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* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items. * Jak 1: Total revamp of Items. This is where everything broke. * Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders. * Jak 1: correct regions/rules, account for sequential oracle/miner locations. * Jak 1: make nicer strings. * Jak 1: Add logic for finished game. First full run complete! * Jak 1: update group names.
172 lines
7.7 KiB
Python
172 lines
7.7 KiB
Python
import typing
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import pymem
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from pymem import pattern
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from pymem.exception import ProcessNotFound, ProcessError, MemoryReadError, WinAPIError
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from CommonClient import logger
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from worlds.jakanddaxter.locs import CellLocations as Cells, ScoutLocations as Flies, SpecialLocations as Specials
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# Some helpful constants.
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sizeof_uint64 = 8
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sizeof_uint32 = 4
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sizeof_uint8 = 1
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next_cell_index_offset = 0 # Each of these is an uint64, so 8 bytes.
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next_buzzer_index_offset = 8 # Each of these is an uint64, so 8 bytes.
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next_special_index_offset = 16 # Each of these is an uint64, so 8 bytes.
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cells_checked_offset = 24
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buzzers_checked_offset = 428 # cells_checked_offset + (sizeof uint32 * 101 cells)
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specials_checked_offset = 876 # buzzers_checked_offset + (sizeof uint32 * 112 buzzers)
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buzzers_received_offset = 1004 # specials_checked_offset + (sizeof uint32 * 32 specials)
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specials_received_offset = 1020 # buzzers_received_offset + (sizeof uint8 * 16 levels (for scout fly groups))
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end_marker_offset = 1052 # specials_received_offset + (sizeof uint8 * 32 specials)
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class JakAndDaxterMemoryReader:
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marker: typing.ByteString
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goal_address = None
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connected: bool = False
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initiated_connect: bool = False
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# The memory reader just needs the game running.
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gk_process: pymem.process = None
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location_outbox = []
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outbox_index = 0
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finished_game = False
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def __init__(self, marker: typing.ByteString = b'UnLiStEdStRaTs_JaK1\x00'):
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self.marker = marker
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self.connect()
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async def main_tick(self, location_callback: typing.Callable, finish_callback: typing.Callable):
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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, MemoryReadError, WinAPIError):
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logger.error("The gk process has died. Restart the game and run \"/memr connect\" again.")
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self.connected = False
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else:
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return
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# Read the memory address to check the state of the game.
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self.read_memory()
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location_callback(self.location_outbox) # TODO - I forgot why call this here when it's already down below...
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# Checked Locations in game. Handle the entire outbox every tick until we're up to speed.
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if len(self.location_outbox) > self.outbox_index:
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location_callback(self.location_outbox)
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self.outbox_index += 1
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if self.finished_game:
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finish_callback()
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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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self.connected = False
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return
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# If we don't find the marker in the first loaded module, we've failed.
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modules = list(self.gk_process.list_modules())
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marker_address = pattern.pattern_scan_module(self.gk_process.process_handle, modules[0], self.marker)
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if marker_address:
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# At this address is another address that contains the struct we're looking for: the game's state.
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# From here we need to add the length in bytes for the marker and 4 bytes of padding,
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# and the struct address is 8 bytes long (it's a uint64).
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goal_pointer = marker_address + len(self.marker) + 4
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self.goal_address = int.from_bytes(self.gk_process.read_bytes(goal_pointer, sizeof_uint64),
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byteorder="little",
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signed=False)
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logger.info("Found the archipelago memory address: " + str(self.goal_address))
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self.connected = True
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else:
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logger.error("Could not find the archipelago memory address.")
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self.connected = False
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if self.connected:
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logger.info("The Memory Reader is ready!")
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def print_status(self):
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logger.info("Memory Reader Status:")
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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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logger.info(" Game state memory address: " + str(self.goal_address))
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logger.info(" Last location checked: " + (str(self.location_outbox[self.outbox_index])
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if self.outbox_index else "None"))
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def read_memory(self) -> typing.List[int]:
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try:
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next_cell_index = int.from_bytes(
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self.gk_process.read_bytes(self.goal_address, sizeof_uint64),
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byteorder="little",
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signed=False)
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next_buzzer_index = int.from_bytes(
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self.gk_process.read_bytes(self.goal_address + next_buzzer_index_offset, sizeof_uint64),
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byteorder="little",
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signed=False)
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next_special_index = int.from_bytes(
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self.gk_process.read_bytes(self.goal_address + next_special_index_offset, sizeof_uint64),
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byteorder="little",
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signed=False)
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for k in range(0, next_cell_index):
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next_cell = int.from_bytes(
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self.gk_process.read_bytes(
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self.goal_address + cells_checked_offset + (k * sizeof_uint32),
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sizeof_uint32),
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byteorder="little",
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signed=False)
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cell_ap_id = Cells.to_ap_id(next_cell)
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if cell_ap_id not in self.location_outbox:
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self.location_outbox.append(cell_ap_id)
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logger.info("Checked power cell: " + str(next_cell))
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for k in range(0, next_buzzer_index):
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next_buzzer = int.from_bytes(
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self.gk_process.read_bytes(
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self.goal_address + buzzers_checked_offset + (k * sizeof_uint32),
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sizeof_uint32),
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byteorder="little",
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signed=False)
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buzzer_ap_id = Flies.to_ap_id(next_buzzer)
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if buzzer_ap_id not in self.location_outbox:
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self.location_outbox.append(buzzer_ap_id)
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logger.info("Checked scout fly: " + str(next_buzzer))
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for k in range(0, next_special_index):
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next_special = int.from_bytes(
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self.gk_process.read_bytes(
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self.goal_address + specials_checked_offset + (k * sizeof_uint32),
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sizeof_uint32),
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byteorder="little",
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signed=False)
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# 112 is the game-task ID of `finalboss-movies`, which is written to this array when you grab
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# the white eco. This is our victory condition, so we need to catch it and act on it.
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if next_special == 112 and not self.finished_game:
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self.finished_game = True
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logger.info("Congratulations! You finished the game!")
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else:
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# All other special checks handled as normal.
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special_ap_id = Specials.to_ap_id(next_special)
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if special_ap_id not in self.location_outbox:
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self.location_outbox.append(special_ap_id)
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logger.info("Checked special: " + str(next_special))
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except (ProcessError, MemoryReadError, WinAPIError):
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logger.error("The gk process has died. Restart the game and run \"/memr connect\" again.")
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self.connected = False
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return self.location_outbox
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