Files
Archipelago/worlds/jakanddaxter/client/MemoryReader.py
massimilianodelliubaldini 1c42bdb353 Move Randomizer (#26)
* Finally remove debug-segment text, update Python imports to relative paths.

* HUGE refactor to Regions/Rules to support move rando, first hub area coded.

* More refactoring.

* Another refactor - may squash.

* Fix some Rules, reuse some code by returning key regions from build_regions.

* More regions added. A couple of TODOs.

* Fixed trade logic, added LPC regions.

* Added Spider, Snowy, Boggy. Fixed Misty's orbs.

* Fix circular import, assert orb counts per level, fix a few naming errors.

* Citadel added, missing locs and connections fixed. First move rando seed generated.

* Add Move Rando to Options class.

* Fixed rules for prerequisite moves.

* Implement client functionality for move rando, add blurbs to game info page.

* Fix wrong address for cache checks.

* Fix byte alignment of offsets, refactor read_memory for better code reuse.

* Refactor memory offsets and add some unit tests.

* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.
2024-06-27 10:12:48 -04:00

294 lines
12 KiB
Python

import random
import typing
import json
import pymem
from pymem import pattern
from pymem.exception import ProcessNotFound, ProcessError, MemoryReadError, WinAPIError
from dataclasses import dataclass
from CommonClient import logger
from ..locs import (CellLocations as Cells,
ScoutLocations as Flies,
SpecialLocations as Specials,
OrbCacheLocations as Caches)
# Some helpful constants.
sizeof_uint64 = 8
sizeof_uint32 = 4
sizeof_uint8 = 1
# 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.
died_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)
# The End.
end_marker_offset = offsets.define(sizeof_uint8, 4)
# "Jak" to be replaced by player name in the Client.
def autopsy(died: int) -> str:
assert died > 0, f"Tried to find Jak's cause of death, but he's still alive!"
if died 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 died == 5:
return "Jak fell into an endless pit."
if died == 6:
return "Jak drowned in the spicy water."
if died == 7:
return "Jak tried to tackle a Lurker Shark."
if died == 8:
return "Jak hit 500 degrees."
if died == 9:
return "Jak took a bath in a pool of dark eco."
if died == 10:
return "Jak got bombarded with flaming 30-ton boulders."
if died == 11:
return "Jak hit 800 degrees."
if died == 12:
return "Jak ceased to be."
if died == 13:
return "Jak got eaten by the dark eco plant."
if died == 14:
return "Jak burned up."
if died == 15:
return "Jak hit the ground hard."
if died == 16:
return "Jak crashed the zoomer."
if died == 17:
return "Jak got Flut Flut hurt."
if died == 18:
return "Jak poisoned the whole darn catch."
return "Jak died."
class JakAndDaxterMemoryReader:
marker: typing.ByteString
goal_address = None
connected: bool = False
initiated_connect: bool = False
# The memory reader just needs the game running.
gk_process: pymem.process = None
location_outbox = []
outbox_index: int = 0
finished_game: bool = False
# Deathlink handling
deathlink_enabled: bool = False
send_deathlink: bool = False
cause_of_death: str = ""
def __init__(self, marker: typing.ByteString = b'UnLiStEdStRaTs_JaK1\x00'):
self.marker = marker
self.connect()
async def main_tick(self,
location_callback: typing.Callable,
finish_callback: typing.Callable,
deathlink_callback: typing.Callable,
deathlink_toggle: typing.Callable):
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):
logger.error("The gk process has died. Restart the game and run \"/memr connect\" again.")
self.connected = False
else:
return
# 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:
location_callback(self.location_outbox)
self.outbox_index += 1
if self.finished_game:
finish_callback()
if old_deathlink_enabled != self.deathlink_enabled:
deathlink_toggle()
logger.debug("Toggled DeathLink " + ("ON" if self.deathlink_enabled else "OFF"))
if self.send_deathlink:
deathlink_callback()
async def connect(self):
try:
self.gk_process = pymem.Pymem("gk.exe") # The GOAL Kernel
logger.info("Found the gk process: " + str(self.gk_process.process_id))
except ProcessNotFound:
logger.error("Could not find the gk 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 a 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.info("Found the archipelago memory address: " + str(self.goal_address))
self.connected = True
else:
logger.error("Could not find the archipelago memory address.")
self.connected = False
if self.connected:
logger.info("The Memory Reader is ready!")
def print_status(self):
logger.info("Memory Reader Status:")
logger.info(" Game process ID: " + (str(self.gk_process.process_id) if self.gk_process else "None"))
logger.info(" Game state memory address: " + str(self.goal_address))
logger.info(" Last location checked: " + (str(self.location_outbox[self.outbox_index])
if self.outbox_index else "None"))
def read_memory(self) -> typing.List[int]:
try:
next_cell_index = self.read_goal_address(0, sizeof_uint64)
next_buzzer_index = self.read_goal_address(next_buzzer_index_offset, sizeof_uint64)
next_special_index = self.read_goal_address(next_special_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))
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))
for k in range(0, next_special_index):
next_special = self.read_goal_address(specials_checked_offset + (k * sizeof_uint32), sizeof_uint32)
# 112 is the game-task ID of `finalboss-movies`, which is written to this array when you grab
# the white eco. This is our victory condition, so we need to catch it and act on it.
if next_special == 112 and not self.finished_game:
self.finished_game = True
logger.info("Congratulations! You finished the game!")
else:
# All other special checks handled as normal.
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))
died = self.read_goal_address(died_offset, sizeof_uint8)
if died > 0:
self.send_deathlink = True
self.cause_of_death = autopsy(died)
# 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)
except (ProcessError, MemoryReadError, WinAPIError):
logger.error("The gk process has died. Restart the game and run \"/memr connect\" again.")
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