
||||
you will add 8 items to the pool.
|
||||
|
||||
## What do Traps do
|
||||
When creating your player YAML, you can choose to replace some of the game's extraneous Power Cells and Precursor Orbs
|
||||
with traps. You can choose which traps you want to generate in your seed and how long they last. A random assortment
|
||||
will then be chosen to populate the item pool.
|
||||
|
||||
When you receive one, you will hear a buzzer and some kind of negative effect will occur in game. These effects may be
|
||||
challenging, maddening, or entertaining. When the trap duration ends, the game should return to its previous state.
|
||||
Multiple traps can be active at the same time, and they may interact with each other in strange ways. If they become
|
||||
too frustrating, you can lower their duration by navigating to `Options`, then `Archipelago Options`, then
|
||||
`Seed Options`, then `Trap Duration`. Lowering this number to zero will disable traps entirely.
|
||||
|
||||
## What kind of Traps are there
|
||||
| Trap Name | Effect |
|
||||
|-----------------|--------------------------------------------------------------------------------|
|
||||
| Trip Trap | Jak trips and falls |
|
||||
| Slippery Trap | The world gains the physical properties of Snowy Mountain's ice lake |
|
||||
| Gravity Trap | Jak falls to the ground faster and takes fall damage more easily |
|
||||
| Camera Trap | The camera remains fixed in place no matter how far away Jak moves |
|
||||
| Darkness Trap | The world gains the lighting properties of Dark Cave |
|
||||
| Earthquake Trap | The world and camera shake |
|
||||
| Teleport Trap | Jak immediately teleports to Samos's Hut |
|
||||
| Despair Trap | The Warrior sobs profusely |
|
||||
| Pacifism Trap | Jak's attacks have no effect on enemies, crates, or buttons |
|
||||
| Ecoless Trap | Jak's eco is drained and he cannot collect new eco |
|
||||
| Health Trap | Jak's health is set to 0 - not dead yet, but he will die to any attack or bonk |
|
||||
| Ledge Trap | Jak cannot grab onto ledges |
|
||||
| Zoomer Trap | Jak mounts an invisible zoomer (model loads properly depending on level) |
|
||||
| Mirror Trap | The world is mirrored |
|
||||
|
||||
## I got soft-locked and cannot leave how do I get out of here
|
||||
Open the game's menu, navigate to `Options`, then `Archipelago Options`, then `Warp To Home`.
|
||||
Selecting this option will ask if you want to be teleported to Geyser Rock. From there, you can teleport back
|
||||
to the nearest sage's hut to continue your journey.
|
||||
|
||||
## How do I generate seeds with 1 orb orbsanity and other extreme options?
|
||||
Depending on your player YAML, Jak and Daxter can have a lot of items, which can sometimes be overwhelming or
|
||||
disruptive to multiworld games. There are also options that are mutually incompatible with each other, even in a solo
|
||||
game. To prevent the game from disrupting multiworlds, or generating an impossible solo seed, some options have
|
||||
"friendly limits" that prevent you from choosing more extreme values.
|
||||
|
||||
You can override **some**, not all, of those limits by editing the `host.yaml`. In the Archipelago Launcher, click
|
||||
`Open host.yaml`, then search for `jakanddaxter_options`, then search for `enforce_friendly_options`, then change this
|
||||
value from `true` to `false`. You can then generate a seed locally, and upload that to the Archipelago website to host
|
||||
for you (or host it yourself).
|
||||
|
||||
**Remember:** disabling this setting allows for more disruptive and challenging options, but it may cause seed
|
||||
generation to fail. **Use at your own risk!**
|
||||
|
||||
## How do I check my player options in-game
|
||||
When you connect your text client to the Archipelago Server, the server will tell the game what options were chosen
|
||||
for this seed, and the game will apply those settings automatically.
|
||||
|
||||
You can verify these options by navigating to `Options`, then `Archipelago Options`, then `Seed Options`. **You can open
|
||||
each option to verify them, but you should NOT alter them during a run.** This may cause you to miss important
|
||||
progression items and prevent you (and others) from completing the run.
|
||||
|
||||
## How does the HUD work
|
||||
The game's normal HUD shows you how many power cells, precursor orbs, and scout flies you currently have. But if you
|
||||
hold `L2 or R2` and press a direction on the D-Pad, the HUD will show you alternate modes. Here is how the HUD works:
|
||||
|
||||
| HUD Mode | Button Combo | What the HUD Shows | Text Messages |
|
||||
|---------------|------------------------------|-----------------------------------|---------------------------------------|
|
||||
| Per-Level | `L2 or R2` + `Down` | Locations Checked (in this level) | `SENT {Other Item} TO {Other Player}` |
|
||||
| Global | `L2 or R2` + `Up` | Locations Checked (in the game) | `GOT {Your Item} FROM {Other Player}` |
|
||||
| Normal | `L2 or R2` + `Left or Right` | Items Received | Both Sent and Got Messages |
|
||||
| | | | |
|
||||
| (In Any Mode) | | (If you sent an Item to Yourself) | `FOUND {Your Item}` |
|
||||
|
||||
In all modes, the last 3 sent/received items and the player who sent/received it will be displayed in the
|
||||
bottom left corner. This will help you quickly reference information about newly received or sent items. Items in blue
|
||||
are Progression (or non-Jak items), in green are Filler, and in red are Traps. You can turn this off by navigating
|
||||
to `Options`, then `Archipelago Options`, then set `Item Messages` to `Off`.
|
||||
|
||||
## I think I found a bug where should I report it
|
||||
Depending on the nature of the bug, there are a couple of different options.
|
||||
|
||||
* If you found a logical error in the randomizer, please create a new Issue
|
||||
[here](https://github.com/ArchipelaGOAL/Archipelago/issues). Use this page if:
|
||||
* An item required for progression is unreachable.
|
||||
* The randomizer did not respect one of the Options you chose.
|
||||
* You see a mistake, typo, etc. on this webpage.
|
||||
* You see an error or stack trace appear on the text client.
|
||||
|
||||
* If you encountered an error in OpenGOAL, please create a new Issue
|
||||
[here](https://github.com/ArchipelaGOAL/ArchipelaGOAL/issues). Use this page if:
|
||||
* You encounter a crash, freeze, reset, etc. in the game.
|
||||
* You fail to send Items you find in the game to the Archipelago server.
|
||||
* You fail to receive Items the server sends to you.
|
||||
* Your game disconnects from the server and cannot reconnect.
|
||||
* You go looking for a game item that has already disappeared before you could reach it.
|
||||
|
||||
* Please upload your config file, spoiler log file, and any other generated logs in the Issue, so we can troubleshoot the problem.
|
||||
181
worlds/jakanddaxter/docs/setup_en.md
Normal file
181
worlds/jakanddaxter/docs/setup_en.md
Normal file
@@ -0,0 +1,181 @@
|
||||
# Jak And Daxter (ArchipelaGOAL) Setup Guide
|
||||
|
||||
## Required Software
|
||||
|
||||
- A legally purchased copy of *Jak And Daxter: The Precursor Legacy.*
|
||||
- [The OpenGOAL Launcher](https://opengoal.dev/)
|
||||
|
||||
At this time, this method of setup works on Windows only, but Linux support is a strong likelihood in the near future as OpenGOAL itself supports Linux.
|
||||
|
||||
## Installation via OpenGOAL Launcher
|
||||
|
||||
**You must set up a vanilla installation of Jak and Daxter before you can install mods for it.**
|
||||
|
||||
- Follow the installation process for the official OpenGOAL Launcher. See [here](https://opengoal.dev/docs/usage/installation).
|
||||
- Follow the setup process for adding mods to the OpenGOAL Launcher. See [here](https://jakmods.dev/).
|
||||
- Run the OpenGOAL Launcher (if you had it open before, close it and reopen it).
|
||||
- Click the Jak and Daxter logo on the left sidebar.
|
||||
- Click `Features` in the bottom right corner, then click `Mods`.
|
||||
- Under `Available Mods`, click `ArchipelaGOAL`. The mod should begin installing. When it is done, click `Continue` in the bottom right corner.
|
||||
- **DO NOT PLAY AN ARCHIPELAGO GAME THROUGH THE OPENGOAL LAUNCHER.** The Archipelago Client should handle everything for you.
|
||||
|
||||
### For NTSC versions of the game, follow these steps.
|
||||
|
||||
- Run the OpenGOAL Launcher (if you had it open before, close it and reopen it).
|
||||
- Click the Jak and Daxter logo on the left sidebar.
|
||||
- Click `Features` in the bottom right corner, then click `Mods`, then under `Installed Mods`, click `ArchipelaGOAL`.
|
||||
- In the bottom right corner, click `Advanced`, then click `Compile`.
|
||||
|
||||
### For PAL versions of the game, follow these steps.
|
||||
|
||||
PAL versions of the game seem to require additional troubleshooting/setup in order to work properly.
|
||||
Below are some instructions that may help.
|
||||
If you see `-- Compilation Error! --` after pressing `Compile` or Launching the ArchipelaGOAL mod, try these steps.
|
||||
|
||||
- Remove these folders if you have them:
|
||||
- `<opengoal active version directory>/iso_data`
|
||||
- `<archipelagoal directory>/iso_data`
|
||||
- `<archipelagoal directory>/data/iso_data`
|
||||
- Place your Jak1 ISO in `<archipelagoal directory>` and rename it to `JakAndDaxter.iso`
|
||||
- Type `cmd` in Windows search, right click `Command Prompt`, and pick `Run as Administrator`
|
||||
- Run `cd <archipelagoal directory>`
|
||||
- Then run `.\extractor.exe --extract --extract-path .\data\iso_data "JakAndDaxter.iso"`
|
||||
- This command should end by saying `Uses Decompiler Config Version - ntsc_v1` or `... - pal`. Take note of this message.
|
||||
- If you saw `ntsc_v1`:
|
||||
- In cmd, run `.\decompiler.exe data\decompiler\config\jak1\jak1_config.jsonc --version "ntsc_v1" data\iso_data data\decompiler_out`
|
||||
- If you saw `pal`:
|
||||
- Rename `<archipelagoal directory>\data\iso_data\jak1` to `jak1_pal`
|
||||
- Back in cmd, run `.\decompiler.exe data\decompiler\config\jak1\jak1_config.jsonc --version "pal" data\iso_data data\decompiler_out`
|
||||
- Rename `<archipelagoal directory>\data\iso_data\jak1_pal` back to `jak1`
|
||||
- Rename `<archipelagoal directory>\data\decompiler_out\jak1_pal` back to `jak1`
|
||||
- Open a **brand new** console window and launch the compiler:
|
||||
- `cd <archipelagoal directory>`
|
||||
- `.\goalc.exe --user-auto --game jak1`
|
||||
- From the compiler (in the same window): `(mi)`. This should compile the game. **Note that the parentheses are important.**
|
||||
- **Don't close this first terminal, you will need it at the end.**
|
||||
- Then, open **another brand new** console window and execute the game:
|
||||
- `cd <archipelagoal directory>`
|
||||
- `.\gk.exe -v --game jak1 -- -boot -fakeiso -debug`
|
||||
- Finally, **from the first console still in the GOALC compiler**, connect to the game: `(lt)`.
|
||||
|
||||
## Updates and New Releases via OpenGOAL Launcher
|
||||
|
||||
If you are in the middle of an async game, and you do not want to update the mod, you do not need to do this step. The mod will only update when you tell it to.
|
||||
|
||||
- Run the OpenGOAL Launcher (if you had it open before, close it and reopen it).
|
||||
- Click the Jak and Daxter logo on the left sidebar.
|
||||
- Click `Features` in the bottom right corner, then click `Mods`, then under `Installed Mods`, click `ArchipelaGOAL`.
|
||||
- Click `Update` to download and install any new updates that have been released.
|
||||
- You can verify your version by clicking `Versions`. The version you are using will say `(Active)` next to it.
|
||||
- **Then you must click `Advanced`, then click `Compile` to make the update take effect.**
|
||||
|
||||
## Starting a Game
|
||||
|
||||
### New Game
|
||||
|
||||
- Run the Archipelago Launcher.
|
||||
- From the client list, find and click `Jak and Daxter Client`.
|
||||
- 3 new windows should appear:
|
||||
- The OpenGOAL compiler will launch and compile the game. They should take about 30 seconds to compile.
|
||||
- You should hear a musical cue to indicate the compilation was a success. If you do not, see the Troubleshooting section.
|
||||
- You can **MINIMIZE** the Compiler window, **BUT DO NOT CLOSE IT.** It is required for Archipelago and the game to communicate with each other.
|
||||
- The game window itself will launch, and Jak will be standing outside Samos's Hut.
|
||||
- Once compilation is complete, the title sequence will start.
|
||||
- Finally, the Archipelago text client will open.
|
||||
- If you see **BOTH** `The REPL is ready!` and `The Memory Reader is ready!` then that should indicate a successful startup. If you do not, see the Troubleshooting section.
|
||||
- Once you see `CONNECT TO ARCHIPELAGO NOW` on the title screen, use the text client to connect to the Archipelago server. This will communicate your current settings and slot info to the game.
|
||||
- If you see `RECEIVING ITEMS, PLEASE WAIT...`, the game is busy receiving items from your starting inventory, assuming you have some.
|
||||
- Once you see `READY! PRESS START TO CONTINUE` on the title screen, you can press Start.
|
||||
- Choose `New Game`, choose a save file, and play through the opening cutscenes.
|
||||
- Once you reach Geyser Rock, the game has begun!
|
||||
- You can leave Geyser Rock immediately if you so choose - just step on the warp gate button.
|
||||
|
||||
### Returning / Async Game
|
||||
The same steps as New Game apply, with some exceptions:
|
||||
|
||||
- Once you reach the title screen, connect to the Archipelago server **BEFORE** you load your save file.
|
||||
- This is to allow AP to give the game your current settings and all the items you had previously.
|
||||
- **THESE SETTINGS AFFECT LOADING AND SAVING OF SAVE FILES, SO IT IS IMPORTANT TO DO THIS FIRST.**
|
||||
- Once you see `READY! PRESS START TO CONTINUE` on the title screen, you can press Start.
|
||||
- Instead of choosing `New Game` in the title menu, choose `Load Game`, then choose the save file **THAT HAS YOUR CURRENT SLOT NAME.**
|
||||
- To help you find the correct save file, highlighting a save will show you that save's slot name and the first 8 digits of the multiworld seed number.
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### The Text Client Says "Unable to locate the OpenGOAL install directory"
|
||||
|
||||
Normally, the Archipelago client should be able to find your OpenGOAL installation automatically.
|
||||
|
||||
If it cannot, you may have to tell it yourself. Follow these instructions.
|
||||
|
||||
- Run the OpenGOAL Launcher (if you had it open before, close it and reopen it).
|
||||
- Click the Jak and Daxter logo on the left sidebar.
|
||||
- Click `Features` in the bottom right corner, then click `Mods`, then under `Installed Mods`, click `ArchipelaGOAL`.
|
||||
- Click `Advanced` in the bottom right corner, then click `Open Game Data Folder`. You should see a new File Explorer open to that directory.
|
||||
- In the File Explorer, go to the parent directory called `archipelagoal`, and you should see the `gk.exe` and `goalc.exe` executables. Copy this path.
|
||||
- Run the Archipelago Launcher, then click on `Open host.yaml`. You should see a new text editor open that file.
|
||||
- Search for `jakanddaxter_options`, and you will need to make 2 changes here.
|
||||
- First, find the `root_directory` entry. Paste the path you noted earlier (the one containing gk.exe and goalc.exe) inside the double quotes.
|
||||
- **MAKE SURE YOU CHANGE ALL BACKSLASHES `\ ` TO FORWARD SLASHES `/`.**
|
||||
|
||||
```yaml
|
||||
root_directory: "%programfiles%/OpenGOAL-Launcher/features/jak1/mods/JakMods/archipelagoal"
|
||||
```
|
||||
|
||||
- Second, find the `root_directory` entry. Change this to `false`. You do not need to use double quotes.
|
||||
|
||||
```yaml
|
||||
auto_detect_root_directory: true
|
||||
```
|
||||
|
||||
- Save the file and close it.
|
||||
|
||||
### The Game Fails To Load The Title Screen
|
||||
|
||||
You may start the game via the Text Client, but it never loads in the title screen. Check the Compiler window: you may see red and yellow errors like this.
|
||||
|
||||
```
|
||||
-- Compilation Error! --
|
||||
```
|
||||
|
||||
If this happens, follow these instructions. If you are using a PAL version of the game, you should skip these instructions and follow the `Special PAL Instructions` above.
|
||||
|
||||
- Run the OpenGOAL Launcher (if you had it open before, close it and reopen it).
|
||||
- Click the Jak and Daxter logo on the left sidebar, then click `Advanced`, then click `Open Game Data Folder`. Copy the `iso_data` folder from this directory.
|
||||
- Back in the OpenGOAL Launcher, click the Jak and Daxter logo on the left sidebar.
|
||||
- Click `Features` in the bottom right corner, then click `Mods`, then under `Installed Mods`, click `ArchipelaGOAL`.
|
||||
- In the bottom right corner, click `Advanced`, then click `Open Game Data Folder`.
|
||||
- Paste the `iso_data` folder you copied earlier.
|
||||
- Back in the OpenGOAL Launcher, click the Jak and Daxter logo on the left sidebar.
|
||||
- Click `Features` in the bottom right corner, then click `Mods`, then under `Installed Mods`, click `ArchipelaGOAL`.
|
||||
- In the bottom right corner, click `Advanced`, then click `Compile`.
|
||||
|
||||
### The Text Client Says "Error reading game memory!" or "Error sending data to compiler"
|
||||
|
||||
If at any point the text client says this, you will need to restart the **all** of these applications.
|
||||
|
||||
- Close all open windows: the client, the compiler, and the game.
|
||||
- Run the OpenGOAL Launcher, then click `Features`, then click `Mods`, then click `ArchipelaGOAL`.
|
||||
- Click `Advanced`, then click `Play in Debug Mode`.
|
||||
- Click `Advanced`, then click `Open REPL`.
|
||||
- Then close and reopen the Jak and Daxter Client from the Archipelago Launcher.
|
||||
- Once these are done, you can enter `/repl status` and `/memr status` in the text client to verify.
|
||||
|
||||
### The Client Cannot Open A REPL Connection
|
||||
|
||||
If the client cannot open a REPL connection to the game, you may need to check the following steps:
|
||||
|
||||
- Ensure you are not hosting anything on ports `8181` and `8112`. Those are for the REPL (goalc) and the game (gk) respectively.
|
||||
- Ensure that Windows Defender and Windows Firewall are not blocking those programs from hosting or listening on those ports.
|
||||
- You can use Windows Resource Monitor to verify those ports are open when the programs are running.
|
||||
- Ensure that you only opened those ports for your local network, not the wider internet.
|
||||
|
||||
## Known Issues
|
||||
|
||||
- The game needs to boot in debug mode in order to allow the compiler to connect to it. **Clicking "Play" on the mod page in the OpenGOAL Launcher will not work.**
|
||||
- The Compiler console window is orphaned once you close the game - you will have to kill it manually when you stop playing.
|
||||
- The console windows cannot be run as background processes due to how the REPL works, so the best we can do is minimize them.
|
||||
- Orbsanity checks may show up out of order in the text client.
|
||||
- Large item releases may take up to several minutes for the game to process them all. Item Messages will usually take longer to appear than Items themselves.
|
||||
- In Lost Precursor City, if you die in the Color Platforms room, the game may crash after you respawn. The cause is unknown.
|
||||
- Darkness Trap may cause some visual glitches on certain levels. This is temporary, and terrain and object collision are unaffected.
|
||||
8
worlds/jakanddaxter/game_id.py
Normal file
8
worlds/jakanddaxter/game_id.py
Normal file
@@ -0,0 +1,8 @@
|
||||
# All Jak And Daxter Archipelago IDs must be offset by this number.
|
||||
jak1_id = 741000000
|
||||
|
||||
# This is maximum ID we will allow.
|
||||
jak1_max = jak1_id + 999999
|
||||
|
||||
# The name of the game.
|
||||
jak1_name = "Jak and Daxter: The Precursor Legacy"
|
||||
BIN
worlds/jakanddaxter/icons/precursor_orb.ico
Normal file
BIN
worlds/jakanddaxter/icons/precursor_orb.ico
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 6.0 KiB |
BIN
worlds/jakanddaxter/icons/precursor_orb.png
Normal file
BIN
worlds/jakanddaxter/icons/precursor_orb.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 4.6 KiB |
156
worlds/jakanddaxter/items.py
Normal file
156
worlds/jakanddaxter/items.py
Normal file
@@ -0,0 +1,156 @@
|
||||
from enum import IntEnum
|
||||
from BaseClasses import Item, ItemClassification
|
||||
from .game_id import jak1_name, jak1_max
|
||||
from .locs import (orb_locations as orbs,
|
||||
cell_locations as cells,
|
||||
scout_locations as scouts,
|
||||
special_locations as specials,
|
||||
orb_cache_locations as caches)
|
||||
|
||||
|
||||
class OrbAssoc(IntEnum):
|
||||
"""
|
||||
Identifies an item's association to unlocking new sources of Precursor Orbs. For example, Double Jump will unlock
|
||||
new orbs, but Freed the Green Sage will not. Power Cells conditionally unlock new orbs if they get you across
|
||||
connector levels.
|
||||
"""
|
||||
NEVER_UNLOCKS_ORBS = 0
|
||||
ALWAYS_UNLOCKS_ORBS = 1
|
||||
IS_POWER_CELL = 2
|
||||
|
||||
|
||||
class JakAndDaxterItem(Item):
|
||||
game: str = jak1_name
|
||||
orb_assoc: OrbAssoc
|
||||
orb_amount: int # Only non-zero for Orb Bundle items.
|
||||
|
||||
def __init__(self, name: str,
|
||||
classification: ItemClassification,
|
||||
code: int | None,
|
||||
player: int,
|
||||
orb_assoc: OrbAssoc = OrbAssoc.NEVER_UNLOCKS_ORBS,
|
||||
orb_amount: int = 0):
|
||||
super().__init__(name, classification, code, player)
|
||||
self.orb_assoc = orb_assoc
|
||||
self.orb_amount = orb_amount
|
||||
|
||||
|
||||
# Power Cells are generic, fungible, interchangeable items. Every cell is indistinguishable from every other.
|
||||
cell_item_table = {
|
||||
0: "Power Cell",
|
||||
}
|
||||
|
||||
# Scout flies are interchangeable within their respective sets of 7. Notice the level name after each item.
|
||||
# Also, notice that their Item ID equals their respective Power Cell's Location ID. This is necessary for
|
||||
# game<->archipelago communication.
|
||||
scout_item_table = {
|
||||
95: "Scout Fly - Geyser Rock",
|
||||
75: "Scout Fly - Sandover Village",
|
||||
7: "Scout Fly - Forbidden Jungle",
|
||||
20: "Scout Fly - Sentinel Beach",
|
||||
28: "Scout Fly - Misty Island",
|
||||
68: "Scout Fly - Fire Canyon",
|
||||
76: "Scout Fly - Rock Village",
|
||||
57: "Scout Fly - Precursor Basin",
|
||||
49: "Scout Fly - Lost Precursor City",
|
||||
43: "Scout Fly - Boggy Swamp",
|
||||
88: "Scout Fly - Mountain Pass",
|
||||
77: "Scout Fly - Volcanic Crater",
|
||||
85: "Scout Fly - Spider Cave",
|
||||
65: "Scout Fly - Snowy Mountain",
|
||||
90: "Scout Fly - Lava Tube",
|
||||
91: "Scout Fly - Citadel", # Had to shorten, it was >32 characters.
|
||||
}
|
||||
|
||||
# Orbs are also generic and interchangeable.
|
||||
# These items are only used by Orbsanity, and only one of these
|
||||
# items will be used corresponding to the chosen bundle size.
|
||||
orb_item_table = {
|
||||
1: "1 Precursor Orb",
|
||||
2: "2 Precursor Orbs",
|
||||
4: "4 Precursor Orbs",
|
||||
5: "5 Precursor Orbs",
|
||||
8: "8 Precursor Orbs",
|
||||
10: "10 Precursor Orbs",
|
||||
16: "16 Precursor Orbs",
|
||||
20: "20 Precursor Orbs",
|
||||
25: "25 Precursor Orbs",
|
||||
40: "40 Precursor Orbs",
|
||||
50: "50 Precursor Orbs",
|
||||
80: "80 Precursor Orbs",
|
||||
100: "100 Precursor Orbs",
|
||||
125: "125 Precursor Orbs",
|
||||
200: "200 Precursor Orbs",
|
||||
250: "250 Precursor Orbs",
|
||||
400: "400 Precursor Orbs",
|
||||
500: "500 Precursor Orbs",
|
||||
1000: "1000 Precursor Orbs",
|
||||
2000: "2000 Precursor Orbs",
|
||||
}
|
||||
|
||||
# These are special items representing unique unlocks in the world. Notice that their Item ID equals their
|
||||
# respective Location ID. Like scout flies, this is necessary for game<->archipelago communication.
|
||||
special_item_table = {
|
||||
5: "Fisherman's Boat", # Unlocks Misty Island
|
||||
4: "Jungle Elevator", # Unlocks the Forbidden Jungle Temple
|
||||
2: "Blue Eco Switch", # Unlocks Blue Eco Vents
|
||||
17: "Flut Flut", # Unlocks Flut Flut sections in Boggy Swamp and Snowy Mountain
|
||||
33: "Warrior's Pontoons", # Unlocks Boggy Swamp and everything post-Rock Village
|
||||
105: "Snowy Mountain Gondola", # Unlocks Snowy Mountain
|
||||
60: "Yellow Eco Switch", # Unlocks Yellow Eco Vents
|
||||
63: "Snowy Fort Gate", # Unlocks the Snowy Mountain Fort
|
||||
71: "Freed The Blue Sage", # 1 of 3 unlocks for the final staircase in Citadel
|
||||
72: "Freed The Red Sage", # 1 of 3 unlocks for the final staircase in Citadel
|
||||
73: "Freed The Yellow Sage", # 1 of 3 unlocks for the final staircase in Citadel
|
||||
70: "Freed The Green Sage", # Unlocks the final boss elevator in Citadel
|
||||
}
|
||||
|
||||
# These are the move items for move randomizer. Notice that their Item ID equals some of the Orb Cache Location ID's.
|
||||
# This was 100% arbitrary. There's no reason to tie moves to orb caches except that I need a place to put them. ;_;
|
||||
move_item_table = {
|
||||
10344: "Crouch",
|
||||
10369: "Crouch Jump",
|
||||
11072: "Crouch Uppercut",
|
||||
12634: "Roll",
|
||||
12635: "Roll Jump",
|
||||
10945: "Double Jump",
|
||||
14507: "Jump Dive",
|
||||
14838: "Jump Kick",
|
||||
23348: "Punch",
|
||||
23349: "Punch Uppercut",
|
||||
23350: "Kick",
|
||||
# 24038: "Orb Cache at End of Blast Furnace", # Hold onto these ID's for future use.
|
||||
# 24039: "Orb Cache at End of Launch Pad Room",
|
||||
# 24040: "Orb Cache at Start of Launch Pad Room",
|
||||
}
|
||||
|
||||
# These are trap items. Their Item ID is to be subtracted from the base game ID. They do not have corresponding
|
||||
# game locations because they are intended to replace other items that have been marked as filler.
|
||||
trap_item_table = {
|
||||
1: "Trip Trap",
|
||||
2: "Slippery Trap",
|
||||
3: "Gravity Trap",
|
||||
4: "Camera Trap",
|
||||
5: "Darkness Trap",
|
||||
6: "Earthquake Trap",
|
||||
7: "Teleport Trap",
|
||||
8: "Despair Trap",
|
||||
9: "Pacifism Trap",
|
||||
10: "Ecoless Trap",
|
||||
11: "Health Trap",
|
||||
12: "Ledge Trap",
|
||||
13: "Zoomer Trap",
|
||||
14: "Mirror Trap",
|
||||
}
|
||||
|
||||
# All Items
|
||||
# While we're here, do all the ID conversions needed.
|
||||
item_table = {
|
||||
**{cells.to_ap_id(k): name for k, name in cell_item_table.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scout_item_table.items()},
|
||||
**{specials.to_ap_id(k): name for k, name in special_item_table.items()},
|
||||
**{caches.to_ap_id(k): name for k, name in move_item_table.items()},
|
||||
**{orbs.to_ap_id(k): name for k, name in orb_item_table.items()},
|
||||
**{jak1_max - k: name for k, name in trap_item_table.items()},
|
||||
jak1_max: "Green Eco Pill" # Filler item.
|
||||
}
|
||||
76
worlds/jakanddaxter/levels.py
Normal file
76
worlds/jakanddaxter/levels.py
Normal file
@@ -0,0 +1,76 @@
|
||||
# This contains the list of levels in Jak and Daxter.
|
||||
# Not to be confused with Regions - there can be multiple Regions in every Level.
|
||||
level_table = {
|
||||
"Geyser Rock": {
|
||||
"level_index": 0,
|
||||
"orbs": 50
|
||||
},
|
||||
"Sandover Village": {
|
||||
"level_index": 1,
|
||||
"orbs": 50
|
||||
},
|
||||
"Sentinel Beach": {
|
||||
"level_index": 2,
|
||||
"orbs": 150
|
||||
},
|
||||
"Forbidden Jungle": {
|
||||
"level_index": 3,
|
||||
"orbs": 150
|
||||
},
|
||||
"Misty Island": {
|
||||
"level_index": 4,
|
||||
"orbs": 150
|
||||
},
|
||||
"Fire Canyon": {
|
||||
"level_index": 5,
|
||||
"orbs": 50
|
||||
},
|
||||
"Rock Village": {
|
||||
"level_index": 6,
|
||||
"orbs": 50
|
||||
},
|
||||
"Lost Precursor City": {
|
||||
"level_index": 7,
|
||||
"orbs": 200
|
||||
},
|
||||
"Boggy Swamp": {
|
||||
"level_index": 8,
|
||||
"orbs": 200
|
||||
},
|
||||
"Precursor Basin": {
|
||||
"level_index": 9,
|
||||
"orbs": 200
|
||||
},
|
||||
"Mountain Pass": {
|
||||
"level_index": 10,
|
||||
"orbs": 50
|
||||
},
|
||||
"Volcanic Crater": {
|
||||
"level_index": 11,
|
||||
"orbs": 50
|
||||
},
|
||||
"Snowy Mountain": {
|
||||
"level_index": 12,
|
||||
"orbs": 200
|
||||
},
|
||||
"Spider Cave": {
|
||||
"level_index": 13,
|
||||
"orbs": 200
|
||||
},
|
||||
"Lava Tube": {
|
||||
"level_index": 14,
|
||||
"orbs": 50
|
||||
},
|
||||
"Gol and Maia's Citadel": {
|
||||
"level_index": 15,
|
||||
"orbs": 200
|
||||
}
|
||||
}
|
||||
|
||||
level_table_with_global = {
|
||||
**level_table,
|
||||
"": {
|
||||
"level_index": 16, # Global
|
||||
"orbs": 2000
|
||||
}
|
||||
}
|
||||
66
worlds/jakanddaxter/locations.py
Normal file
66
worlds/jakanddaxter/locations.py
Normal file
@@ -0,0 +1,66 @@
|
||||
from BaseClasses import Location
|
||||
from .game_id import jak1_name
|
||||
from .locs import (orb_locations as orbs,
|
||||
cell_locations as cells,
|
||||
scout_locations as scouts,
|
||||
special_locations as specials,
|
||||
orb_cache_locations as caches)
|
||||
|
||||
|
||||
class JakAndDaxterLocation(Location):
|
||||
game: str = jak1_name
|
||||
|
||||
|
||||
# Different tables for location groups.
|
||||
# Each Item ID == its corresponding Location ID. While we're here, do all the ID conversions needed.
|
||||
cell_location_table = {
|
||||
**{cells.to_ap_id(k): name for k, name in cells.loc7SF_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locGR_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locSV_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locFJ_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locSB_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locMI_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locFC_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locRV_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locPB_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locLPC_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locBS_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locMP_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locVC_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locSC_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locSM_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locLT_cellTable.items()},
|
||||
**{cells.to_ap_id(k): name for k, name in cells.locGMC_cellTable.items()},
|
||||
}
|
||||
|
||||
scout_location_table = {
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locGR_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locSV_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locFJ_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locSB_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locMI_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locFC_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locRV_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locPB_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locLPC_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locBS_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locMP_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locVC_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locSC_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locSM_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locLT_scoutTable.items()},
|
||||
**{scouts.to_ap_id(k): name for k, name in scouts.locGMC_scoutTable.items()},
|
||||
}
|
||||
|
||||
special_location_table = {specials.to_ap_id(k): name for k, name in specials.loc_specialTable.items()}
|
||||
cache_location_table = {caches.to_ap_id(k): name for k, name in caches.loc_orbCacheTable.items()}
|
||||
orb_location_table = {orbs.to_ap_id(k): name for k, name in orbs.loc_orbBundleTable.items()}
|
||||
|
||||
# All Locations
|
||||
location_table = {
|
||||
**cell_location_table,
|
||||
**scout_location_table,
|
||||
**special_location_table,
|
||||
**cache_location_table,
|
||||
**orb_location_table
|
||||
}
|
||||
0
worlds/jakanddaxter/locs/__init__.py
Normal file
0
worlds/jakanddaxter/locs/__init__.py
Normal file
194
worlds/jakanddaxter/locs/cell_locations.py
Normal file
194
worlds/jakanddaxter/locs/cell_locations.py
Normal file
@@ -0,0 +1,194 @@
|
||||
from ..game_id import jak1_id
|
||||
|
||||
# Power Cells are given ID's between 0 and 116 by the game.
|
||||
|
||||
# The game tracks all game-tasks as integers.
|
||||
# 101 of these ID's correspond directly to power cells, but they are not
|
||||
# necessarily ordered, nor are they the first 101 in the task list.
|
||||
# The remaining ones are cutscenes and other events.
|
||||
|
||||
|
||||
# These helper functions do all the math required to get information about each
|
||||
# power cell and translate its ID between AP and OpenGOAL.
|
||||
def to_ap_id(game_id: int) -> int:
|
||||
if game_id >= jak1_id:
|
||||
raise ValueError(f"Attempted to convert {game_id} to an AP ID, but it already is one.")
|
||||
return jak1_id + game_id
|
||||
|
||||
|
||||
def to_game_id(ap_id: int) -> int:
|
||||
if ap_id < jak1_id:
|
||||
raise ValueError(f"Attempted to convert {ap_id} to a Jak 1 ID, but it already is one.")
|
||||
return ap_id - jak1_id
|
||||
|
||||
|
||||
# The ID's you see below correspond directly to that cell's game-task ID.
|
||||
|
||||
# The "Free 7 Scout Flies" Power Cells will be unlocked separately from their respective levels.
|
||||
loc7SF_cellTable = {
|
||||
95: "GR: Free 7 Scout Flies",
|
||||
75: "SV: Free 7 Scout Flies",
|
||||
7: "FJ: Free 7 Scout Flies",
|
||||
20: "SB: Free 7 Scout Flies",
|
||||
28: "MI: Free 7 Scout Flies",
|
||||
68: "FC: Free 7 Scout Flies",
|
||||
76: "RV: Free 7 Scout Flies",
|
||||
57: "PB: Free 7 Scout Flies",
|
||||
49: "LPC: Free 7 Scout Flies",
|
||||
43: "BS: Free 7 Scout Flies",
|
||||
88: "MP: Free 7 Scout Flies",
|
||||
77: "VC: Free 7 Scout Flies",
|
||||
85: "SC: Free 7 Scout Flies",
|
||||
65: "SM: Free 7 Scout Flies",
|
||||
90: "LT: Free 7 Scout Flies",
|
||||
91: "GMC: Free 7 Scout Flies",
|
||||
}
|
||||
|
||||
# Geyser Rock
|
||||
locGR_cellTable = {
|
||||
92: "GR: Find The Cell On The Path",
|
||||
93: "GR: Open The Precursor Door",
|
||||
94: "GR: Climb Up The Cliff",
|
||||
}
|
||||
|
||||
# Sandover Village
|
||||
locSV_cellTable = {
|
||||
11: "SV: Bring 90 Orbs To The Mayor",
|
||||
12: "SV: Bring 90 Orbs to Your Uncle",
|
||||
10: "SV: Herd The Yakows Into The Pen",
|
||||
13: "SV: Bring 120 Orbs To The Oracle (1)",
|
||||
14: "SV: Bring 120 Orbs To The Oracle (2)",
|
||||
}
|
||||
|
||||
# Forbidden Jungle
|
||||
locFJ_cellTable = {
|
||||
3: "FJ: Connect The Eco Beams",
|
||||
4: "FJ: Get To The Top Of The Temple",
|
||||
2: "FJ: Find The Blue Vent Switch",
|
||||
6: "FJ: Defeat The Dark Eco Plant",
|
||||
5: "FJ: Catch 200 Pounds Of Fish",
|
||||
8: "FJ: Follow The Canyon To The Sea",
|
||||
9: "FJ: Open The Locked Temple Door",
|
||||
}
|
||||
|
||||
# Sentinel Beach
|
||||
locSB_cellTable = {
|
||||
15: "SB: Unblock The Eco Harvesters",
|
||||
17: "SB: Push The Flut Flut Egg Off The Cliff",
|
||||
16: "SB: Get The Power Cell From The Pelican",
|
||||
18: "SB: Chase The Seagulls",
|
||||
19: "SB: Launch Up To The Cannon Tower",
|
||||
21: "SB: Explore The Beach",
|
||||
22: "SB: Climb The Sentinel",
|
||||
}
|
||||
|
||||
# Misty Island
|
||||
locMI_cellTable = {
|
||||
23: "MI: Catch The Sculptor's Muse",
|
||||
24: "MI: Climb The Lurker Ship",
|
||||
26: "MI: Stop The Cannon",
|
||||
25: "MI: Return To The Dark Eco Pool",
|
||||
27: "MI: Destroy the Balloon Lurkers",
|
||||
29: "MI: Use Zoomer To Reach Power Cell",
|
||||
30: "MI: Use Blue Eco To Reach Power Cell",
|
||||
}
|
||||
|
||||
# Fire Canyon
|
||||
locFC_cellTable = {
|
||||
69: "FC: Reach The End Of Fire Canyon",
|
||||
}
|
||||
|
||||
# Rock Village
|
||||
locRV_cellTable = {
|
||||
31: "RV: Bring 90 Orbs To The Gambler",
|
||||
32: "RV: Bring 90 Orbs To The Geologist",
|
||||
33: "RV: Bring 90 Orbs To The Warrior",
|
||||
34: "RV: Bring 120 Orbs To The Oracle (1)",
|
||||
35: "RV: Bring 120 Orbs To The Oracle (2)",
|
||||
}
|
||||
|
||||
# Precursor Basin
|
||||
locPB_cellTable = {
|
||||
54: "PB: Herd The Moles Into Their Hole",
|
||||
53: "PB: Catch The Flying Lurkers",
|
||||
52: "PB: Beat Record Time On The Gorge",
|
||||
56: "PB: Get The Power Cell Over The Lake",
|
||||
55: "PB: Cure Dark Eco Infected Plants",
|
||||
58: "PB: Navigate The Purple Precursor Rings",
|
||||
59: "PB: Navigate The Blue Precursor Rings",
|
||||
}
|
||||
|
||||
# Lost Precursor City
|
||||
locLPC_cellTable = {
|
||||
47: "LPC: Raise The Chamber",
|
||||
45: "LPC: Follow The Colored Pipes",
|
||||
46: "LPC: Reach The Bottom Of The City",
|
||||
48: "LPC: Quickly Cross The Dangerous Pool",
|
||||
44: "LPC: Match The Platform Colors",
|
||||
50: "LPC: Climb The Slide Tube",
|
||||
51: "LPC: Reach The Center Of The Complex",
|
||||
}
|
||||
|
||||
# Boggy Swamp
|
||||
locBS_cellTable = {
|
||||
37: "BS: Ride The Flut Flut",
|
||||
36: "BS: Protect Farthy's Snacks",
|
||||
38: "BS: Defeat The Lurker Ambush",
|
||||
39: "BS: Break The Tethers To The Zeppelin (1)",
|
||||
40: "BS: Break The Tethers To The Zeppelin (2)",
|
||||
41: "BS: Break The Tethers To The Zeppelin (3)",
|
||||
42: "BS: Break The Tethers To The Zeppelin (4)",
|
||||
}
|
||||
|
||||
# Mountain Pass
|
||||
locMP_cellTable = {
|
||||
86: "MP: Defeat Klaww",
|
||||
87: "MP: Reach The End Of The Mountain Pass",
|
||||
110: "MP: Find The Hidden Power Cell",
|
||||
}
|
||||
|
||||
# Volcanic Crater
|
||||
locVC_cellTable = {
|
||||
96: "VC: Bring 90 Orbs To The Miners (1)",
|
||||
97: "VC: Bring 90 Orbs To The Miners (2)",
|
||||
98: "VC: Bring 90 Orbs To The Miners (3)",
|
||||
99: "VC: Bring 90 Orbs To The Miners (4)",
|
||||
100: "VC: Bring 120 Orbs To The Oracle (1)",
|
||||
101: "VC: Bring 120 Orbs To The Oracle (2)",
|
||||
74: "VC: Find The Hidden Power Cell",
|
||||
}
|
||||
|
||||
# Spider Cave
|
||||
locSC_cellTable = {
|
||||
78: "SC: Use Your Goggles To Shoot The Gnawing Lurkers",
|
||||
79: "SC: Destroy The Dark Eco Crystals",
|
||||
80: "SC: Explore The Dark Cave",
|
||||
81: "SC: Climb The Giant Robot",
|
||||
82: "SC: Launch To The Poles",
|
||||
83: "SC: Navigate The Spider Tunnel",
|
||||
84: "SC: Climb the Precursor Platforms",
|
||||
}
|
||||
|
||||
# Snowy Mountain
|
||||
locSM_cellTable = {
|
||||
60: "SM: Find The Yellow Vent Switch",
|
||||
61: "SM: Stop The 3 Lurker Glacier Troops",
|
||||
66: "SM: Deactivate The Precursor Blockers",
|
||||
67: "SM: Open The Frozen Crate",
|
||||
63: "SM: Open The Lurker Fort Gate",
|
||||
62: "SM: Get Through The Lurker Fort",
|
||||
64: "SM: Survive The Lurker Infested Cave",
|
||||
}
|
||||
|
||||
# Lava Tube
|
||||
locLT_cellTable = {
|
||||
89: "LT: Cross The Lava Tube",
|
||||
}
|
||||
|
||||
# Gol and Maias Citadel
|
||||
locGMC_cellTable = {
|
||||
71: "GMC: Free The Blue Sage",
|
||||
72: "GMC: Free The Red Sage",
|
||||
73: "GMC: Free The Yellow Sage",
|
||||
70: "GMC: Free The Green Sage",
|
||||
}
|
||||
52
worlds/jakanddaxter/locs/orb_cache_locations.py
Normal file
52
worlds/jakanddaxter/locs/orb_cache_locations.py
Normal file
@@ -0,0 +1,52 @@
|
||||
from ..game_id import jak1_id
|
||||
|
||||
# These are the locations of Orb Caches throughout the game, unlockable only with blue eco.
|
||||
# They are not game collectables and thus don't have the same kinds of game ID's. They do, however, have actor ID's.
|
||||
# There are a total of 14 in the game.
|
||||
|
||||
# When these are opened, we can execute a hook in the mod that might be able to tell us which orb cache we opened,
|
||||
# by ID, and that will allow us to map a Location object to it. We'll be using these for Move Randomizer,
|
||||
# where each move is "mapped" to an Orb Cache being unlocked. Obviously, they will then be randomized, but with moves
|
||||
# not being considered Items by the game, we need to conjure SOME kind of Location for them, and Orb Caches is the best
|
||||
# we can do.
|
||||
|
||||
# We can use 2^12 to offset these from special checks, just like we offset those from scout flies
|
||||
# by 2^11. Special checks don't exceed an ID of (jak1_id + 2153).
|
||||
orb_cache_offset = 4096
|
||||
|
||||
|
||||
# These helper functions do all the math required to get information about each
|
||||
# special check and translate its ID between AP and OpenGOAL. Similar to Scout Flies, these large numbers are not
|
||||
# necessary, and we can flatten out the range in which these numbers lie.
|
||||
def to_ap_id(game_id: int) -> int:
|
||||
if game_id >= jak1_id:
|
||||
raise ValueError(f"Attempted to convert {game_id} to an AP ID, but it already is one.")
|
||||
uncompressed_id = jak1_id + orb_cache_offset + game_id # Add the offsets and the orb cache Actor ID.
|
||||
return uncompressed_id - 10344 # Subtract the smallest Actor ID.
|
||||
|
||||
|
||||
def to_game_id(ap_id: int) -> int:
|
||||
if ap_id < jak1_id:
|
||||
raise ValueError(f"Attempted to convert {ap_id} to a Jak 1 ID, but it already is one.")
|
||||
uncompressed_id = ap_id + 10344 # Reverse process, add back the smallest Actor ID.
|
||||
return uncompressed_id - jak1_id - orb_cache_offset # Subtract the offsets.
|
||||
|
||||
|
||||
# The ID's you see below correlate to the Actor ID of each Orb Cache.
|
||||
|
||||
loc_orbCacheTable = {
|
||||
10344: "Orb Cache in Sandover Village",
|
||||
10369: "Orb Cache in Forbidden Jungle",
|
||||
11072: "Orb Cache on Misty Island",
|
||||
12634: "Orb Cache near Flut Flut Egg",
|
||||
12635: "Orb Cache near Pelican's Nest",
|
||||
10945: "Orb Cache in Rock Village",
|
||||
14507: "Orb Cache in First Sunken Chamber",
|
||||
14838: "Orb Cache in Second Sunken Chamber",
|
||||
23348: "Orb Cache in Snowy Fort (1)",
|
||||
23349: "Orb Cache in Snowy Fort (2)",
|
||||
23350: "Orb Cache in Snowy Fort (3)",
|
||||
24038: "Orb Cache at End of Blast Furnace",
|
||||
24039: "Orb Cache at End of Launch Pad Room",
|
||||
24040: "Orb Cache at Start of Launch Pad Room",
|
||||
}
|
||||
123
worlds/jakanddaxter/locs/orb_locations.py
Normal file
123
worlds/jakanddaxter/locs/orb_locations.py
Normal file
@@ -0,0 +1,123 @@
|
||||
from ..game_id import jak1_id
|
||||
from ..levels import level_table_with_global
|
||||
|
||||
# Precursor Orbs are not necessarily given ID's by the game.
|
||||
|
||||
# Of the 2000 orbs (or "money") you can pick up, only 1233 are standalone ones you find in the overworld.
|
||||
# We can identify them by Actor ID's, which run from 549 to 24433. Other actors reside in this range,
|
||||
# so like Power Cells these are not ordered, nor contiguous, nor exclusively orbs.
|
||||
|
||||
# In fact, other ID's in this range belong to actors that spawn orbs when they are activated or when they die,
|
||||
# like steel crates, orb caches, Spider Cave gnawers, or jumping on the Plant Boss's head. These orbs that spawn
|
||||
# from parent actors DON'T have an Actor ID themselves - the parent object keeps track of how many of its orbs
|
||||
# have been picked up.
|
||||
|
||||
# In order to deal with this mess, we're creating 2 extra functions that will create and identify Orb Locations for us.
|
||||
# These will be compatible with both Global Orbsanity and Per-Level Orbsanity, allowing us to create any
|
||||
# number of Locations depending on the bundle size chosen, while also guaranteeing that each has a unique address.
|
||||
|
||||
# We can use 2^15 to offset them from Orb Caches, because Orb Cache ID's max out at (jak1_id + 17792).
|
||||
orb_offset = 32768
|
||||
|
||||
|
||||
# These helper functions do all the math required to get information about each
|
||||
# precursor orb and translate its ID between AP and OpenGOAL.
|
||||
def to_ap_id(game_id: int) -> int:
|
||||
if game_id >= jak1_id:
|
||||
raise ValueError(f"Attempted to convert {game_id} to an AP ID, but it already is one.")
|
||||
return jak1_id + orb_offset + game_id # Add the offsets and the orb Actor ID.
|
||||
|
||||
|
||||
def to_game_id(ap_id: int) -> int:
|
||||
if ap_id < jak1_id:
|
||||
raise ValueError(f"Attempted to convert {ap_id} to a Jak 1 ID, but it already is one.")
|
||||
return ap_id - jak1_id - orb_offset # Reverse process, subtract the offsets.
|
||||
|
||||
|
||||
# Use this when the Memory Reader learns that you checked a specific bundle.
|
||||
# Offset each level by 200 orbs (max number in any level), {200, 400, ...}
|
||||
# then divide orb count by bundle size, {201, 202, ...}
|
||||
# then subtract 1. {200, 201, ...}
|
||||
def find_address(level_index: int, orb_count: int, bundle_size: int) -> int:
|
||||
result = (level_index * 200) + (orb_count // bundle_size) - 1
|
||||
return result
|
||||
|
||||
|
||||
# Use this when assigning addresses during region generation.
|
||||
def create_address(level_index: int, bundle_index: int) -> int:
|
||||
result = (level_index * 200) + bundle_index
|
||||
return result
|
||||
|
||||
|
||||
# What follows is our methods of generating all the name/ID pairs for location_name_to_id.
|
||||
# Remember that not every bundle will be used in the actual seed, we just need a static map of strings to ints.
|
||||
locGR_orbBundleTable = {create_address(level_table_with_global["Geyser Rock"]["level_index"], index):
|
||||
f"Geyser Rock Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Geyser Rock"]["orbs"])}
|
||||
locSV_orbBundleTable = {create_address(level_table_with_global["Sandover Village"]["level_index"], index):
|
||||
f"Sandover Village Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Sandover Village"]["orbs"])}
|
||||
locFJ_orbBundleTable = {create_address(level_table_with_global["Forbidden Jungle"]["level_index"], index):
|
||||
f"Forbidden Jungle Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Forbidden Jungle"]["orbs"])}
|
||||
locSB_orbBundleTable = {create_address(level_table_with_global["Sentinel Beach"]["level_index"], index):
|
||||
f"Sentinel Beach Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Sentinel Beach"]["orbs"])}
|
||||
locMI_orbBundleTable = {create_address(level_table_with_global["Misty Island"]["level_index"], index):
|
||||
f"Misty Island Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Misty Island"]["orbs"])}
|
||||
locFC_orbBundleTable = {create_address(level_table_with_global["Fire Canyon"]["level_index"], index):
|
||||
f"Fire Canyon Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Fire Canyon"]["orbs"])}
|
||||
locRV_orbBundleTable = {create_address(level_table_with_global["Rock Village"]["level_index"], index):
|
||||
f"Rock Village Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Rock Village"]["orbs"])}
|
||||
locLPC_orbBundleTable = {create_address(level_table_with_global["Lost Precursor City"]["level_index"], index):
|
||||
f"Lost Precursor City Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Lost Precursor City"]["orbs"])}
|
||||
locBS_orbBundleTable = {create_address(level_table_with_global["Boggy Swamp"]["level_index"], index):
|
||||
f"Boggy Swamp Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Boggy Swamp"]["orbs"])}
|
||||
locPB_orbBundleTable = {create_address(level_table_with_global["Precursor Basin"]["level_index"], index):
|
||||
f"Precursor Basin Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Precursor Basin"]["orbs"])}
|
||||
locMP_orbBundleTable = {create_address(level_table_with_global["Mountain Pass"]["level_index"], index):
|
||||
f"Mountain Pass Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Mountain Pass"]["orbs"])}
|
||||
locVC_orbBundleTable = {create_address(level_table_with_global["Volcanic Crater"]["level_index"], index):
|
||||
f"Volcanic Crater Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Volcanic Crater"]["orbs"])}
|
||||
locSM_orbBundleTable = {create_address(level_table_with_global["Snowy Mountain"]["level_index"], index):
|
||||
f"Snowy Mountain Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Snowy Mountain"]["orbs"])}
|
||||
locSC_orbBundleTable = {create_address(level_table_with_global["Spider Cave"]["level_index"], index):
|
||||
f"Spider Cave Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Spider Cave"]["orbs"])}
|
||||
locLT_orbBundleTable = {create_address(level_table_with_global["Lava Tube"]["level_index"], index):
|
||||
f"Lava Tube Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Lava Tube"]["orbs"])}
|
||||
locGMC_orbBundleTable = {create_address(level_table_with_global["Gol and Maia's Citadel"]["level_index"], index):
|
||||
f"Gol and Maia's Citadel Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global["Gol and Maia's Citadel"]["orbs"])}
|
||||
locGlobal_orbBundleTable = {create_address(level_table_with_global[""]["level_index"], index):
|
||||
f"Orb Bundle {index + 1}"
|
||||
for index in range(level_table_with_global[""]["orbs"])}
|
||||
loc_orbBundleTable = {
|
||||
**locGR_orbBundleTable,
|
||||
**locSV_orbBundleTable,
|
||||
**locSB_orbBundleTable,
|
||||
**locFJ_orbBundleTable,
|
||||
**locMI_orbBundleTable,
|
||||
**locFC_orbBundleTable,
|
||||
**locRV_orbBundleTable,
|
||||
**locLPC_orbBundleTable,
|
||||
**locBS_orbBundleTable,
|
||||
**locPB_orbBundleTable,
|
||||
**locMP_orbBundleTable,
|
||||
**locVC_orbBundleTable,
|
||||
**locSM_orbBundleTable,
|
||||
**locSC_orbBundleTable,
|
||||
**locLT_orbBundleTable,
|
||||
**locGMC_orbBundleTable,
|
||||
**locGlobal_orbBundleTable
|
||||
}
|
||||
230
worlds/jakanddaxter/locs/scout_locations.py
Normal file
230
worlds/jakanddaxter/locs/scout_locations.py
Normal file
@@ -0,0 +1,230 @@
|
||||
from ..game_id import jak1_id
|
||||
|
||||
# Scout Flies are given ID's between 0 and 393311 by the game, explanation below.
|
||||
|
||||
# Each fly (or "buzzer") is given a unique 32-bit number broken into two 16-bit numbers.
|
||||
# The lower 16 bits are the game-task ID of the power cell the fly corresponds to.
|
||||
# The higher 16 bits are the index of the fly itself, from 000 (0) to 110 (6).
|
||||
|
||||
# Ex: The final scout fly on Geyser Rock
|
||||
# 0000000000000110 0000000001011111
|
||||
# ( Index: 6 ) ( Cell: 95 )
|
||||
|
||||
# Because flies are indexed from 0, each 0th fly's full ID == the power cell's ID.
|
||||
# So we need to offset all of their ID's in order for Archipelago to separate them
|
||||
# from their power cells. We can use 1024 (2^10) for this purpose, because scout flies
|
||||
# only ever need 10 bits to identify themselves (3 for the index, 7 for the cell ID).
|
||||
|
||||
# We're also going to compress the ID by bit-shifting the fly index down to lower bits,
|
||||
# keeping the scout fly ID range to a smaller set of numbers (1000 -> 2000, instead of 1 -> 400000).
|
||||
fly_offset = 1024
|
||||
|
||||
|
||||
# These helper functions do all the math required to get information about each
|
||||
# scout fly and translate its ID between AP and OpenGOAL.
|
||||
def to_ap_id(game_id: int) -> int:
|
||||
if game_id >= jak1_id:
|
||||
raise ValueError(f"Attempted to convert {game_id} to an AP ID, but it already is one.")
|
||||
cell_id = get_cell_id(game_id) # Get the power cell ID from the lowest 7 bits.
|
||||
buzzer_index = (game_id - cell_id) >> 9 # Get the index, bit shift it down 9 places.
|
||||
compressed_id = fly_offset + buzzer_index + cell_id # Add the offset, the bit-shifted index, and the cell ID.
|
||||
return jak1_id + compressed_id # Last thing: add the game's ID.
|
||||
|
||||
|
||||
def to_game_id(ap_id: int) -> int:
|
||||
if ap_id < jak1_id:
|
||||
raise ValueError(f"Attempted to convert {ap_id} to a Jak 1 ID, but it already is one.")
|
||||
compressed_id = ap_id - jak1_id # Reverse process. First thing: subtract the game's ID.
|
||||
cell_id = get_cell_id(compressed_id) # Get the power cell ID from the lowest 7 bits.
|
||||
buzzer_index = compressed_id - fly_offset - cell_id # Get the bit-shifted index.
|
||||
return (buzzer_index << 9) + cell_id # Return the index to its normal place, re-add the cell ID.
|
||||
|
||||
|
||||
# Get the power cell ID from the lowest 7 bits.
|
||||
# Make sure to use this function ONLY when the input argument does NOT include jak1_id,
|
||||
# because that number may flip some of the bottom 7 bits, and that will throw off this bit mask.
|
||||
def get_cell_id(buzzer_id: int) -> int:
|
||||
if buzzer_id >= jak1_id:
|
||||
raise ValueError(f"Attempted to bit mask {buzzer_id}, but it is polluted by the game's ID {jak1_id}.")
|
||||
return buzzer_id & 0b1111111
|
||||
|
||||
|
||||
# The ID's you see below correspond directly to that fly's 32-bit ID in the game.
|
||||
# I used the decompiled entity JSON's and Jak's X/Y coordinates in Debug Mode
|
||||
# to determine which box ID is which location.
|
||||
|
||||
# Geyser Rock
|
||||
locGR_scoutTable = {
|
||||
95: "GR: Scout Fly On Ground, Front",
|
||||
327775: "GR: Scout Fly On Ground, Back",
|
||||
393311: "GR: Scout Fly On Left Ledge",
|
||||
65631: "GR: Scout Fly On Right Ledge",
|
||||
262239: "GR: Scout Fly On Middle Ledge, Left",
|
||||
131167: "GR: Scout Fly On Middle Ledge, Right",
|
||||
196703: "GR: Scout Fly On Top Ledge"
|
||||
}
|
||||
|
||||
# Sandover Village
|
||||
locSV_scoutTable = {
|
||||
262219: "SV: Scout Fly In Fisherman's House",
|
||||
327755: "SV: Scout Fly In Mayor's House",
|
||||
131147: "SV: Scout Fly Under Bridge",
|
||||
65611: "SV: Scout Fly Behind Sculptor's House",
|
||||
75: "SV: Scout Fly Overlooking Farmer's House",
|
||||
393291: "SV: Scout Fly Near Oracle",
|
||||
196683: "SV: Scout Fly In Farmer's House"
|
||||
}
|
||||
|
||||
# Forbidden Jungle
|
||||
locFJ_scoutTable = {
|
||||
393223: "FJ: Scout Fly At End Of Path",
|
||||
262151: "FJ: Scout Fly On Spiral Of Stumps",
|
||||
7: "FJ: Scout Fly Near Dark Eco Boxes",
|
||||
196615: "FJ: Scout Fly At End Of River",
|
||||
131079: "FJ: Scout Fly Behind Lurker Machine",
|
||||
327687: "FJ: Scout Fly Around Temple Spire",
|
||||
65543: "FJ: Scout Fly On Top Of Temple"
|
||||
}
|
||||
|
||||
# Sentinel Beach
|
||||
locSB_scoutTable = {
|
||||
327700: "SB: Scout Fly At Entrance",
|
||||
20: "SB: Scout Fly Overlooking Locked Boxes",
|
||||
65556: "SB: Scout Fly On Path To Flut Flut",
|
||||
262164: "SB: Scout Fly Under Wood Pillars",
|
||||
196628: "SB: Scout Fly Overlooking Blue Eco Vent",
|
||||
131092: "SB: Scout Fly Overlooking Green Eco Vents",
|
||||
393236: "SB: Scout Fly On Sentinel"
|
||||
}
|
||||
|
||||
# Misty Island
|
||||
locMI_scoutTable = {
|
||||
327708: "MI: Scout Fly Overlooking Entrance",
|
||||
65564: "MI: Scout Fly On Ledge Near Arena Entrance",
|
||||
262172: "MI: Scout Fly Near Arena Door",
|
||||
28: "MI: Scout Fly On Ledge Near Arena Exit",
|
||||
131100: "MI: Scout Fly On Ship",
|
||||
196636: "MI: Scout Fly On Barrel Ramps",
|
||||
393244: "MI: Scout Fly On Zoomer Ramps"
|
||||
}
|
||||
|
||||
# Fire Canyon
|
||||
locFC_scoutTable = {
|
||||
393284: "FC: Scout Fly 1",
|
||||
68: "FC: Scout Fly 2",
|
||||
65604: "FC: Scout Fly 3",
|
||||
196676: "FC: Scout Fly 4",
|
||||
131140: "FC: Scout Fly 5",
|
||||
262212: "FC: Scout Fly 6",
|
||||
327748: "FC: Scout Fly 7"
|
||||
}
|
||||
|
||||
# Rock Village
|
||||
locRV_scoutTable = {
|
||||
76: "RV: Scout Fly Behind Sage's Hut",
|
||||
131148: "RV: Scout Fly Near Waterfall",
|
||||
196684: "RV: Scout Fly Behind Geologist",
|
||||
262220: "RV: Scout Fly Behind Fiery Boulder",
|
||||
65612: "RV: Scout Fly On Dock",
|
||||
327756: "RV: Scout Fly At Pontoon Bridge",
|
||||
393292: "RV: Scout Fly At Boggy Swamp Entrance"
|
||||
}
|
||||
|
||||
# Precursor Basin
|
||||
locPB_scoutTable = {
|
||||
196665: "PB: Scout Fly Overlooking Entrance",
|
||||
393273: "PB: Scout Fly Near Mole Hole",
|
||||
131129: "PB: Scout Fly At Purple Ring Start",
|
||||
65593: "PB: Scout Fly Near Dark Eco Plant, Above",
|
||||
57: "PB: Scout Fly At Blue Ring Start",
|
||||
262201: "PB: Scout Fly Before Big Jump",
|
||||
327737: "PB: Scout Fly Near Dark Eco Plant, Below"
|
||||
}
|
||||
|
||||
# Lost Precursor City
|
||||
locLPC_scoutTable = {
|
||||
262193: "LPC: Scout Fly First Room",
|
||||
131121: "LPC: Scout Fly Before Second Room",
|
||||
393265: "LPC: Scout Fly Second Room, Near Orb Vent",
|
||||
196657: "LPC: Scout Fly Second Room, On Path To Cell",
|
||||
49: "LPC: Scout Fly Second Room, Green Pipe", # Sunken Pipe Game, special cases. See `got-buzzer?`
|
||||
65585: "LPC: Scout Fly Second Room, Blue Pipe", # Sunken Pipe Game, special cases. See `got-buzzer?`
|
||||
327729: "LPC: Scout Fly Across Steam Vents"
|
||||
}
|
||||
|
||||
# Boggy Swamp
|
||||
locBS_scoutTable = {
|
||||
43: "BS: Scout Fly Near Entrance",
|
||||
393259: "BS: Scout Fly Over First Jump Pad",
|
||||
65579: "BS: Scout Fly Over Second Jump Pad",
|
||||
262187: "BS: Scout Fly Across Black Swamp",
|
||||
327723: "BS: Scout Fly Overlooking Flut Flut",
|
||||
131115: "BS: Scout Fly On Flut Flut Platforms",
|
||||
196651: "BS: Scout Fly In Field Of Boxes"
|
||||
}
|
||||
|
||||
# Mountain Pass
|
||||
locMP_scoutTable = {
|
||||
88: "MP: Scout Fly 1",
|
||||
65624: "MP: Scout Fly 2",
|
||||
131160: "MP: Scout Fly 3",
|
||||
196696: "MP: Scout Fly 4",
|
||||
262232: "MP: Scout Fly 5",
|
||||
327768: "MP: Scout Fly 6",
|
||||
393304: "MP: Scout Fly 7"
|
||||
}
|
||||
|
||||
# Volcanic Crater
|
||||
locVC_scoutTable = {
|
||||
262221: "VC: Scout Fly In Miner's Cave",
|
||||
393293: "VC: Scout Fly Near Oracle",
|
||||
196685: "VC: Scout Fly On Stone Platforms",
|
||||
131149: "VC: Scout Fly Near Lava Tube",
|
||||
77: "VC: Scout Fly At Minecart Junction",
|
||||
65613: "VC: Scout Fly Near Spider Cave",
|
||||
327757: "VC: Scout Fly Near Mountain Pass"
|
||||
}
|
||||
|
||||
# Spider Cave
|
||||
locSC_scoutTable = {
|
||||
327765: "SC: Scout Fly Near Dark Cave Entrance",
|
||||
262229: "SC: Scout Fly In Dark Cave",
|
||||
393301: "SC: Scout Fly Main Cave, Overlooking Entrance",
|
||||
196693: "SC: Scout Fly Main Cave, Near Dark Crystal",
|
||||
131157: "SC: Scout Fly Main Cave, Near Robot Cave Entrance",
|
||||
85: "SC: Scout Fly Robot Cave, At Bottom Level",
|
||||
65621: "SC: Scout Fly Robot Cave, At Top Level",
|
||||
}
|
||||
|
||||
# Snowy Mountain
|
||||
locSM_scoutTable = {
|
||||
65: "SM: Scout Fly Near Entrance",
|
||||
327745: "SM: Scout Fly Near Frozen Box",
|
||||
65601: "SM: Scout Fly Near Yellow Eco Switch",
|
||||
131137: "SM: Scout Fly On Cliff near Flut Flut",
|
||||
393281: "SM: Scout Fly Under Bridge To Fort",
|
||||
196673: "SM: Scout Fly On Top Of Fort Tower",
|
||||
262209: "SM: Scout Fly On Top Of Fort"
|
||||
}
|
||||
|
||||
# Lava Tube
|
||||
locLT_scoutTable = {
|
||||
90: "LT: Scout Fly 1",
|
||||
65626: "LT: Scout Fly 2",
|
||||
327770: "LT: Scout Fly 3",
|
||||
262234: "LT: Scout Fly 4",
|
||||
131162: "LT: Scout Fly 5",
|
||||
196698: "LT: Scout Fly 6",
|
||||
393306: "LT: Scout Fly 7"
|
||||
}
|
||||
|
||||
# Gol and Maias Citadel
|
||||
locGMC_scoutTable = {
|
||||
91: "GMC: Scout Fly At Entrance",
|
||||
65627: "GMC: Scout Fly Main Room, Left of Robot",
|
||||
196699: "GMC: Scout Fly Main Room, Right of Robot",
|
||||
262235: "GMC: Scout Fly Before Jumping Lurkers",
|
||||
393307: "GMC: Scout Fly At Blast Furnace",
|
||||
131163: "GMC: Scout Fly At Launch Pad Room",
|
||||
327771: "GMC: Scout Fly Top Of Rotating Tower"
|
||||
}
|
||||
51
worlds/jakanddaxter/locs/special_locations.py
Normal file
51
worlds/jakanddaxter/locs/special_locations.py
Normal file
@@ -0,0 +1,51 @@
|
||||
from ..game_id import jak1_id
|
||||
|
||||
# These are special checks that the game normally does not track. They are not game entities and thus
|
||||
# don't have game ID's.
|
||||
|
||||
# Normally, for example, completing the fishing minigame is what gives you access to the
|
||||
# fisherman's boat to get to Misty Island. The game treats completion of the fishing minigame as well as the
|
||||
# power cell you receive as one and the same. The fisherman only gives you one item, a power cell.
|
||||
|
||||
# We're significantly altering the game logic here to decouple these concepts. First, completing the fishing minigame
|
||||
# now counts as 2 Location checks. Second, the fisherman should give you a power cell (a generic item) as well as
|
||||
# the "keys" to his boat (a special item). It is the "keys" that we are defining in this file, and the respective
|
||||
# Item representing those keys will be defined in Items.py. These aren't real in the sense that
|
||||
# they have a model and texture, they are just the logical representation of the boat unlock.
|
||||
|
||||
# We can use 2^11 to offset these from scout flies, just like we offset scout flies from power cells
|
||||
# by 2^10. Even with the high-16 reminder bits, scout flies don't exceed an ID of (jak1_id + 1887).
|
||||
special_offset = 2048
|
||||
|
||||
|
||||
# These helper functions do all the math required to get information about each
|
||||
# special check and translate its ID between AP and OpenGOAL.
|
||||
def to_ap_id(game_id: int) -> int:
|
||||
if game_id >= jak1_id:
|
||||
raise ValueError(f"Attempted to convert {game_id} to an AP ID, but it already is one.")
|
||||
return jak1_id + special_offset + game_id # Add the offsets and the orb Actor ID.
|
||||
|
||||
|
||||
def to_game_id(ap_id: int) -> int:
|
||||
if ap_id < jak1_id:
|
||||
raise ValueError(f"Attempted to convert {ap_id} to a Jak 1 ID, but it already is one.")
|
||||
return ap_id - jak1_id - special_offset # Reverse process, subtract the offsets.
|
||||
|
||||
|
||||
# The ID's you see below correlate to each of their respective game-tasks, even though they are separate.
|
||||
# This makes it easier for the new game logic to know what relates to what. I hope. God I hope.
|
||||
|
||||
loc_specialTable = {
|
||||
5: "Fisherman's Boat",
|
||||
4: "Jungle Elevator",
|
||||
2: "Blue Eco Switch",
|
||||
17: "Flut Flut",
|
||||
33: "Warrior's Pontoons",
|
||||
105: "Snowy Mountain Gondola",
|
||||
60: "Yellow Eco Switch",
|
||||
63: "Snowy Fort Gate",
|
||||
71: "Freed The Blue Sage",
|
||||
72: "Freed The Red Sage",
|
||||
73: "Freed The Yellow Sage",
|
||||
70: "Freed The Green Sage",
|
||||
}
|
||||
352
worlds/jakanddaxter/options.py
Normal file
352
worlds/jakanddaxter/options.py
Normal file
@@ -0,0 +1,352 @@
|
||||
from dataclasses import dataclass
|
||||
from functools import cached_property
|
||||
from Options import PerGameCommonOptions, StartInventoryPool, Toggle, Choice, Range, DefaultOnToggle, OptionCounter, \
|
||||
AssembleOptions
|
||||
from .items import trap_item_table
|
||||
|
||||
|
||||
class readonly_classproperty:
|
||||
"""This decorator is used for getting friendly or unfriendly range_end values for options like FireCanyonCellCount
|
||||
and CitizenOrbTradeAmount. We only need to provide a getter as we will only be setting a single int to one of two
|
||||
values."""
|
||||
def __init__(self, getter):
|
||||
self.getter = getter
|
||||
|
||||
def __get__(self, instance, owner):
|
||||
return self.getter(owner)
|
||||
|
||||
|
||||
@readonly_classproperty
|
||||
def determine_range_end(cls) -> int:
|
||||
from . import JakAndDaxterWorld # Avoid circular imports.
|
||||
friendly = JakAndDaxterWorld.settings.enforce_friendly_options
|
||||
return cls.friendly_maximum if friendly else cls.absolute_maximum
|
||||
|
||||
|
||||
class classproperty:
|
||||
"""This decorator (?) is used for getting and setting friendly or unfriendly option values for the Orbsanity
|
||||
options."""
|
||||
def __init__(self, getter, setter):
|
||||
self.getter = getter
|
||||
self.setter = setter
|
||||
|
||||
def __get__(self, obj, value):
|
||||
return self.getter(obj)
|
||||
|
||||
def __set__(self, obj, value):
|
||||
self.setter(obj, value)
|
||||
|
||||
|
||||
class AllowedChoiceMeta(AssembleOptions):
|
||||
"""This metaclass overrides AssembleOptions and provides inheriting classes a way to filter out "disallowed" values
|
||||
by way of implementing get_disallowed_options. This function is used by Jak and Daxter to check host.yaml settings
|
||||
without circular imports or breaking the settings API."""
|
||||
_name_lookup: dict[int, str]
|
||||
_options: dict[str, int]
|
||||
|
||||
def __new__(mcs, name, bases, attrs):
|
||||
ret = super().__new__(mcs, name, bases, attrs)
|
||||
ret._name_lookup = attrs["name_lookup"]
|
||||
ret._options = attrs["options"]
|
||||
return ret
|
||||
|
||||
def set_name_lookup(cls, value : dict[int, str]):
|
||||
cls._name_lookup = value
|
||||
|
||||
def get_name_lookup(cls) -> dict[int, str]:
|
||||
cls._name_lookup = {k: v for k, v in cls._name_lookup.items() if k not in cls.get_disallowed_options()}
|
||||
return cls._name_lookup
|
||||
|
||||
def set_options(cls, value: dict[str, int]):
|
||||
cls._options = value
|
||||
|
||||
def get_options(cls) -> dict[str, int]:
|
||||
cls._options = {k: v for k, v in cls._options.items() if v not in cls.get_disallowed_options()}
|
||||
return cls._options
|
||||
|
||||
def get_disallowed_options(cls):
|
||||
return {}
|
||||
|
||||
name_lookup = classproperty(get_name_lookup, set_name_lookup)
|
||||
options = classproperty(get_options, set_options)
|
||||
|
||||
|
||||
class AllowedChoice(Choice, metaclass=AllowedChoiceMeta):
|
||||
pass
|
||||
|
||||
|
||||
class EnableMoveRandomizer(Toggle):
|
||||
"""Include movement options as items in the randomizer. Until you find his other moves, Jak is limited to
|
||||
running, swimming, single-jumping, and shooting yellow eco through his goggles.
|
||||
|
||||
This adds 11 items to the pool."""
|
||||
display_name = "Enable Move Randomizer"
|
||||
|
||||
|
||||
class EnableOrbsanity(Choice):
|
||||
"""Include bundles of Precursor Orbs as checks. Every time you collect the chosen number of orbs, you will trigger
|
||||
another check.
|
||||
|
||||
Per Level: bundles are for each level in the game.
|
||||
Global: bundles carry over level to level.
|
||||
|
||||
This adds a number of Items and Locations to the pool inversely proportional to the size of the bundle.
|
||||
For example, if your bundle size is 20 orbs, you will add 100 items to the pool. If your bundle size is 250 orbs,
|
||||
you will add 8 items to the pool."""
|
||||
display_name = "Enable Orbsanity"
|
||||
option_off = 0
|
||||
option_per_level = 1
|
||||
option_global = 2
|
||||
default = 0
|
||||
|
||||
|
||||
class GlobalOrbsanityBundleSize(AllowedChoice):
|
||||
"""The orb bundle size for Global Orbsanity. This only applies if "Enable Orbsanity" is set to "Global."
|
||||
There are 2000 orbs in the game, so your bundle size must be a factor of 2000.
|
||||
|
||||
This value is restricted to safe minimum and maximum values to ensure valid singleplayer games and
|
||||
non-disruptive multiplayer games, but the host can remove this restriction by turning off enforce_friendly_options
|
||||
in host.yaml."""
|
||||
display_name = "Global Orbsanity Bundle Size"
|
||||
option_1_orb = 1
|
||||
option_2_orbs = 2
|
||||
option_4_orbs = 4
|
||||
option_5_orbs = 5
|
||||
option_8_orbs = 8
|
||||
option_10_orbs = 10
|
||||
option_16_orbs = 16
|
||||
option_20_orbs = 20
|
||||
option_25_orbs = 25
|
||||
option_40_orbs = 40
|
||||
option_50_orbs = 50
|
||||
option_80_orbs = 80
|
||||
option_100_orbs = 100
|
||||
option_125_orbs = 125
|
||||
option_200_orbs = 200
|
||||
option_250_orbs = 250
|
||||
option_400_orbs = 400
|
||||
option_500_orbs = 500
|
||||
option_1000_orbs = 1000
|
||||
option_2000_orbs = 2000
|
||||
friendly_minimum = 10
|
||||
friendly_maximum = 200
|
||||
default = 20
|
||||
|
||||
@classmethod
|
||||
def get_disallowed_options(cls) -> set[int]:
|
||||
try:
|
||||
from . import JakAndDaxterWorld
|
||||
if JakAndDaxterWorld.settings.enforce_friendly_options:
|
||||
return {cls.option_1_orb,
|
||||
cls.option_2_orbs,
|
||||
cls.option_4_orbs,
|
||||
cls.option_5_orbs,
|
||||
cls.option_8_orbs,
|
||||
cls.option_250_orbs,
|
||||
cls.option_400_orbs,
|
||||
cls.option_500_orbs,
|
||||
cls.option_1000_orbs,
|
||||
cls.option_2000_orbs}
|
||||
except ImportError:
|
||||
pass
|
||||
return set()
|
||||
|
||||
|
||||
class PerLevelOrbsanityBundleSize(AllowedChoice):
|
||||
"""The orb bundle size for Per Level Orbsanity. This only applies if "Enable Orbsanity" is set to "Per Level."
|
||||
There are 50, 150, or 200 orbs per level, so your bundle size must be a factor of 50.
|
||||
|
||||
This value is restricted to safe minimum and maximum values to ensure valid singleplayer games and
|
||||
non-disruptive multiplayer games, but the host can remove this restriction by turning off enforce_friendly_options
|
||||
in host.yaml."""
|
||||
display_name = "Per Level Orbsanity Bundle Size"
|
||||
option_1_orb = 1
|
||||
option_2_orbs = 2
|
||||
option_5_orbs = 5
|
||||
option_10_orbs = 10
|
||||
option_25_orbs = 25
|
||||
option_50_orbs = 50
|
||||
friendly_minimum = 10
|
||||
default = 25
|
||||
|
||||
@classmethod
|
||||
def get_disallowed_options(cls) -> set[int]:
|
||||
try:
|
||||
from . import JakAndDaxterWorld
|
||||
if JakAndDaxterWorld.settings.enforce_friendly_options:
|
||||
return {cls.option_1_orb,
|
||||
cls.option_2_orbs,
|
||||
cls.option_5_orbs}
|
||||
except ImportError:
|
||||
pass
|
||||
return set()
|
||||
|
||||
|
||||
class FireCanyonCellCount(Range):
|
||||
"""The number of power cells you need to cross Fire Canyon. This value is restricted to a safe maximum value to
|
||||
ensure valid singleplayer games and non-disruptive multiplayer games, but the host can remove this restriction by
|
||||
turning off enforce_friendly_options in host.yaml."""
|
||||
display_name = "Fire Canyon Cell Count"
|
||||
friendly_maximum = 30
|
||||
absolute_maximum = 100
|
||||
range_start = 0
|
||||
range_end = determine_range_end
|
||||
default = 20
|
||||
|
||||
|
||||
class MountainPassCellCount(Range):
|
||||
"""The number of power cells you need to reach Klaww and cross Mountain Pass. This value is restricted to a safe
|
||||
maximum value to ensure valid singleplayer games and non-disruptive multiplayer games, but the host can
|
||||
remove this restriction by turning off enforce_friendly_options in host.yaml."""
|
||||
display_name = "Mountain Pass Cell Count"
|
||||
friendly_maximum = 60
|
||||
absolute_maximum = 100
|
||||
range_start = 0
|
||||
range_end = determine_range_end
|
||||
default = 45
|
||||
|
||||
|
||||
class LavaTubeCellCount(Range):
|
||||
"""The number of power cells you need to cross Lava Tube. This value is restricted to a safe maximum value to
|
||||
ensure valid singleplayer games and non-disruptive multiplayer games, but the host can remove this restriction by
|
||||
turning off enforce_friendly_options in host.yaml."""
|
||||
display_name = "Lava Tube Cell Count"
|
||||
friendly_maximum = 90
|
||||
absolute_maximum = 100
|
||||
range_start = 0
|
||||
range_end = determine_range_end
|
||||
default = 72
|
||||
|
||||
|
||||
class EnableOrderedCellCounts(DefaultOnToggle):
|
||||
"""Reorder the Cell Count requirements for vehicle sections to be in ascending order.
|
||||
|
||||
For example, if Fire Canyon Cell Count, Mountain Pass Cell Count, and Lava Tube Cell Count are 60, 30, and 40
|
||||
respectively, they will be reordered to 30, 40, and 60."""
|
||||
display_name = "Enable Ordered Cell Counts"
|
||||
|
||||
|
||||
class RequirePunchForKlaww(DefaultOnToggle):
|
||||
"""Force the Punch move to come before Klaww. Disabling this setting may require Jak to fight Klaww
|
||||
and Gol and Maia by shooting yellow eco through his goggles. This only applies if "Enable Move Randomizer" is ON."""
|
||||
display_name = "Require Punch For Klaww"
|
||||
|
||||
|
||||
# 222 is the absolute maximum because there are 9 citizen trades and 2000 orbs to trade (2000/9 = 222).
|
||||
class CitizenOrbTradeAmount(Range):
|
||||
"""The number of orbs you need to trade to citizens for a power cell (Mayor, Uncle, etc.).
|
||||
|
||||
Along with Oracle Orb Trade Amount, this setting cannot exceed the total number of orbs in the game (2000).
|
||||
The equation to determine the total number of trade orbs is (9 * Citizen Trades) + (6 * Oracle Trades).
|
||||
|
||||
This value is restricted to a safe maximum value to ensure valid singleplayer games and non-disruptive
|
||||
multiplayer games, but the host can remove this restriction by turning off enforce_friendly_options in host.yaml."""
|
||||
display_name = "Citizen Orb Trade Amount"
|
||||
friendly_maximum = 120
|
||||
absolute_maximum = 222
|
||||
range_start = 0
|
||||
range_end = determine_range_end
|
||||
default = 90
|
||||
|
||||
|
||||
# 333 is the absolute maximum because there are 6 oracle trades and 2000 orbs to trade (2000/6 = 333).
|
||||
class OracleOrbTradeAmount(Range):
|
||||
"""The number of orbs you need to trade to the Oracles for a power cell.
|
||||
|
||||
Along with Citizen Orb Trade Amount, this setting cannot exceed the total number of orbs in the game (2000).
|
||||
The equation to determine the total number of trade orbs is (9 * Citizen Trades) + (6 * Oracle Trades).
|
||||
|
||||
This value is restricted to a safe maximum value to ensure valid singleplayer games and non-disruptive
|
||||
multiplayer games, but the host can remove this restriction by turning off enforce_friendly_options in host.yaml."""
|
||||
display_name = "Oracle Orb Trade Amount"
|
||||
friendly_maximum = 150
|
||||
absolute_maximum = 333
|
||||
range_start = 0
|
||||
range_end = determine_range_end
|
||||
default = 120
|
||||
|
||||
|
||||
class FillerPowerCellsReplacedWithTraps(Range):
|
||||
"""
|
||||
The number of filler power cells that will be replaced with traps. This does not affect the number of progression
|
||||
power cells.
|
||||
|
||||
If this value is greater than the number of filler power cells, then they will all be replaced with traps.
|
||||
"""
|
||||
display_name = "Filler Power Cells Replaced With Traps"
|
||||
range_start = 0
|
||||
range_end = 100
|
||||
default = 0
|
||||
|
||||
|
||||
class FillerOrbBundlesReplacedWithTraps(Range):
|
||||
"""
|
||||
The number of filler orb bundles that will be replaced with traps. This does not affect the number of progression
|
||||
orb bundles. This only applies if "Enable Orbsanity" is set to "Per Level" or "Global."
|
||||
|
||||
If this value is greater than the number of filler orb bundles, then they will all be replaced with traps.
|
||||
"""
|
||||
display_name = "Filler Orb Bundles Replaced With Traps"
|
||||
range_start = 0
|
||||
range_end = 2000
|
||||
default = 0
|
||||
|
||||
|
||||
class TrapEffectDuration(Range):
|
||||
"""
|
||||
The length of time, in seconds, that a trap effect lasts.
|
||||
"""
|
||||
display_name = "Trap Effect Duration"
|
||||
range_start = 5
|
||||
range_end = 60
|
||||
default = 30
|
||||
|
||||
|
||||
class TrapWeights(OptionCounter):
|
||||
"""
|
||||
The list of traps and corresponding weights that will be randomly added to the item pool. A trap with weight 10 is
|
||||
twice as likely to appear as a trap with weight 5. Set a weight to 0 to prevent that trap from appearing altogether.
|
||||
If all weights are 0, no traps are created, overriding the values of "Filler * Replaced With Traps."
|
||||
"""
|
||||
display_name = "Trap Weights"
|
||||
min = 0
|
||||
default = {trap: 1 for trap in trap_item_table.values()}
|
||||
valid_keys = sorted({trap for trap in trap_item_table.values()})
|
||||
|
||||
@cached_property
|
||||
def weights_pair(self) -> tuple[list[str], list[int]]:
|
||||
return list(self.value.keys()), list(self.value.values())
|
||||
|
||||
|
||||
class CompletionCondition(Choice):
|
||||
"""Set the goal for completing the game."""
|
||||
display_name = "Completion Condition"
|
||||
option_cross_fire_canyon = 69
|
||||
option_cross_mountain_pass = 87
|
||||
option_cross_lava_tube = 89
|
||||
# option_defeat_dark_eco_plant = 6
|
||||
option_defeat_klaww = 86
|
||||
option_defeat_gol_and_maia = 112
|
||||
option_open_100_cell_door = 116
|
||||
default = 112
|
||||
|
||||
|
||||
@dataclass
|
||||
class JakAndDaxterOptions(PerGameCommonOptions):
|
||||
enable_move_randomizer: EnableMoveRandomizer
|
||||
enable_orbsanity: EnableOrbsanity
|
||||
global_orbsanity_bundle_size: GlobalOrbsanityBundleSize
|
||||
level_orbsanity_bundle_size: PerLevelOrbsanityBundleSize
|
||||
fire_canyon_cell_count: FireCanyonCellCount
|
||||
mountain_pass_cell_count: MountainPassCellCount
|
||||
lava_tube_cell_count: LavaTubeCellCount
|
||||
enable_ordered_cell_counts: EnableOrderedCellCounts
|
||||
require_punch_for_klaww: RequirePunchForKlaww
|
||||
citizen_orb_trade_amount: CitizenOrbTradeAmount
|
||||
oracle_orb_trade_amount: OracleOrbTradeAmount
|
||||
filler_power_cells_replaced_with_traps: FillerPowerCellsReplacedWithTraps
|
||||
filler_orb_bundles_replaced_with_traps: FillerOrbBundlesReplacedWithTraps
|
||||
trap_effect_duration: TrapEffectDuration
|
||||
trap_weights: TrapWeights
|
||||
jak_completion_condition: CompletionCondition
|
||||
start_inventory_from_pool: StartInventoryPool
|
||||
132
worlds/jakanddaxter/regions.py
Normal file
132
worlds/jakanddaxter/regions.py
Normal file
@@ -0,0 +1,132 @@
|
||||
import typing
|
||||
from Options import OptionError
|
||||
from .items import item_table
|
||||
from .options import EnableOrbsanity, CompletionCondition
|
||||
from .rules import can_reach_orbs_global
|
||||
from .locs import cell_locations as cells, scout_locations as scouts
|
||||
from .regs import (geyser_rock_regions as geyser_rock,
|
||||
sandover_village_regions as sandover_village,
|
||||
forbidden_jungle_regions as forbidden_jungle,
|
||||
sentinel_beach_regions as sentinel_beach,
|
||||
misty_island_regions as misty_island,
|
||||
fire_canyon_regions as fire_canyon,
|
||||
rock_village_regions as rock_village,
|
||||
precursor_basin_regions as precursor_basin,
|
||||
lost_precursor_city_regions as lost_precursor_city,
|
||||
boggy_swamp_regions as boggy_swamp,
|
||||
mountain_pass_regions as mountain_pass,
|
||||
volcanic_crater_regions as volcanic_crater,
|
||||
spider_cave_regions as spider_cave,
|
||||
snowy_mountain_regions as snowy_mountain,
|
||||
lava_tube_regions as lava_tube,
|
||||
gol_and_maias_citadel_regions as gol_and_maias_citadel)
|
||||
from .regs.region_base import JakAndDaxterRegion
|
||||
|
||||
if typing.TYPE_CHECKING:
|
||||
from . import JakAndDaxterWorld
|
||||
|
||||
|
||||
def create_regions(world: "JakAndDaxterWorld"):
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
# Always start with Menu.
|
||||
menu = JakAndDaxterRegion("Menu", player, multiworld)
|
||||
multiworld.regions.append(menu)
|
||||
|
||||
# Build the special "Free 7 Scout Flies" Region. This is a virtual region always accessible to Menu.
|
||||
# The Locations within are automatically checked when you receive the 7th scout fly for the corresponding cell.
|
||||
free7 = JakAndDaxterRegion("'Free 7 Scout Flies' Power Cells", player, multiworld)
|
||||
free7.add_cell_locations(cells.loc7SF_cellTable.keys())
|
||||
for scout_fly_cell in free7.locations:
|
||||
|
||||
# Translate from Cell AP ID to Scout AP ID using game ID as an intermediary.
|
||||
scout_fly_id = scouts.to_ap_id(cells.to_game_id(typing.cast(int, scout_fly_cell.address)))
|
||||
scout_fly_cell.access_rule = lambda state, flies=scout_fly_id: state.has(item_table[flies], player, 7)
|
||||
multiworld.regions.append(free7)
|
||||
menu.connect(free7)
|
||||
|
||||
# If Global Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Menu. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_global:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld)
|
||||
|
||||
bundle_count = 2000 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
|
||||
# Unlike Per-Level Orbsanity, Global Orbsanity Locations always have a level_index of 16.
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(16,
|
||||
bundle_index,
|
||||
access_rule=lambda state, orb_amount=amount:
|
||||
can_reach_orbs_global(state, player, world, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
menu.connect(orbs)
|
||||
|
||||
# Build all regions. Include their intra-connecting Rules, their Locations, and their Location access rules.
|
||||
gr = geyser_rock.build_regions("Geyser Rock", world)
|
||||
sv = sandover_village.build_regions("Sandover Village", world)
|
||||
fj, fjp = forbidden_jungle.build_regions("Forbidden Jungle", world)
|
||||
sb = sentinel_beach.build_regions("Sentinel Beach", world)
|
||||
mi = misty_island.build_regions("Misty Island", world)
|
||||
fc = fire_canyon.build_regions("Fire Canyon", world)
|
||||
rv, rvp, rvc = rock_village.build_regions("Rock Village", world)
|
||||
pb = precursor_basin.build_regions("Precursor Basin", world)
|
||||
lpc = lost_precursor_city.build_regions("Lost Precursor City", world)
|
||||
bs = boggy_swamp.build_regions("Boggy Swamp", world)
|
||||
mp, mpr = mountain_pass.build_regions("Mountain Pass", world)
|
||||
vc = volcanic_crater.build_regions("Volcanic Crater", world)
|
||||
sc = spider_cave.build_regions("Spider Cave", world)
|
||||
sm = snowy_mountain.build_regions("Snowy Mountain", world)
|
||||
lt = lava_tube.build_regions("Lava Tube", world)
|
||||
gmc, fb, fd = gol_and_maias_citadel.build_regions("Gol and Maia's Citadel", world)
|
||||
|
||||
# Configurable counts of cells for connector levels.
|
||||
fc_count = options.fire_canyon_cell_count.value
|
||||
mp_count = options.mountain_pass_cell_count.value
|
||||
lt_count = options.lava_tube_cell_count.value
|
||||
|
||||
# Define the interconnecting rules.
|
||||
menu.connect(gr)
|
||||
gr.connect(sv) # Geyser Rock modified to let you leave at any time.
|
||||
sv.connect(fj)
|
||||
sv.connect(sb)
|
||||
sv.connect(mi, rule=lambda state: state.has("Fisherman's Boat", player))
|
||||
sv.connect(fc, rule=lambda state: state.has("Power Cell", player, fc_count)) # Normally 20.
|
||||
fc.connect(rv)
|
||||
rv.connect(pb)
|
||||
rv.connect(lpc)
|
||||
rvp.connect(bs) # rv->rvp/rvc connections defined internally by RockVillageRegions.
|
||||
rvc.connect(mp, rule=lambda state: state.has("Power Cell", player, mp_count)) # Normally 45.
|
||||
mpr.connect(vc) # mp->mpr connection defined internally by MountainPassRegions.
|
||||
vc.connect(sc)
|
||||
vc.connect(sm, rule=lambda state: state.has("Snowy Mountain Gondola", player))
|
||||
vc.connect(lt, rule=lambda state: state.has("Power Cell", player, lt_count)) # Normally 72.
|
||||
lt.connect(gmc) # gmc->fb connection defined internally by GolAndMaiasCitadelRegions.
|
||||
|
||||
# Set the completion condition.
|
||||
if options.jak_completion_condition == CompletionCondition.option_cross_fire_canyon:
|
||||
multiworld.completion_condition[player] = lambda state: state.can_reach(rv, "Region", player)
|
||||
|
||||
elif options.jak_completion_condition == CompletionCondition.option_cross_mountain_pass:
|
||||
multiworld.completion_condition[player] = lambda state: state.can_reach(vc, "Region", player)
|
||||
|
||||
elif options.jak_completion_condition == CompletionCondition.option_cross_lava_tube:
|
||||
multiworld.completion_condition[player] = lambda state: state.can_reach(gmc, "Region", player)
|
||||
|
||||
# elif options.jak_completion_condition == CompletionCondition.option_defeat_dark_eco_plant:
|
||||
# multiworld.completion_condition[player] = lambda state: state.can_reach(fjp, "Region", player)
|
||||
|
||||
elif options.jak_completion_condition == CompletionCondition.option_defeat_klaww:
|
||||
multiworld.completion_condition[player] = lambda state: state.can_reach(mp, "Region", player)
|
||||
|
||||
elif options.jak_completion_condition == CompletionCondition.option_defeat_gol_and_maia:
|
||||
multiworld.completion_condition[player] = lambda state: state.can_reach(fb, "Region", player)
|
||||
|
||||
elif options.jak_completion_condition == CompletionCondition.option_open_100_cell_door:
|
||||
multiworld.completion_condition[player] = lambda state: state.can_reach(fd, "Region", player)
|
||||
|
||||
else:
|
||||
raise OptionError(f"{world.player_name}: Unknown completion goal ID "
|
||||
f"({options.jak_completion_condition.value}).")
|
||||
0
worlds/jakanddaxter/regs/__init__.py
Normal file
0
worlds/jakanddaxter/regs/__init__.py
Normal file
174
worlds/jakanddaxter/regs/boggy_swamp_regions.py
Normal file
174
worlds/jakanddaxter/regs/boggy_swamp_regions.py
Normal file
@@ -0,0 +1,174 @@
|
||||
from BaseClasses import CollectionState
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_fight, can_reach_orbs_level
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
# This level is full of short-medium gaps that cannot be crossed by single jump alone.
|
||||
# These helper functions list out the moves that can cross all these gaps (painting with a broad brush but...)
|
||||
def can_jump_farther(state: CollectionState, p: int) -> bool:
|
||||
return (state.has_any(("Double Jump", "Jump Kick"), p)
|
||||
or state.has_all(("Punch", "Punch Uppercut"), p))
|
||||
|
||||
def can_jump_higher(state: CollectionState, p: int) -> bool:
|
||||
return (state.has("Double Jump", p)
|
||||
or state.has_all(("Crouch", "Crouch Jump"), p)
|
||||
or state.has_all(("Crouch", "Crouch Uppercut"), p)
|
||||
or state.has_all(("Punch", "Punch Uppercut"), p))
|
||||
|
||||
# Orb crates and fly box in this area can be gotten with yellow eco and goggles.
|
||||
# Start with the first yellow eco cluster near first_bats and work your way backward toward the entrance.
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 23)
|
||||
main_area.add_fly_locations([43])
|
||||
|
||||
# Includes 4 orbs collectable with the blue eco vent.
|
||||
first_bats = JakAndDaxterRegion("First Bats Area", player, multiworld, level_name, 4)
|
||||
|
||||
first_jump_pad = JakAndDaxterRegion("First Jump Pad", player, multiworld, level_name, 0)
|
||||
first_jump_pad.add_fly_locations([393259])
|
||||
|
||||
# The tethers in this level are all out of order... a casual playthrough has the following order for the cell ID's:
|
||||
# 42, 39, 40, 41. So that is the order we're calling "first, second, third, fourth".
|
||||
|
||||
# First tether cell is collectable with yellow eco and goggles.
|
||||
first_tether = JakAndDaxterRegion("First Tether", player, multiworld, level_name, 7)
|
||||
first_tether.add_cell_locations([42])
|
||||
|
||||
# This rat colony has 3 orbs on top of it, requires special movement.
|
||||
first_tether_rat_colony = JakAndDaxterRegion("First Tether Rat Colony", player, multiworld, level_name, 3)
|
||||
|
||||
# If quick enough, combat not required.
|
||||
second_jump_pad = JakAndDaxterRegion("Second Jump Pad", player, multiworld, level_name, 0)
|
||||
second_jump_pad.add_fly_locations([65579])
|
||||
|
||||
first_pole_course = JakAndDaxterRegion("First Pole Course", player, multiworld, level_name, 28)
|
||||
|
||||
# You can break this tether with a yellow eco vent and goggles,
|
||||
# but you can't reach the platform unless you can jump high.
|
||||
second_tether = JakAndDaxterRegion("Second Tether", player, multiworld, level_name, 0)
|
||||
second_tether.add_cell_locations([39], access_rule=lambda state: can_jump_higher(state, player))
|
||||
|
||||
# Fly and orbs are collectable with nearby blue eco cluster.
|
||||
second_bats = JakAndDaxterRegion("Second Bats Area", player, multiworld, level_name, 27)
|
||||
second_bats.add_fly_locations([262187], access_rule=lambda state: can_jump_farther(state, player))
|
||||
|
||||
third_jump_pad = JakAndDaxterRegion("Third Jump Pad (Arena)", player, multiworld, level_name, 0)
|
||||
third_jump_pad.add_cell_locations([38], access_rule=lambda state: can_fight(state, player))
|
||||
|
||||
# The platform for the third tether might look high, but you can get a boost from the yellow eco vent.
|
||||
fourth_jump_pad = JakAndDaxterRegion("Fourth Jump Pad (Third Tether)", player, multiworld, level_name, 9)
|
||||
fourth_jump_pad.add_cell_locations([40])
|
||||
|
||||
# Orbs collectable here with yellow eco and goggles.
|
||||
flut_flut_pad = JakAndDaxterRegion("Flut Flut Pad", player, multiworld, level_name, 36)
|
||||
|
||||
flut_flut_course = JakAndDaxterRegion("Flut Flut Course", player, multiworld, level_name, 23)
|
||||
flut_flut_course.add_cell_locations([37])
|
||||
flut_flut_course.add_fly_locations([327723, 131115])
|
||||
|
||||
# Includes some orbs on the way to the cabin, blue+yellow eco to collect.
|
||||
farthy_snacks = JakAndDaxterRegion("Farthy's Snacks", player, multiworld, level_name, 7)
|
||||
farthy_snacks.add_cell_locations([36])
|
||||
|
||||
# Scout fly in this field can be broken with yellow eco.
|
||||
box_field = JakAndDaxterRegion("Field of Boxes", player, multiworld, level_name, 10)
|
||||
box_field.add_fly_locations([196651])
|
||||
|
||||
last_tar_pit = JakAndDaxterRegion("Last Tar Pit", player, multiworld, level_name, 12)
|
||||
|
||||
fourth_tether = JakAndDaxterRegion("Fourth Tether", player, multiworld, level_name, 11)
|
||||
fourth_tether.add_cell_locations([41], access_rule=lambda state: can_jump_higher(state, player))
|
||||
|
||||
main_area.connect(first_bats, rule=lambda state: can_jump_farther(state, player))
|
||||
|
||||
first_bats.connect(main_area)
|
||||
first_bats.connect(first_jump_pad)
|
||||
first_bats.connect(first_tether)
|
||||
|
||||
first_jump_pad.connect(first_bats)
|
||||
|
||||
first_tether.connect(first_bats)
|
||||
first_tether.connect(first_tether_rat_colony, rule=lambda state:
|
||||
(state.has_all(("Roll", "Roll Jump"), player)
|
||||
or state.has_all(("Double Jump", "Jump Kick"), player)))
|
||||
first_tether.connect(second_jump_pad)
|
||||
first_tether.connect(first_pole_course)
|
||||
|
||||
first_tether_rat_colony.connect(first_tether)
|
||||
|
||||
second_jump_pad.connect(first_tether)
|
||||
|
||||
first_pole_course.connect(first_tether)
|
||||
first_pole_course.connect(second_tether)
|
||||
|
||||
second_tether.connect(first_pole_course, rule=lambda state: can_jump_higher(state, player))
|
||||
second_tether.connect(second_bats)
|
||||
|
||||
second_bats.connect(second_tether)
|
||||
second_bats.connect(third_jump_pad)
|
||||
second_bats.connect(fourth_jump_pad)
|
||||
second_bats.connect(flut_flut_pad)
|
||||
|
||||
third_jump_pad.connect(second_bats)
|
||||
fourth_jump_pad.connect(second_bats)
|
||||
|
||||
flut_flut_pad.connect(second_bats)
|
||||
flut_flut_pad.connect(flut_flut_course, rule=lambda state: state.has("Flut Flut", player)) # Naturally.
|
||||
flut_flut_pad.connect(farthy_snacks)
|
||||
|
||||
flut_flut_course.connect(flut_flut_pad)
|
||||
|
||||
farthy_snacks.connect(flut_flut_pad)
|
||||
farthy_snacks.connect(box_field, rule=lambda state: can_jump_higher(state, player))
|
||||
|
||||
box_field.connect(farthy_snacks, rule=lambda state: can_jump_higher(state, player))
|
||||
box_field.connect(last_tar_pit, rule=lambda state: can_jump_farther(state, player))
|
||||
|
||||
last_tar_pit.connect(box_field, rule=lambda state: can_jump_farther(state, player))
|
||||
last_tar_pit.connect(fourth_tether, rule=lambda state: can_jump_farther(state, player))
|
||||
|
||||
fourth_tether.connect(last_tar_pit, rule=lambda state: can_jump_farther(state, player))
|
||||
fourth_tether.connect(main_area) # Fall down.
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
world.level_to_regions[level_name].append(first_bats)
|
||||
world.level_to_regions[level_name].append(first_jump_pad)
|
||||
world.level_to_regions[level_name].append(first_tether)
|
||||
world.level_to_regions[level_name].append(first_tether_rat_colony)
|
||||
world.level_to_regions[level_name].append(second_jump_pad)
|
||||
world.level_to_regions[level_name].append(first_pole_course)
|
||||
world.level_to_regions[level_name].append(second_tether)
|
||||
world.level_to_regions[level_name].append(second_bats)
|
||||
world.level_to_regions[level_name].append(third_jump_pad)
|
||||
world.level_to_regions[level_name].append(fourth_jump_pad)
|
||||
world.level_to_regions[level_name].append(flut_flut_pad)
|
||||
world.level_to_regions[level_name].append(flut_flut_course)
|
||||
world.level_to_regions[level_name].append(farthy_snacks)
|
||||
world.level_to_regions[level_name].append(box_field)
|
||||
world.level_to_regions[level_name].append(last_tar_pit)
|
||||
world.level_to_regions[level_name].append(fourth_tether)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 200 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(8,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
return main_area
|
||||
38
worlds/jakanddaxter/regs/fire_canyon_regions.py
Normal file
38
worlds/jakanddaxter/regs/fire_canyon_regions.py
Normal file
@@ -0,0 +1,38 @@
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_reach_orbs_level
|
||||
from ..locs import cell_locations as cells, scout_locations as scouts
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 50)
|
||||
|
||||
# Everything is accessible by making contact with the zoomer.
|
||||
main_area.add_cell_locations(cells.locFC_cellTable.keys())
|
||||
main_area.add_fly_locations(scouts.locFC_scoutTable.keys())
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 50 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(5,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
return main_area
|
||||
103
worlds/jakanddaxter/regs/forbidden_jungle_regions.py
Normal file
103
worlds/jakanddaxter/regs/forbidden_jungle_regions.py
Normal file
@@ -0,0 +1,103 @@
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_free_scout_flies, can_fight, can_reach_orbs_level
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> tuple[JakAndDaxterRegion, ...]:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 25)
|
||||
|
||||
# You can get this scout fly by running from the blue eco vent across the temple bridge,
|
||||
# falling onto the river, collecting the 3 blue clusters, using the jump pad, and running straight to the box.
|
||||
main_area.add_fly_locations([393223])
|
||||
|
||||
lurker_machine = JakAndDaxterRegion("Lurker Machine", player, multiworld, level_name, 5)
|
||||
lurker_machine.add_cell_locations([3], access_rule=lambda state: can_fight(state, player))
|
||||
|
||||
# This cell and this scout fly can both be gotten with the blue eco clusters near the jump pad.
|
||||
lurker_machine.add_cell_locations([9])
|
||||
lurker_machine.add_fly_locations([131079])
|
||||
|
||||
river = JakAndDaxterRegion("River", player, multiworld, level_name, 42)
|
||||
|
||||
# All of these can be gotten with blue eco, hitting the dark eco boxes, or by running.
|
||||
river.add_cell_locations([5, 8])
|
||||
river.add_fly_locations([7, 196615])
|
||||
river.add_special_locations([5])
|
||||
river.add_cache_locations([10369])
|
||||
|
||||
temple_exit = JakAndDaxterRegion("Temple Exit", player, multiworld, level_name, 12)
|
||||
|
||||
# This fly is too far from accessible blue eco sources.
|
||||
temple_exit.add_fly_locations([262151], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
temple_exterior = JakAndDaxterRegion("Temple Exterior", player, multiworld, level_name, 10)
|
||||
|
||||
# All of these can be gotten with blue eco and running.
|
||||
temple_exterior.add_cell_locations([4])
|
||||
temple_exterior.add_fly_locations([327687, 65543])
|
||||
temple_exterior.add_special_locations([4])
|
||||
|
||||
temple_int_pre_blue = JakAndDaxterRegion("Temple Interior (Pre Blue Eco)", player, multiworld, level_name, 17)
|
||||
temple_int_pre_blue.add_cell_locations([2])
|
||||
temple_int_pre_blue.add_special_locations([2])
|
||||
|
||||
temple_int_post_blue = JakAndDaxterRegion("Temple Interior (Post Blue Eco)", player, multiworld, level_name, 39)
|
||||
temple_int_post_blue.add_cell_locations([6], access_rule=lambda state: can_fight(state, player))
|
||||
|
||||
main_area.connect(lurker_machine) # Run and jump (tree stump platforms).
|
||||
main_area.connect(river) # Jump down.
|
||||
main_area.connect(temple_exit) # Run and jump (bridges).
|
||||
|
||||
lurker_machine.connect(main_area) # Jump down.
|
||||
lurker_machine.connect(river) # Jump down.
|
||||
lurker_machine.connect(temple_exterior) # Jump down (ledge).
|
||||
|
||||
river.connect(main_area) # Jump up (ledges near fisherman).
|
||||
river.connect(lurker_machine) # Jump pad (aim toward machine).
|
||||
river.connect(temple_exit) # Run and jump (trampolines).
|
||||
river.connect(temple_exterior) # Jump pad (aim toward temple door).
|
||||
|
||||
temple_exit.connect(main_area) # Run and jump (bridges).
|
||||
temple_exit.connect(river) # Jump down.
|
||||
temple_exit.connect(temple_exterior) # Run and jump (bridges, dodge spikes).
|
||||
|
||||
# Requires Jungle Elevator.
|
||||
temple_exterior.connect(temple_int_pre_blue, rule=lambda state: state.has("Jungle Elevator", player))
|
||||
|
||||
# Requires Blue Eco Switch.
|
||||
temple_int_pre_blue.connect(temple_int_post_blue, rule=lambda state: state.has("Blue Eco Switch", player))
|
||||
|
||||
# Requires defeating the plant boss (combat).
|
||||
temple_int_post_blue.connect(temple_exit, rule=lambda state: can_fight(state, player))
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
world.level_to_regions[level_name].append(lurker_machine)
|
||||
world.level_to_regions[level_name].append(river)
|
||||
world.level_to_regions[level_name].append(temple_exit)
|
||||
world.level_to_regions[level_name].append(temple_exterior)
|
||||
world.level_to_regions[level_name].append(temple_int_pre_blue)
|
||||
world.level_to_regions[level_name].append(temple_int_post_blue)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 150 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(3,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
return main_area, temple_int_post_blue
|
||||
48
worlds/jakanddaxter/regs/geyser_rock_regions.py
Normal file
48
worlds/jakanddaxter/regs/geyser_rock_regions.py
Normal file
@@ -0,0 +1,48 @@
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_reach_orbs_level
|
||||
from ..locs import scout_locations as scouts
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 48)
|
||||
main_area.add_cell_locations([92, 93])
|
||||
main_area.add_fly_locations(scouts.locGR_scoutTable.keys()) # All Flies here are accessible with blue eco.
|
||||
|
||||
# The last 2 orbs are barely gettable with the blue eco vent, but it's pushing accessibility. So I moved them here.
|
||||
cliff = JakAndDaxterRegion("Cliff", player, multiworld, level_name, 2)
|
||||
cliff.add_cell_locations([94])
|
||||
|
||||
main_area.connect(cliff, rule=lambda state:
|
||||
state.has("Double Jump", player)
|
||||
or state.has_all(("Crouch", "Crouch Jump"), player)
|
||||
or state.has_all(("Crouch", "Crouch Uppercut"), player))
|
||||
|
||||
cliff.connect(main_area) # Jump down or ride blue eco elevator.
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
world.level_to_regions[level_name].append(cliff)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 50 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(0,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
return main_area
|
||||
137
worlds/jakanddaxter/regs/gol_and_maias_citadel_regions.py
Normal file
137
worlds/jakanddaxter/regs/gol_and_maias_citadel_regions.py
Normal file
@@ -0,0 +1,137 @@
|
||||
from BaseClasses import CollectionState
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity, CompletionCondition
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_free_scout_flies, can_fight, can_reach_orbs_level
|
||||
|
||||
|
||||
# God help me... here we go.
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> tuple[JakAndDaxterRegion | None, ...]:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
# This level is full of short-medium gaps that cannot be crossed by single jump alone.
|
||||
# These helper functions list out the moves that can cross all these gaps (painting with a broad brush but...)
|
||||
def can_jump_farther(state: CollectionState, p: int) -> bool:
|
||||
return (state.has_any(("Double Jump", "Jump Kick"), p)
|
||||
or state.has_all(("Punch", "Punch Uppercut"), p))
|
||||
|
||||
def can_triple_jump(state: CollectionState, p: int) -> bool:
|
||||
return state.has_all(("Double Jump", "Jump Kick"), p)
|
||||
|
||||
def can_jump_stairs(state: CollectionState, p: int) -> bool:
|
||||
return (state.has("Double Jump", p)
|
||||
or state.has("Jump Dive", p)
|
||||
or state.has_all(("Crouch", "Crouch Jump"), p)
|
||||
or state.has_all(("Crouch", "Crouch Uppercut"), p))
|
||||
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 0)
|
||||
main_area.add_fly_locations([91], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
robot_scaffolding = JakAndDaxterRegion("Scaffolding Around Robot", player, multiworld, level_name, 8)
|
||||
robot_scaffolding.add_fly_locations([196699], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
jump_pad_room = JakAndDaxterRegion("Jump Pad Chamber", player, multiworld, level_name, 88)
|
||||
jump_pad_room.add_cell_locations([73], access_rule=lambda state: can_fight(state, player))
|
||||
jump_pad_room.add_special_locations([73], access_rule=lambda state: can_fight(state, player))
|
||||
jump_pad_room.add_fly_locations([131163]) # Blue eco vent is right next to it.
|
||||
jump_pad_room.add_fly_locations([65627], access_rule=lambda state:
|
||||
can_free_scout_flies(state, player) and can_jump_farther(state, player))
|
||||
jump_pad_room.add_cache_locations([24039, 24040]) # First, blue eco vent, second, blue eco cluster near sage.
|
||||
|
||||
blast_furnace = JakAndDaxterRegion("Blast Furnace", player, multiworld, level_name, 39)
|
||||
blast_furnace.add_cell_locations([71], access_rule=lambda state: can_fight(state, player))
|
||||
blast_furnace.add_special_locations([71], access_rule=lambda state: can_fight(state, player))
|
||||
blast_furnace.add_fly_locations([393307]) # Blue eco vent nearby.
|
||||
blast_furnace.add_cache_locations([24038]) # Blue eco cluster near sage.
|
||||
|
||||
bunny_room = JakAndDaxterRegion("Bunny Chamber", player, multiworld, level_name, 45)
|
||||
bunny_room.add_cell_locations([72], access_rule=lambda state: can_fight(state, player))
|
||||
bunny_room.add_special_locations([72], access_rule=lambda state: can_fight(state, player))
|
||||
bunny_room.add_fly_locations([262235], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
rotating_tower = JakAndDaxterRegion("Rotating Tower", player, multiworld, level_name, 20)
|
||||
rotating_tower.add_cell_locations([70], access_rule=lambda state: can_fight(state, player))
|
||||
rotating_tower.add_special_locations([70], access_rule=lambda state: can_fight(state, player))
|
||||
rotating_tower.add_fly_locations([327771], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
final_boss = JakAndDaxterRegion("Final Boss", player, multiworld, level_name, 0)
|
||||
|
||||
# Jump Dive required for a lot of buttons, prepare yourself.
|
||||
main_area.connect(robot_scaffolding, rule=lambda state:
|
||||
state.has("Jump Dive", player) or state.has_all(("Roll", "Roll Jump"), player))
|
||||
main_area.connect(jump_pad_room)
|
||||
|
||||
robot_scaffolding.connect(main_area, rule=lambda state: state.has("Jump Dive", player))
|
||||
robot_scaffolding.connect(blast_furnace, rule=lambda state:
|
||||
state.has("Jump Dive", player)
|
||||
and can_jump_farther(state, player)
|
||||
and (can_triple_jump(state, player) or state.has_all(("Roll", "Roll Jump"), player)))
|
||||
robot_scaffolding.connect(bunny_room, rule=lambda state:
|
||||
state.has("Jump Dive", player)
|
||||
and can_jump_farther(state, player)
|
||||
and (can_triple_jump(state, player) or state.has_all(("Roll", "Roll Jump"), player)))
|
||||
|
||||
jump_pad_room.connect(main_area)
|
||||
jump_pad_room.connect(robot_scaffolding, rule=lambda state:
|
||||
state.has("Jump Dive", player)
|
||||
and (can_triple_jump(state, player) or state.has_all(("Roll", "Roll Jump"), player)))
|
||||
|
||||
blast_furnace.connect(robot_scaffolding) # Blue eco elevator takes you right back.
|
||||
|
||||
bunny_room.connect(robot_scaffolding, rule=lambda state:
|
||||
state.has("Jump Dive", player)
|
||||
and (can_jump_farther(state, player) or state.has_all(("Roll", "Roll Jump"), player)))
|
||||
|
||||
# Final climb.
|
||||
robot_scaffolding.connect(rotating_tower, rule=lambda state:
|
||||
can_jump_stairs(state, player)
|
||||
and state.has_all(("Freed The Blue Sage",
|
||||
"Freed The Red Sage",
|
||||
"Freed The Yellow Sage"), player))
|
||||
|
||||
rotating_tower.connect(main_area) # Take stairs back down.
|
||||
|
||||
# Final elevator. Need to break boxes at summit to get blue eco for platform.
|
||||
rotating_tower.connect(final_boss, rule=lambda state:
|
||||
can_fight(state, player)
|
||||
and state.has("Freed The Green Sage", player))
|
||||
|
||||
final_boss.connect(rotating_tower) # Take elevator back down.
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
world.level_to_regions[level_name].append(robot_scaffolding)
|
||||
world.level_to_regions[level_name].append(jump_pad_room)
|
||||
world.level_to_regions[level_name].append(blast_furnace)
|
||||
world.level_to_regions[level_name].append(bunny_room)
|
||||
world.level_to_regions[level_name].append(rotating_tower)
|
||||
world.level_to_regions[level_name].append(final_boss)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 200 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(15,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
# Final door. Need 100 power cells.
|
||||
if options.jak_completion_condition == CompletionCondition.option_open_100_cell_door:
|
||||
final_door = JakAndDaxterRegion("Final Door", player, multiworld, level_name, 0)
|
||||
final_boss.connect(final_door, rule=lambda state: state.has("Power Cell", player, 100))
|
||||
|
||||
world.level_to_regions[level_name].append(final_door)
|
||||
|
||||
return main_area, final_boss, final_door
|
||||
else:
|
||||
return main_area, final_boss, None
|
||||
38
worlds/jakanddaxter/regs/lava_tube_regions.py
Normal file
38
worlds/jakanddaxter/regs/lava_tube_regions.py
Normal file
@@ -0,0 +1,38 @@
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_reach_orbs_level
|
||||
from ..locs import cell_locations as cells, scout_locations as scouts
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 50)
|
||||
|
||||
# Everything is accessible by making contact with the zoomer.
|
||||
main_area.add_cell_locations(cells.locLT_cellTable.keys())
|
||||
main_area.add_fly_locations(scouts.locLT_scoutTable.keys())
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 50 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(14,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
return main_area
|
||||
155
worlds/jakanddaxter/regs/lost_precursor_city_regions.py
Normal file
155
worlds/jakanddaxter/regs/lost_precursor_city_regions.py
Normal file
@@ -0,0 +1,155 @@
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_free_scout_flies, can_fight, can_reach_orbs_level
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
# Just the starting area.
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 4)
|
||||
|
||||
first_room_upper = JakAndDaxterRegion("First Chamber (Upper)", player, multiworld, level_name, 21)
|
||||
|
||||
first_room_lower = JakAndDaxterRegion("First Chamber (Lower)", player, multiworld, level_name, 0)
|
||||
first_room_lower.add_fly_locations([262193], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
first_room_orb_cache = JakAndDaxterRegion("First Chamber Orb Cache", player, multiworld, level_name, 22)
|
||||
|
||||
# Need jump dive to activate button, double jump to reach blue eco to unlock cache.
|
||||
first_room_orb_cache.add_cache_locations([14507], access_rule=lambda state:
|
||||
state.has_all(("Jump Dive", "Double Jump"), player))
|
||||
|
||||
first_hallway = JakAndDaxterRegion("First Hallway", player, multiworld, level_name, 10)
|
||||
first_hallway.add_fly_locations([131121], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
# This entire room is accessible with floating platforms and single jump.
|
||||
second_room = JakAndDaxterRegion("Second Chamber", player, multiworld, level_name, 28)
|
||||
|
||||
# These items can only be gotten with jump dive to activate a button.
|
||||
second_room.add_cell_locations([45], access_rule=lambda state: state.has("Jump Dive", player))
|
||||
second_room.add_fly_locations([49, 65585], access_rule=lambda state: state.has("Jump Dive", player))
|
||||
|
||||
# This is the scout fly on the way to the pipe cell, requires normal breaking moves.
|
||||
second_room.add_fly_locations([196657], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
# This orb vent and scout fly are right next to each other, can be gotten with blue eco and the floating platforms.
|
||||
second_room.add_fly_locations([393265])
|
||||
second_room.add_cache_locations([14838])
|
||||
|
||||
# Named after the cell, includes the armored lurker room.
|
||||
center_complex = JakAndDaxterRegion("Center of the Complex", player, multiworld, level_name, 17)
|
||||
center_complex.add_cell_locations([51])
|
||||
|
||||
color_platforms = JakAndDaxterRegion("Color Platforms", player, multiworld, level_name, 6)
|
||||
color_platforms.add_cell_locations([44], access_rule=lambda state: can_fight(state, player))
|
||||
|
||||
quick_platforms = JakAndDaxterRegion("Quick Platforms", player, multiworld, level_name, 3)
|
||||
|
||||
# Jump dive to activate button.
|
||||
quick_platforms.add_cell_locations([48], access_rule=lambda state: state.has("Jump Dive", player))
|
||||
|
||||
first_slide = JakAndDaxterRegion("First Slide", player, multiworld, level_name, 22)
|
||||
|
||||
# Raised chamber room, includes vent room with scout fly prior to second slide.
|
||||
capsule_room = JakAndDaxterRegion("Capsule Chamber", player, multiworld, level_name, 6)
|
||||
|
||||
# Use jump dive to activate button inside the capsule. Blue eco vent can ready the chamber and get the scout fly.
|
||||
capsule_room.add_cell_locations([47], access_rule=lambda state:
|
||||
state.has("Jump Dive", player)
|
||||
and (state.has_any(("Double Jump", "Jump Kick"), player)
|
||||
or state.has_all(("Punch", "Punch Uppercut"), player)))
|
||||
capsule_room.add_fly_locations([327729])
|
||||
|
||||
# You can slide to the bottom of the city, but if you spawn down there, you have no momentum from the slide.
|
||||
# So you need some kind of jump to reach this cell.
|
||||
second_slide = JakAndDaxterRegion("Second Slide", player, multiworld, level_name, 31)
|
||||
second_slide.add_cell_locations([46], access_rule=lambda state:
|
||||
state.has_any(("Double Jump", "Jump Kick"), player)
|
||||
or state.has_all(("Punch", "Punch Uppercut"), player))
|
||||
|
||||
# If you can enter the helix room, you can jump or fight your way to the top. But you need some kind of movement
|
||||
# to enter it in the first place.
|
||||
helix_room = JakAndDaxterRegion("Helix Chamber", player, multiworld, level_name, 30)
|
||||
helix_room.add_cell_locations([50], access_rule=lambda state:
|
||||
state.has("Double Jump", player)
|
||||
or can_fight(state, player))
|
||||
|
||||
main_area.connect(first_room_upper) # Run.
|
||||
|
||||
first_room_upper.connect(main_area) # Run.
|
||||
first_room_upper.connect(first_hallway) # Run and jump (floating platforms).
|
||||
first_room_upper.connect(first_room_lower) # Run and jump down.
|
||||
|
||||
first_room_lower.connect(first_room_upper) # Run and jump (floating platforms).
|
||||
|
||||
# Needs some movement to reach these orbs and orb cache.
|
||||
first_room_lower.connect(first_room_orb_cache, rule=lambda state:
|
||||
state.has_all(("Jump Dive", "Double Jump"), player))
|
||||
first_room_orb_cache.connect(first_room_lower, rule=lambda state:
|
||||
state.has_all(("Jump Dive", "Double Jump"), player))
|
||||
|
||||
first_hallway.connect(first_room_upper) # Run and jump down.
|
||||
first_hallway.connect(second_room) # Run and jump (floating platforms).
|
||||
|
||||
second_room.connect(first_hallway) # Run and jump.
|
||||
second_room.connect(center_complex) # Run and jump down.
|
||||
|
||||
center_complex.connect(second_room) # Run and jump (swim).
|
||||
center_complex.connect(color_platforms) # Run and jump (swim).
|
||||
center_complex.connect(quick_platforms) # Run and jump (swim).
|
||||
|
||||
color_platforms.connect(center_complex) # Run and jump (swim).
|
||||
|
||||
quick_platforms.connect(center_complex) # Run and jump (swim).
|
||||
quick_platforms.connect(first_slide) # Slide.
|
||||
|
||||
first_slide.connect(capsule_room) # Slide.
|
||||
|
||||
capsule_room.connect(second_slide) # Slide.
|
||||
capsule_room.connect(main_area, rule=lambda state: # Chamber goes back to surface.
|
||||
state.has("Jump Dive", player)) # (Assume one-way for sanity.)
|
||||
|
||||
second_slide.connect(helix_room, rule=lambda state: # As stated above, you need to jump
|
||||
state.has_any(("Double Jump", "Jump Kick"), player) # across the dark eco pool before
|
||||
or state.has_all(("Punch", "Punch Uppercut"), player)) # you can climb the helix room.
|
||||
|
||||
helix_room.connect(quick_platforms, rule=lambda state: # Escape to get back to here.
|
||||
state.has("Double Jump", player) # Capsule is a convenient exit to the level.
|
||||
or can_fight(state, player))
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
world.level_to_regions[level_name].append(first_room_upper)
|
||||
world.level_to_regions[level_name].append(first_room_lower)
|
||||
world.level_to_regions[level_name].append(first_room_orb_cache)
|
||||
world.level_to_regions[level_name].append(first_hallway)
|
||||
world.level_to_regions[level_name].append(second_room)
|
||||
world.level_to_regions[level_name].append(center_complex)
|
||||
world.level_to_regions[level_name].append(color_platforms)
|
||||
world.level_to_regions[level_name].append(quick_platforms)
|
||||
world.level_to_regions[level_name].append(first_slide)
|
||||
world.level_to_regions[level_name].append(capsule_room)
|
||||
world.level_to_regions[level_name].append(second_slide)
|
||||
world.level_to_regions[level_name].append(helix_room)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 200 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(7,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
return main_area
|
||||
131
worlds/jakanddaxter/regs/misty_island_regions.py
Normal file
131
worlds/jakanddaxter/regs/misty_island_regions.py
Normal file
@@ -0,0 +1,131 @@
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_free_scout_flies, can_fight, can_reach_orbs_level
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 9)
|
||||
|
||||
muse_course = JakAndDaxterRegion("Muse Course", player, multiworld, level_name, 21)
|
||||
muse_course.add_cell_locations([23])
|
||||
muse_course.add_fly_locations([327708], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
zoomer = JakAndDaxterRegion("Zoomer", player, multiworld, level_name, 32)
|
||||
zoomer.add_cell_locations([27, 29])
|
||||
zoomer.add_fly_locations([393244])
|
||||
|
||||
ship = JakAndDaxterRegion("Ship", player, multiworld, level_name, 10)
|
||||
ship.add_cell_locations([24])
|
||||
ship.add_fly_locations([131100], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
far_side = JakAndDaxterRegion("Far Side", player, multiworld, level_name, 16)
|
||||
|
||||
# In order to even reach this fly, you must use the seesaw or crouch jump.
|
||||
far_side_cliff = JakAndDaxterRegion("Far Side Cliff", player, multiworld, level_name, 5)
|
||||
far_side_cliff.add_fly_locations([28], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
# To carry the blue eco fast enough to open this cache, you need to break the bone bridges along the way.
|
||||
far_side_cache = JakAndDaxterRegion("Far Side Orb Cache", player, multiworld, level_name, 15)
|
||||
far_side_cache.add_cache_locations([11072], access_rule=lambda state: can_fight(state, player))
|
||||
|
||||
barrel_course = JakAndDaxterRegion("Barrel Course", player, multiworld, level_name, 10)
|
||||
barrel_course.add_fly_locations([196636], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
# 14 orbs for the boxes you can only break with the cannon.
|
||||
cannon = JakAndDaxterRegion("Cannon", player, multiworld, level_name, 14)
|
||||
cannon.add_cell_locations([26], access_rule=lambda state: can_fight(state, player))
|
||||
|
||||
upper_approach = JakAndDaxterRegion("Upper Arena Approach", player, multiworld, level_name, 6)
|
||||
upper_approach.add_fly_locations([65564, 262172], access_rule=lambda state:
|
||||
can_free_scout_flies(state, player))
|
||||
|
||||
lower_approach = JakAndDaxterRegion("Lower Arena Approach", player, multiworld, level_name, 7)
|
||||
lower_approach.add_cell_locations([30])
|
||||
|
||||
arena = JakAndDaxterRegion("Arena", player, multiworld, level_name, 5)
|
||||
arena.add_cell_locations([25], access_rule=lambda state: can_fight(state, player))
|
||||
|
||||
main_area.connect(muse_course) # TODO - What do you need to chase the muse the whole way around?
|
||||
main_area.connect(zoomer) # Run and jump down.
|
||||
main_area.connect(ship) # Run and jump.
|
||||
main_area.connect(lower_approach) # Run and jump.
|
||||
|
||||
# Need to break the bone bridge to access.
|
||||
main_area.connect(upper_approach, rule=lambda state: can_fight(state, player))
|
||||
|
||||
muse_course.connect(main_area) # Run and jump down.
|
||||
|
||||
# The zoomer pad is low enough that it requires Crouch Jump specifically.
|
||||
zoomer.connect(main_area, rule=lambda state: state.has_all(("Crouch", "Crouch Jump"), player))
|
||||
|
||||
ship.connect(main_area) # Run and jump down.
|
||||
ship.connect(far_side) # Run and jump down.
|
||||
ship.connect(barrel_course) # Run and jump (dodge barrels).
|
||||
|
||||
far_side.connect(ship) # Run and jump.
|
||||
far_side.connect(arena) # Run and jump.
|
||||
|
||||
# Only if you can use the seesaw or Crouch Jump from the seesaw's edge.
|
||||
far_side.connect(far_side_cliff, rule=lambda state:
|
||||
state.has("Jump Dive", player)
|
||||
or state.has_all(("Crouch", "Crouch Jump"), player))
|
||||
|
||||
# Only if you can break the bone bridges to carry blue eco over the mud pit.
|
||||
far_side.connect(far_side_cache, rule=lambda state: can_fight(state, player))
|
||||
|
||||
far_side_cliff.connect(far_side) # Run and jump down.
|
||||
|
||||
barrel_course.connect(cannon) # Run and jump (dodge barrels).
|
||||
|
||||
cannon.connect(barrel_course) # Run and jump (dodge barrels).
|
||||
cannon.connect(arena) # Run and jump down.
|
||||
cannon.connect(upper_approach) # Run and jump down.
|
||||
|
||||
upper_approach.connect(lower_approach) # Jump down.
|
||||
upper_approach.connect(arena) # Jump down.
|
||||
|
||||
# One cliff is accessible, but only via Crouch Jump.
|
||||
lower_approach.connect(upper_approach, rule=lambda state: state.has_all(("Crouch", "Crouch Jump"), player))
|
||||
|
||||
# Requires breaking bone bridges.
|
||||
lower_approach.connect(arena, rule=lambda state: can_fight(state, player))
|
||||
|
||||
arena.connect(lower_approach) # Run.
|
||||
arena.connect(far_side) # Run.
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
world.level_to_regions[level_name].append(muse_course)
|
||||
world.level_to_regions[level_name].append(zoomer)
|
||||
world.level_to_regions[level_name].append(ship)
|
||||
world.level_to_regions[level_name].append(far_side)
|
||||
world.level_to_regions[level_name].append(far_side_cliff)
|
||||
world.level_to_regions[level_name].append(far_side_cache)
|
||||
world.level_to_regions[level_name].append(barrel_course)
|
||||
world.level_to_regions[level_name].append(cannon)
|
||||
world.level_to_regions[level_name].append(upper_approach)
|
||||
world.level_to_regions[level_name].append(lower_approach)
|
||||
world.level_to_regions[level_name].append(arena)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 150 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(4,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
return main_area
|
||||
67
worlds/jakanddaxter/regs/mountain_pass_regions.py
Normal file
67
worlds/jakanddaxter/regs/mountain_pass_regions.py
Normal file
@@ -0,0 +1,67 @@
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_reach_orbs_level
|
||||
from ..locs import scout_locations as scouts
|
||||
from worlds.generic.Rules import add_rule
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> tuple[JakAndDaxterRegion, ...]:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
# This is basically just Klaww.
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 0)
|
||||
main_area.add_cell_locations([86])
|
||||
|
||||
# Some folks prefer firing Yellow Eco from the hip, so optionally put this rule before Klaww. Klaww is the only
|
||||
# location in main_area, so he's at index 0.
|
||||
if world.options.require_punch_for_klaww:
|
||||
add_rule(main_area.locations[0], lambda state: state.has("Punch", player))
|
||||
|
||||
race = JakAndDaxterRegion("Race", player, multiworld, level_name, 50)
|
||||
race.add_cell_locations([87])
|
||||
|
||||
# All scout flies can be broken with the zoomer.
|
||||
race.add_fly_locations(scouts.locMP_scoutTable.keys())
|
||||
|
||||
shortcut = JakAndDaxterRegion("Shortcut", player, multiworld, level_name, 0)
|
||||
shortcut.add_cell_locations([110])
|
||||
|
||||
# Of course, in order to make it to the race region, you must defeat Klaww. He's not optional.
|
||||
# So we need to set up this inter-region rule as well (or make it free if the setting is off).
|
||||
if world.options.require_punch_for_klaww:
|
||||
main_area.connect(race, rule=lambda state: state.has("Punch", player))
|
||||
else:
|
||||
main_area.connect(race)
|
||||
|
||||
# You actually can go backwards from the race back to Klaww's area.
|
||||
race.connect(main_area)
|
||||
race.connect(shortcut, rule=lambda state: state.has("Yellow Eco Switch", player))
|
||||
|
||||
shortcut.connect(race)
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
world.level_to_regions[level_name].append(race)
|
||||
world.level_to_regions[level_name].append(shortcut)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 50 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(10,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
# Return race required for inter-level connections.
|
||||
return main_area, race
|
||||
38
worlds/jakanddaxter/regs/precursor_basin_regions.py
Normal file
38
worlds/jakanddaxter/regs/precursor_basin_regions.py
Normal file
@@ -0,0 +1,38 @@
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_reach_orbs_level
|
||||
from ..locs import cell_locations as cells, scout_locations as scouts
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 200)
|
||||
|
||||
# Everything is accessible by making contact with the zoomer.
|
||||
main_area.add_cell_locations(cells.locPB_cellTable.keys())
|
||||
main_area.add_fly_locations(scouts.locPB_scoutTable.keys())
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 200 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(9,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
return main_area
|
||||
91
worlds/jakanddaxter/regs/region_base.py
Normal file
91
worlds/jakanddaxter/regs/region_base.py
Normal file
@@ -0,0 +1,91 @@
|
||||
from typing import Iterable
|
||||
from BaseClasses import MultiWorld, Region
|
||||
from ..game_id import jak1_name
|
||||
from ..locations import JakAndDaxterLocation, location_table
|
||||
from ..locs import (orb_locations as orbs,
|
||||
cell_locations as cells,
|
||||
scout_locations as scouts,
|
||||
special_locations as specials,
|
||||
orb_cache_locations as caches)
|
||||
from worlds.generic.Rules import CollectionRule
|
||||
|
||||
|
||||
class JakAndDaxterRegion(Region):
|
||||
"""
|
||||
Holds region information such as name, level name, number of orbs available, etc.
|
||||
We especially need orb counts to be tracked because we need to know when you can
|
||||
afford the Citizen and Oracle orb payments for more checks.
|
||||
"""
|
||||
game: str = jak1_name
|
||||
level_name: str
|
||||
orb_count: int
|
||||
location_count: int = 0
|
||||
|
||||
def __init__(self, name: str, player: int, multiworld: MultiWorld, level_name: str = "", orb_count: int = 0):
|
||||
formatted_name = f"{level_name} {name}".strip()
|
||||
super().__init__(formatted_name, player, multiworld)
|
||||
self.level_name = level_name
|
||||
self.orb_count = orb_count
|
||||
|
||||
def add_cell_locations(self, locations: Iterable[int], access_rule: CollectionRule | None = None) -> None:
|
||||
"""
|
||||
Adds a Power Cell Location to this region with the given access rule.
|
||||
Converts Game ID's to AP ID's for you.
|
||||
"""
|
||||
for loc in locations:
|
||||
ap_id = cells.to_ap_id(loc)
|
||||
self.add_jak_location(ap_id, location_table[ap_id], access_rule)
|
||||
|
||||
def add_fly_locations(self, locations: Iterable[int], access_rule: CollectionRule | None = None) -> None:
|
||||
"""
|
||||
Adds a Scout Fly Location to this region with the given access rule.
|
||||
Converts Game ID's to AP ID's for you.
|
||||
"""
|
||||
for loc in locations:
|
||||
ap_id = scouts.to_ap_id(loc)
|
||||
self.add_jak_location(ap_id, location_table[ap_id], access_rule)
|
||||
|
||||
def add_special_locations(self, locations: Iterable[int], access_rule: CollectionRule | None = None) -> None:
|
||||
"""
|
||||
Adds a Special Location to this region with the given access rule.
|
||||
Converts Game ID's to AP ID's for you.
|
||||
Special Locations should be matched alongside their respective
|
||||
Power Cell Locations, so you get 2 unlocks for these rather than 1.
|
||||
"""
|
||||
for loc in locations:
|
||||
ap_id = specials.to_ap_id(loc)
|
||||
self.add_jak_location(ap_id, location_table[ap_id], access_rule)
|
||||
|
||||
def add_cache_locations(self, locations: Iterable[int], access_rule: CollectionRule | None = None) -> None:
|
||||
"""
|
||||
Adds an Orb Cache Location to this region with the given access rule.
|
||||
Converts Game ID's to AP ID's for you.
|
||||
"""
|
||||
for loc in locations:
|
||||
ap_id = caches.to_ap_id(loc)
|
||||
self.add_jak_location(ap_id, location_table[ap_id], access_rule)
|
||||
|
||||
def add_orb_locations(self, level_index: int, bundle_index: int, access_rule: CollectionRule | None = None) -> None:
|
||||
"""
|
||||
Adds Orb Bundle Locations to this region equal to `bundle_count`. Used only when Per-Level Orbsanity is enabled.
|
||||
The orb factory class will handle AP ID enumeration.
|
||||
"""
|
||||
bundle_address = orbs.create_address(level_index, bundle_index)
|
||||
location = JakAndDaxterLocation(self.player,
|
||||
f"{self.level_name} Orb Bundle {bundle_index + 1}".strip(),
|
||||
orbs.to_ap_id(bundle_address),
|
||||
self)
|
||||
if access_rule:
|
||||
location.access_rule = access_rule
|
||||
self.locations.append(location)
|
||||
self.location_count += 1
|
||||
|
||||
def add_jak_location(self, ap_id: int, name: str, access_rule: CollectionRule | None = None) -> None:
|
||||
"""
|
||||
Helper function to add Locations. Not to be used directly.
|
||||
"""
|
||||
location = JakAndDaxterLocation(self.player, name, ap_id, self)
|
||||
if access_rule:
|
||||
location.access_rule = access_rule
|
||||
self.locations.append(location)
|
||||
self.location_count += 1
|
||||
75
worlds/jakanddaxter/regs/rock_village_regions.py
Normal file
75
worlds/jakanddaxter/regs/rock_village_regions.py
Normal file
@@ -0,0 +1,75 @@
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_free_scout_flies, can_reach_orbs_level
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> tuple[JakAndDaxterRegion, ...]:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
# This includes most of the area surrounding LPC as well, for orb_count purposes. You can swim and single jump.
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 23)
|
||||
main_area.add_cell_locations([31], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None))
|
||||
main_area.add_cell_locations([32], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None))
|
||||
main_area.add_cell_locations([33], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None))
|
||||
main_area.add_cell_locations([34], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None))
|
||||
main_area.add_cell_locations([35], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, 34))
|
||||
|
||||
# These 2 scout fly boxes can be broken by running with nearby blue eco.
|
||||
main_area.add_fly_locations([196684, 262220])
|
||||
main_area.add_fly_locations([76, 131148, 65612, 327756], access_rule=lambda state:
|
||||
can_free_scout_flies(state, player))
|
||||
|
||||
# Warrior Pontoon check. You just talk to him and get his introduction.
|
||||
main_area.add_special_locations([33])
|
||||
|
||||
orb_cache = JakAndDaxterRegion("Orb Cache", player, multiworld, level_name, 20)
|
||||
|
||||
# You need roll jump to be able to reach this before the blue eco runs out.
|
||||
orb_cache.add_cache_locations([10945], access_rule=lambda state: state.has_all(("Roll", "Roll Jump"), player))
|
||||
|
||||
# Fly here can be gotten with Yellow Eco from Boggy, goggles, and no extra movement options (see fly ID 43).
|
||||
pontoon_bridge = JakAndDaxterRegion("Pontoon Bridge", player, multiworld, level_name, 7)
|
||||
pontoon_bridge.add_fly_locations([393292])
|
||||
|
||||
klaww_cliff = JakAndDaxterRegion("Klaww's Cliff", player, multiworld, level_name, 0)
|
||||
|
||||
main_area.connect(orb_cache, rule=lambda state: state.has_all(("Roll", "Roll Jump"), player))
|
||||
main_area.connect(pontoon_bridge, rule=lambda state: state.has("Warrior's Pontoons", player))
|
||||
|
||||
orb_cache.connect(main_area)
|
||||
|
||||
pontoon_bridge.connect(main_area, rule=lambda state: state.has("Warrior's Pontoons", player))
|
||||
pontoon_bridge.connect(klaww_cliff, rule=lambda state:
|
||||
state.has("Double Jump", player)
|
||||
or state.has_all(("Crouch", "Crouch Jump"), player)
|
||||
or state.has_all(("Crouch", "Crouch Uppercut", "Jump Kick"), player))
|
||||
|
||||
klaww_cliff.connect(pontoon_bridge) # Just jump back down.
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
world.level_to_regions[level_name].append(orb_cache)
|
||||
world.level_to_regions[level_name].append(pontoon_bridge)
|
||||
world.level_to_regions[level_name].append(klaww_cliff)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 50 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(6,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
# Return klaww_cliff required for inter-level connections.
|
||||
return main_area, pontoon_bridge, klaww_cliff
|
||||
83
worlds/jakanddaxter/regs/sandover_village_regions.py
Normal file
83
worlds/jakanddaxter/regs/sandover_village_regions.py
Normal file
@@ -0,0 +1,83 @@
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_free_scout_flies, can_reach_orbs_level
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 26)
|
||||
|
||||
# Yakows requires no combat.
|
||||
main_area.add_cell_locations([10])
|
||||
main_area.add_cell_locations([11], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None))
|
||||
main_area.add_cell_locations([12], access_rule=lambda state: world.can_trade(state, world.total_trade_orbs, None))
|
||||
|
||||
# These 4 scout fly boxes can be broken by running with all the blue eco from Sentinel Beach.
|
||||
main_area.add_fly_locations([262219, 327755, 131147, 65611])
|
||||
|
||||
# The farmer's scout fly. You can either get the Orb Cache Cliff blue eco, or break it normally.
|
||||
main_area.add_fly_locations([196683], access_rule=lambda state:
|
||||
state.has("Double Jump", player)
|
||||
or state.has_all(("Crouch", "Crouch Jump"), player)
|
||||
or can_free_scout_flies(state, player))
|
||||
|
||||
orb_cache_cliff = JakAndDaxterRegion("Orb Cache Cliff", player, multiworld, level_name, 15)
|
||||
orb_cache_cliff.add_cache_locations([10344])
|
||||
|
||||
yakow_cliff = JakAndDaxterRegion("Yakow Cliff", player, multiworld, level_name, 3)
|
||||
yakow_cliff.add_fly_locations([75], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
oracle_platforms = JakAndDaxterRegion("Oracle Platforms", player, multiworld, level_name, 6)
|
||||
oracle_platforms.add_cell_locations([13], access_rule=lambda state:
|
||||
world.can_trade(state, world.total_trade_orbs, None))
|
||||
oracle_platforms.add_cell_locations([14], access_rule=lambda state:
|
||||
world.can_trade(state, world.total_trade_orbs, 13))
|
||||
oracle_platforms.add_fly_locations([393291], access_rule=lambda state:
|
||||
can_free_scout_flies(state, player))
|
||||
|
||||
main_area.connect(orb_cache_cliff, rule=lambda state:
|
||||
state.has("Double Jump", player)
|
||||
or state.has_all(("Crouch", "Crouch Jump"), player)
|
||||
or state.has_all(("Crouch", "Crouch Uppercut", "Jump Kick"), player))
|
||||
|
||||
main_area.connect(yakow_cliff, rule=lambda state:
|
||||
state.has("Double Jump", player)
|
||||
or state.has_all(("Crouch", "Crouch Jump"), player)
|
||||
or state.has_all(("Crouch", "Crouch Uppercut", "Jump Kick"), player))
|
||||
|
||||
main_area.connect(oracle_platforms, rule=lambda state:
|
||||
state.has_all(("Roll", "Roll Jump"), player)
|
||||
or state.has_all(("Double Jump", "Jump Kick"), player))
|
||||
|
||||
# All these can go back to main_area immediately.
|
||||
orb_cache_cliff.connect(main_area)
|
||||
yakow_cliff.connect(main_area)
|
||||
oracle_platforms.connect(main_area)
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
world.level_to_regions[level_name].append(orb_cache_cliff)
|
||||
world.level_to_regions[level_name].append(yakow_cliff)
|
||||
world.level_to_regions[level_name].append(oracle_platforms)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 50 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(1,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
return main_area
|
||||
108
worlds/jakanddaxter/regs/sentinel_beach_regions.py
Normal file
108
worlds/jakanddaxter/regs/sentinel_beach_regions.py
Normal file
@@ -0,0 +1,108 @@
|
||||
from BaseClasses import CollectionState
|
||||
from .region_base import JakAndDaxterRegion
|
||||
from ..options import EnableOrbsanity
|
||||
from typing import TYPE_CHECKING
|
||||
if TYPE_CHECKING:
|
||||
from .. import JakAndDaxterWorld
|
||||
from ..rules import can_free_scout_flies, can_fight, can_reach_orbs_level
|
||||
|
||||
|
||||
def build_regions(level_name: str, world: "JakAndDaxterWorld") -> JakAndDaxterRegion:
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
player = world.player
|
||||
|
||||
main_area = JakAndDaxterRegion("Main Area", player, multiworld, level_name, 128)
|
||||
main_area.add_cell_locations([18, 21, 22])
|
||||
|
||||
# These scout fly boxes can be broken by running with freely accessible blue eco.
|
||||
# The 3 clusters by the Flut Flut egg can go surprisingly far.
|
||||
main_area.add_fly_locations([327700, 20, 65556, 262164])
|
||||
|
||||
# This scout fly box can be broken with the locked blue eco vent, or by normal combat tricks.
|
||||
main_area.add_fly_locations([393236], access_rule=lambda state:
|
||||
state.has("Blue Eco Switch", player)
|
||||
or can_free_scout_flies(state, player))
|
||||
|
||||
# No need for the blue eco vent for either of the orb caches.
|
||||
main_area.add_cache_locations([12634, 12635])
|
||||
|
||||
pelican = JakAndDaxterRegion("Pelican", player, multiworld, level_name, 0)
|
||||
pelican.add_cell_locations([16], access_rule=lambda state: can_fight(state, player))
|
||||
|
||||
# Only these specific attacks can push the flut flut egg off the cliff.
|
||||
flut_flut_egg = JakAndDaxterRegion("Flut Flut Egg", player, multiworld, level_name, 0)
|
||||
flut_flut_egg.add_cell_locations([17], access_rule=lambda state:
|
||||
state.has_any(("Punch", "Kick", "Jump Kick"), player))
|
||||
flut_flut_egg.add_special_locations([17], access_rule=lambda state:
|
||||
state.has_any(("Punch", "Kick", "Jump Kick"), player))
|
||||
|
||||
eco_harvesters = JakAndDaxterRegion("Eco Harvesters", player, multiworld, level_name, 0)
|
||||
eco_harvesters.add_cell_locations([15], access_rule=lambda state: can_fight(state, player))
|
||||
|
||||
green_ridge = JakAndDaxterRegion("Ridge Near Green Vents", player, multiworld, level_name, 5)
|
||||
green_ridge.add_fly_locations([131092], access_rule=lambda state: can_free_scout_flies(state, player))
|
||||
|
||||
blue_ridge = JakAndDaxterRegion("Ridge Near Blue Vent", player, multiworld, level_name, 5)
|
||||
blue_ridge.add_fly_locations([196628], access_rule=lambda state:
|
||||
state.has("Blue Eco Switch", player)
|
||||
or can_free_scout_flies(state, player))
|
||||
|
||||
cannon_tower = JakAndDaxterRegion("Cannon Tower", player, multiworld, level_name, 12)
|
||||
cannon_tower.add_cell_locations([19], access_rule=lambda state: can_fight(state, player))
|
||||
|
||||
main_area.connect(pelican) # Swim and jump.
|
||||
main_area.connect(flut_flut_egg) # Run and jump.
|
||||
main_area.connect(eco_harvesters) # Run.
|
||||
|
||||
# We need a helper function for the uppercut logs.
|
||||
def can_uppercut_and_jump_logs(state: CollectionState, p: int) -> bool:
|
||||
return (state.has_any(("Double Jump", "Jump Kick"), p)
|
||||
and (state.has_all(("Crouch", "Crouch Uppercut"), p)
|
||||
or state.has_all(("Punch", "Punch Uppercut"), p)))
|
||||
|
||||
# If you have double jump or crouch jump, you don't need the logs to reach this place.
|
||||
main_area.connect(green_ridge, rule=lambda state:
|
||||
state.has("Double Jump", player)
|
||||
or state.has_all(("Crouch", "Crouch Jump"), player)
|
||||
or can_uppercut_and_jump_logs(state, player))
|
||||
|
||||
# If you have the blue eco jump pad, you don't need the logs to reach this place.
|
||||
main_area.connect(blue_ridge, rule=lambda state:
|
||||
state.has("Blue Eco Switch", player)
|
||||
or can_uppercut_and_jump_logs(state, player))
|
||||
|
||||
main_area.connect(cannon_tower, rule=lambda state: state.has("Blue Eco Switch", player))
|
||||
|
||||
# All these can go back to main_area immediately.
|
||||
pelican.connect(main_area)
|
||||
flut_flut_egg.connect(main_area)
|
||||
eco_harvesters.connect(main_area)
|
||||
green_ridge.connect(main_area)
|
||||
blue_ridge.connect(main_area)
|
||||
cannon_tower.connect(main_area)
|
||||
|
||||
world.level_to_regions[level_name].append(main_area)
|
||||
world.level_to_regions[level_name].append(pelican)
|
||||
world.level_to_regions[level_name].append(flut_flut_egg)
|
||||
world.level_to_regions[level_name].append(eco_harvesters)
|
||||
world.level_to_regions[level_name].append(green_ridge)
|
||||
world.level_to_regions[level_name].append(blue_ridge)
|
||||
world.level_to_regions[level_name].append(cannon_tower)
|
||||
|
||||
# If Per-Level Orbsanity is enabled, build the special Orbsanity Region. This is a virtual region always
|
||||
# accessible to Main Area. The Locations within are automatically checked when you collect enough orbs.
|
||||
if options.enable_orbsanity == EnableOrbsanity.option_per_level:
|
||||
orbs = JakAndDaxterRegion("Orbsanity", player, multiworld, level_name)
|
||||
|
||||
bundle_count = 150 // world.orb_bundle_size
|
||||
for bundle_index in range(bundle_count):
|
||||
amount = world.orb_bundle_size * (bundle_index + 1)
|
||||
orbs.add_orb_locations(2,
|
||||
bundle_index,
|
||||
access_rule=lambda state, level=level_name, orb_amount=amount:
|
||||
can_reach_orbs_level(state, player, world, level, orb_amount))
|
||||
multiworld.regions.append(orbs)
|
||||
main_area.connect(orbs)
|
||||
|
||||
return main_area
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user