Files
Archipelago/worlds/jakanddaxter/client/ReplClient.py
massimilianodelliubaldini d15de80d57 Item Classifications (and REPL fixes) (#49)
* Changes to item classifications

* Bugfixes to power cell thresholds.

* Fix bugs in item_type_helper.

* Refactor 100 cell door to pass unit tests.

* Quick fix to ReplClient.

* Not so quick fix to ReplClient.

* Display friendly limits in options tooltips.
2024-09-12 09:29:59 -04:00

414 lines
18 KiB
Python

import json
import queue
import time
import struct
import random
from dataclasses import dataclass
from queue import Queue
from typing import Dict, Optional
import pymem
from pymem.exception import ProcessNotFound, ProcessError
import asyncio
from asyncio import StreamReader, StreamWriter, Lock
from CommonClient import logger
from NetUtils import NetworkItem
from ..GameID import jak1_id, jak1_max
from ..Items import item_table
from ..locs import (
OrbLocations as Orbs,
CellLocations as Cells,
ScoutLocations as Flies,
SpecialLocations as Specials,
OrbCacheLocations as Caches)
@dataclass
class JsonMessageData:
my_item_name: Optional[str] = None
my_item_finder: Optional[str] = None
their_item_name: Optional[str] = None
their_item_owner: Optional[str] = None
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
# 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()
def __init__(self, ip: str = "127.0.0.1", port: int = 8181):
self.ip = ip
self.port = port
self.lock = asyncio.Lock()
self.connect()
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:
logger.error("The gk process has died. Restart the game and run \"/repl connect\" again.")
self.connected = False
try:
self.goalc_process.read_bool(self.goalc_process.base_address) # Ping to see if it's alive.
except ProcessError:
logger.error("The goalc process has died. Restart the compiler and run \"/repl connect\" again.")
self.connected = False
else:
return
# 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:
logger.error(f"Unexpected response from REPL: {response}")
return False
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.")
return
try:
self.goalc_process = pymem.Pymem("goalc.exe") # The GOAL Compiler and REPL
logger.info("Found the goalc process: " + str(self.goalc_process.process_id))
except ProcessNotFound:
logger.error("Could not find the goalc 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:
logger.error(f"Unable to connect to REPL websocket: unexpected welcome message \"{welcome_message}\"")
except ConnectionRefusedError as e:
logger.error(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 in debug).
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:
logger.info("The REPL is ready!")
async def print_status(self):
logger.info("REPL Status:")
logger.info(" REPL process ID: " + (str(self.goalc_process.process_id) if self.goalc_process else "None"))
logger.info(" Game process ID: " + (str(self.gk_process.process_id) if self.gk_process else "None"))
try:
if self.reader and self.writer:
addr = self.writer.get_extra_info("peername")
logger.info(" Game websocket: " + (str(addr) if addr else "None"))
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:
logger.warn(" Connection to the game was lost or reset!")
logger.info(" Did you hear the success audio cue?")
logger.info(" Last item received: " + (str(getattr(self.item_inbox[self.inbox_index], "item"))
if self.inbox_index else "None"))
# To properly display in-game text, it must be alphanumeric and uppercase.
# 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 for c in text if (c in {"-", " "} or c.isalnum()))
result = result[:32].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).
# So for the game to constantly display this information in the HUD, we have to write it
# to a memory address as a char*.
async def write_game_text(self, data: JsonMessageData):
logger.debug(f"Sending info to in-game display!")
body = ""
if data.my_item_name:
body += (f" (charp<-string (-> *ap-info-jak1* my-item-name)"
f" {self.sanitize_game_text(data.my_item_name)})")
if data.my_item_finder:
body += (f" (charp<-string (-> *ap-info-jak1* my-item-finder)"
f" {self.sanitize_game_text(data.my_item_finder)})")
if data.their_item_name:
body += (f" (charp<-string (-> *ap-info-jak1* their-item-name)"
f" {self.sanitize_game_text(data.their_item_name)})")
if data.their_item_owner:
body += (f" (charp<-string (-> *ap-info-jak1* their-item-owner)"
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):
await self.receive_precursor_orb(ap_id) # Ponder the Orbs.
elif ap_id == jak1_max:
await self.receive_green_eco() # Ponder why I chose to do ID's this way.
else:
raise KeyError(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:
logger.error(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:
logger.error(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:
logger.error(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:
logger.error(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:
logger.error(f"Unable to receive {orb_amount} Precursor Orbs!")
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:
logger.error(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:
logger.error(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:
logger.error(f"Unable to subtract {orb_count} traded orbs!")
return ok
return True
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, goal_id: int) -> bool:
ok = await self.send_form(f"(ap-setup-options! "
f"(the uint {os_option}) (the uint {os_bundle}) "
f"(the float {fc_count}) (the float {mp_count}) "
f"(the float {lt_count}) (the float {ct_amount}) "
f"(the float {ot_amount}) (the uint {goal_id}))")
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}, Completion GOAL {goal_id}... ")
if ok:
logger.debug(message + "Success!")
else:
logger.error(message + "Failed!")
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