mirror of
https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-03-24 09:23:21 -07:00
* 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.
414 lines
18 KiB
Python
414 lines
18 KiB
Python
import json
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import queue
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import time
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import struct
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import random
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from dataclasses import dataclass
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from queue import Queue
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from typing import Dict, Optional
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import pymem
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from pymem.exception import ProcessNotFound, ProcessError
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import asyncio
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from asyncio import StreamReader, StreamWriter, Lock
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from CommonClient import logger
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from NetUtils import NetworkItem
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from ..GameID import jak1_id, jak1_max
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from ..Items import item_table
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from ..locs import (
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OrbLocations as Orbs,
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CellLocations as Cells,
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ScoutLocations as Flies,
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SpecialLocations as Specials,
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OrbCacheLocations as Caches)
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@dataclass
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class JsonMessageData:
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my_item_name: Optional[str] = None
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my_item_finder: Optional[str] = None
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their_item_name: Optional[str] = None
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their_item_owner: Optional[str] = None
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class JakAndDaxterReplClient:
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ip: str
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port: int
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reader: StreamReader
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writer: StreamWriter
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lock: Lock
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connected: bool = False
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initiated_connect: bool = False # Signals when user tells us to try reconnecting.
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received_deathlink: bool = False
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balanced_orbs: bool = False
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# The REPL client needs the REPL/compiler process running, but that process
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# also needs the game running. Therefore, the REPL client needs both running.
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gk_process: pymem.process = None
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goalc_process: pymem.process = None
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item_inbox: Dict[int, NetworkItem] = {}
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inbox_index = 0
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json_message_queue: Queue[JsonMessageData] = queue.Queue()
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def __init__(self, ip: str = "127.0.0.1", port: int = 8181):
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self.ip = ip
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self.port = port
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self.lock = asyncio.Lock()
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self.connect()
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async def main_tick(self):
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if self.initiated_connect:
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await self.connect()
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self.initiated_connect = False
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if self.connected:
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try:
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self.gk_process.read_bool(self.gk_process.base_address) # Ping to see if it's alive.
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except ProcessError:
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logger.error("The gk process has died. Restart the game and run \"/repl connect\" again.")
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self.connected = False
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try:
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self.goalc_process.read_bool(self.goalc_process.base_address) # Ping to see if it's alive.
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except ProcessError:
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logger.error("The goalc process has died. Restart the compiler and run \"/repl connect\" again.")
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self.connected = False
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else:
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return
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# Receive Items from AP. Handle 1 item per tick.
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if len(self.item_inbox) > self.inbox_index:
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await self.receive_item()
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await self.save_data()
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self.inbox_index += 1
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if self.received_deathlink:
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await self.receive_deathlink()
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self.received_deathlink = False
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# Progressively empty the queue during each tick
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# if text messages happen to be too slow we could pool dequeuing here,
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# but it'd slow down the ItemReceived message during release
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if not self.json_message_queue.empty():
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json_txt_data = self.json_message_queue.get_nowait()
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await self.write_game_text(json_txt_data)
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# This helper function formats and sends `form` as a command to the REPL.
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# ALL commands to the REPL should be sent using this function.
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async def send_form(self, form: str, print_ok: bool = True) -> bool:
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header = struct.pack("<II", len(form), 10)
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async with self.lock:
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self.writer.write(header + form.encode())
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await self.writer.drain()
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response_data = await self.reader.read(1024)
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response = response_data.decode()
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if "OK!" in response:
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if print_ok:
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logger.debug(response)
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return True
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else:
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logger.error(f"Unexpected response from REPL: {response}")
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return False
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async def connect(self):
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try:
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self.gk_process = pymem.Pymem("gk.exe") # The GOAL Kernel
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logger.info("Found the gk process: " + str(self.gk_process.process_id))
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except ProcessNotFound:
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logger.error("Could not find the gk process.")
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return
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try:
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self.goalc_process = pymem.Pymem("goalc.exe") # The GOAL Compiler and REPL
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logger.info("Found the goalc process: " + str(self.goalc_process.process_id))
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except ProcessNotFound:
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logger.error("Could not find the goalc process.")
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return
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try:
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self.reader, self.writer = await asyncio.open_connection(self.ip, self.port)
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time.sleep(1)
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connect_data = await self.reader.read(1024)
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welcome_message = connect_data.decode()
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# Should be the OpenGOAL welcome message (ignore version number).
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if "Connected to OpenGOAL" and "nREPL!" in welcome_message:
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logger.debug(welcome_message)
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else:
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logger.error(f"Unable to connect to REPL websocket: unexpected welcome message \"{welcome_message}\"")
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except ConnectionRefusedError as e:
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logger.error(f"Unable to connect to REPL websocket: {e.strerror}")
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return
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ok_count = 0
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if self.reader and self.writer:
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# Have the REPL listen to the game's internal websocket.
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if await self.send_form("(lt)", print_ok=False):
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ok_count += 1
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# Show this visual cue when compilation is started.
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# It's the version number of the OpenGOAL Compiler.
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if await self.send_form("(set! *debug-segment* #t)", print_ok=False):
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ok_count += 1
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# Start compilation. This is blocking, so nothing will happen until the REPL is done.
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if await self.send_form("(mi)", print_ok=False):
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ok_count += 1
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# Play this audio cue when compilation is complete.
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# It's the sound you hear when you press START + START to close the Options menu.
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if await self.send_form("(dotimes (i 1) "
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"(sound-play-by-name "
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"(static-sound-name \"menu-close\") "
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"(new-sound-id) 1024 0 0 (sound-group sfx) #t))", print_ok=False):
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ok_count += 1
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# Disable cheat-mode and debug (close the visual cues).
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if await self.send_form("(set! *debug-segment* #f)", print_ok=False):
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ok_count += 1
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if await self.send_form("(set! *cheat-mode* #f)", print_ok=False):
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ok_count += 1
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# Run the retail game start sequence (while still in debug).
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if await self.send_form("(start \'play (get-continue-by-name *game-info* \"title-start\"))"):
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ok_count += 1
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# Now wait until we see the success message... 7 times.
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if ok_count == 7:
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self.connected = True
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else:
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self.connected = False
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if self.connected:
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logger.info("The REPL is ready!")
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async def print_status(self):
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logger.info("REPL Status:")
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logger.info(" REPL process ID: " + (str(self.goalc_process.process_id) if self.goalc_process else "None"))
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logger.info(" Game process ID: " + (str(self.gk_process.process_id) if self.gk_process else "None"))
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try:
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if self.reader and self.writer:
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addr = self.writer.get_extra_info("peername")
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logger.info(" Game websocket: " + (str(addr) if addr else "None"))
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await self.send_form("(dotimes (i 1) "
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"(sound-play-by-name "
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"(static-sound-name \"menu-close\") "
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"(new-sound-id) 1024 0 0 (sound-group sfx) #t))", print_ok=False)
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except ConnectionResetError:
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logger.warn(" Connection to the game was lost or reset!")
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logger.info(" Did you hear the success audio cue?")
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logger.info(" Last item received: " + (str(getattr(self.item_inbox[self.inbox_index], "item"))
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if self.inbox_index else "None"))
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# To properly display in-game text, it must be alphanumeric and uppercase.
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# I also only allotted 32 bytes to each string in OpenGOAL, so we must truncate.
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@staticmethod
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def sanitize_game_text(text: str) -> str:
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result = "".join(c for c in text if (c in {"-", " "} or c.isalnum()))
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result = result[:32].upper()
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return f"\"{result}\""
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# Pushes a JsonMessageData object to the json message queue to be processed during the repl main_tick
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def queue_game_text(self, my_item_name, my_item_finder, their_item_name, their_item_owner):
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self.json_message_queue.put(JsonMessageData(my_item_name, my_item_finder, their_item_name, their_item_owner))
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# OpenGOAL can handle both its own string datatype and C-like character pointers (charp).
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# So for the game to constantly display this information in the HUD, we have to write it
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# to a memory address as a char*.
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async def write_game_text(self, data: JsonMessageData):
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logger.debug(f"Sending info to in-game display!")
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body = ""
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if data.my_item_name:
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body += (f" (charp<-string (-> *ap-info-jak1* my-item-name)"
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f" {self.sanitize_game_text(data.my_item_name)})")
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if data.my_item_finder:
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body += (f" (charp<-string (-> *ap-info-jak1* my-item-finder)"
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f" {self.sanitize_game_text(data.my_item_finder)})")
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if data.their_item_name:
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body += (f" (charp<-string (-> *ap-info-jak1* their-item-name)"
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f" {self.sanitize_game_text(data.their_item_name)})")
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if data.their_item_owner:
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body += (f" (charp<-string (-> *ap-info-jak1* their-item-owner)"
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f" {self.sanitize_game_text(data.their_item_owner)})")
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await self.send_form(f"(begin {body} (none))", print_ok=False)
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async def receive_item(self):
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ap_id = getattr(self.item_inbox[self.inbox_index], "item")
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# Determine the type of item to receive.
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if ap_id in range(jak1_id, jak1_id + Flies.fly_offset):
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await self.receive_power_cell(ap_id)
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elif ap_id in range(jak1_id + Flies.fly_offset, jak1_id + Specials.special_offset):
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await self.receive_scout_fly(ap_id)
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elif ap_id in range(jak1_id + Specials.special_offset, jak1_id + Caches.orb_cache_offset):
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await self.receive_special(ap_id)
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elif ap_id in range(jak1_id + Caches.orb_cache_offset, jak1_id + Orbs.orb_offset):
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await self.receive_move(ap_id)
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elif ap_id in range(jak1_id + Orbs.orb_offset, jak1_max):
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await self.receive_precursor_orb(ap_id) # Ponder the Orbs.
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elif ap_id == jak1_max:
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await self.receive_green_eco() # Ponder why I chose to do ID's this way.
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else:
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raise KeyError(f"Tried to receive item with unknown AP ID {ap_id}.")
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async def receive_power_cell(self, ap_id: int) -> bool:
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cell_id = Cells.to_game_id(ap_id)
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ok = await self.send_form("(send-event "
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"*target* \'get-archipelago "
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"(pickup-type fuel-cell) "
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"(the float " + str(cell_id) + "))")
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if ok:
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logger.debug(f"Received a Power Cell!")
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else:
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logger.error(f"Unable to receive a Power Cell!")
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return ok
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async def receive_scout_fly(self, ap_id: int) -> bool:
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fly_id = Flies.to_game_id(ap_id)
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ok = await self.send_form("(send-event "
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"*target* \'get-archipelago "
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"(pickup-type buzzer) "
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"(the float " + str(fly_id) + "))")
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if ok:
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logger.debug(f"Received a {item_table[ap_id]}!")
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else:
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logger.error(f"Unable to receive a {item_table[ap_id]}!")
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return ok
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async def receive_special(self, ap_id: int) -> bool:
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special_id = Specials.to_game_id(ap_id)
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ok = await self.send_form("(send-event "
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"*target* \'get-archipelago "
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"(pickup-type ap-special) "
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"(the float " + str(special_id) + "))")
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if ok:
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logger.debug(f"Received special unlock {item_table[ap_id]}!")
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else:
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logger.error(f"Unable to receive special unlock {item_table[ap_id]}!")
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return ok
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async def receive_move(self, ap_id: int) -> bool:
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move_id = Caches.to_game_id(ap_id)
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ok = await self.send_form("(send-event "
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"*target* \'get-archipelago "
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"(pickup-type ap-move) "
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"(the float " + str(move_id) + "))")
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if ok:
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logger.debug(f"Received the ability to {item_table[ap_id]}!")
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else:
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logger.error(f"Unable to receive the ability to {item_table[ap_id]}!")
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return ok
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async def receive_precursor_orb(self, ap_id: int) -> bool:
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orb_amount = Orbs.to_game_id(ap_id)
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ok = await self.send_form("(send-event "
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"*target* \'get-archipelago "
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"(pickup-type money) "
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"(the float " + str(orb_amount) + "))")
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if ok:
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logger.debug(f"Received {orb_amount} Precursor Orbs!")
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else:
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logger.error(f"Unable to receive {orb_amount} Precursor Orbs!")
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return ok
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# Green eco pills are our filler item. Use the get-pickup event instead to handle being full health.
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async def receive_green_eco(self) -> bool:
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ok = await self.send_form("(send-event *target* \'get-pickup (pickup-type eco-pill) (the float 1))")
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if ok:
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logger.debug(f"Received a green eco pill!")
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else:
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logger.error(f"Unable to receive a green eco pill!")
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return ok
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async def receive_deathlink(self) -> bool:
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# Because it should at least be funny sometimes.
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death_types = ["\'death",
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"\'death",
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"\'death",
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"\'death",
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"\'endlessfall",
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"\'drown-death",
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"\'melt",
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"\'dark-eco-pool"]
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chosen_death = random.choice(death_types)
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ok = await self.send_form("(ap-deathlink-received! " + chosen_death + ")")
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if ok:
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logger.debug(f"Received deathlink signal!")
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else:
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logger.error(f"Unable to receive deathlink signal!")
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return ok
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async def subtract_traded_orbs(self, orb_count: int) -> bool:
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# To protect against momentary server disconnects,
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# this should only be done once per client session.
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if not self.balanced_orbs:
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self.balanced_orbs = True
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ok = await self.send_form(f"(-! (-> *game-info* money) (the float {orb_count}))")
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if ok:
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logger.debug(f"Subtracting {orb_count} traded orbs!")
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else:
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logger.error(f"Unable to subtract {orb_count} traded orbs!")
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return ok
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return True
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async def setup_options(self,
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os_option: int, os_bundle: int,
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fc_count: int, mp_count: int,
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lt_count: int, ct_amount: int,
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ot_amount: int, goal_id: int) -> bool:
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ok = await self.send_form(f"(ap-setup-options! "
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f"(the uint {os_option}) (the uint {os_bundle}) "
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f"(the float {fc_count}) (the float {mp_count}) "
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f"(the float {lt_count}) (the float {ct_amount}) "
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f"(the float {ot_amount}) (the uint {goal_id}))")
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message = (f"Setting options: \n"
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f" Orbsanity Option {os_option}, Orbsanity Bundle {os_bundle}, \n"
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f" FC Cell Count {fc_count}, MP Cell Count {mp_count}, \n"
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f" LT Cell Count {lt_count}, Citizen Orb Amt {ct_amount}, \n"
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f" Oracle Orb Amt {ot_amount}, Completion GOAL {goal_id}... ")
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if ok:
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logger.debug(message + "Success!")
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else:
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logger.error(message + "Failed!")
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return ok
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async def save_data(self):
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with open("jakanddaxter_item_inbox.json", "w+") as f:
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dump = {
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"inbox_index": self.inbox_index,
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"item_inbox": [{
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"item": self.item_inbox[k].item,
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"location": self.item_inbox[k].location,
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"player": self.item_inbox[k].player,
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"flags": self.item_inbox[k].flags
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} for k in self.item_inbox
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]
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}
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json.dump(dump, f, indent=4)
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def load_data(self):
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try:
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with open("jakanddaxter_item_inbox.json", "r") as f:
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load = json.load(f)
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self.inbox_index = load["inbox_index"]
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self.item_inbox = {k: NetworkItem(
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item=load["item_inbox"][k]["item"],
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location=load["item_inbox"][k]["location"],
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player=load["item_inbox"][k]["player"],
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flags=load["item_inbox"][k]["flags"]
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) for k in range(0, len(load["item_inbox"]))
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}
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except FileNotFoundError:
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pass
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