Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* 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.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* 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.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* Finishing Touches (#36)
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* 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.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
# worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2025-05-21 08:12:27 -04:00
|
|
|
# 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):
|
2025-07-07 13:15:37 -04:00
|
|
|
msg = (f"{err_title}: The OpenGOAL settings file does not exist.\n"
|
Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* 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.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* 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.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* Finishing Touches (#36)
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* 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.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
# worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2025-05-21 08:12:27 -04:00
|
|
|
f"{alt_instructions}")
|
|
|
|
ctx.on_log_error(logger, msg)
|
|
|
|
return
|
|
|
|
|
|
|
|
with open(settings_path, "r") as f:
|
|
|
|
load = json.load(f)
|
|
|
|
|
2025-07-07 13:15:37 -04:00
|
|
|
# This settings file has changed format once before, and may do so again in the future.
|
|
|
|
# Guard against future incompatibilities by checking the file version first, and use that to determine
|
|
|
|
# what JSON keys to look for next.
|
|
|
|
try:
|
|
|
|
settings_version = load["version"]
|
|
|
|
logger.debug(f"OpenGOAL settings file version: {settings_version}")
|
|
|
|
except KeyError:
|
|
|
|
msg = (f"{err_title}: The OpenGOAL settings file has no version number!\n"
|
|
|
|
f"{alt_instructions}")
|
|
|
|
ctx.on_log_error(logger, msg)
|
|
|
|
return
|
|
|
|
|
|
|
|
try:
|
|
|
|
if settings_version == "2.0":
|
|
|
|
jak1_installed = load["games"]["Jak 1"]["isInstalled"]
|
|
|
|
mod_sources = load["games"]["Jak 1"]["modsInstalledVersion"]
|
|
|
|
|
|
|
|
elif settings_version == "3.0":
|
|
|
|
jak1_installed = load["games"]["jak1"]["isInstalled"]
|
|
|
|
mod_sources = load["games"]["jak1"]["mods"]
|
|
|
|
|
|
|
|
else:
|
|
|
|
msg = (f"{err_title}: The OpenGOAL settings file has an unknown version number ({settings_version}).\n"
|
|
|
|
f"{alt_instructions}")
|
|
|
|
ctx.on_log_error(logger, msg)
|
|
|
|
return
|
|
|
|
except KeyError as e:
|
|
|
|
msg = (f"{err_title}: The OpenGOAL settings file does not contain key entry {e}!\n"
|
|
|
|
f"{alt_instructions}")
|
|
|
|
ctx.on_log_error(logger, msg)
|
|
|
|
return
|
|
|
|
|
Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* 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.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* 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.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* Finishing Touches (#36)
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* 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.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
# worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2025-05-21 08:12:27 -04:00
|
|
|
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
|
|
|
|
|
|
|
|
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()
|