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Grinch-AP/worlds/jakanddaxter/agents/repl_client.py

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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
import json
import logging
import queue
import time
import struct
import random
from dataclasses import dataclass
from queue import Queue
from typing import Callable
import pymem
from pymem.exception import ProcessNotFound, ProcessError
import asyncio
from asyncio import StreamReader, StreamWriter, Lock
from NetUtils import NetworkItem
from ..game_id import jak1_id, jak1_max
from ..items import item_table, trap_item_table
from ..locs import (
orb_locations as orbs,
cell_locations as cells,
scout_locations as flies,
special_locations as specials,
orb_cache_locations as caches)
logger = logging.getLogger("ReplClient")
@dataclass
class JsonMessageData:
my_item_name: str | None = None
my_item_finder: str | None = None
their_item_name: str | None = None
their_item_owner: str | None = None
ALLOWED_CHARACTERS = frozenset({
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9",
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J",
"K", "L", "M", "N", "O", "P", "Q", "R", "S", "T",
"U", "V", "W", "X", "Y", "Z", "a", "b", "c", "d",
"e", "f", "g", "h", "i", "j", "k", "l", "m", "n",
"o", "p", "q", "r", "s", "t", "u", "v", "w", "x",
"y", "z", " ", "!", ":", ",", ".", "/", "?", "-",
"=", "+", "'", "(", ")", "\""
})
class JakAndDaxterReplClient:
ip: str
port: int
reader: StreamReader
writer: StreamWriter
lock: Lock
connected: bool = False
initiated_connect: bool = False # Signals when user tells us to try reconnecting.
received_deathlink: bool = False
balanced_orbs: bool = False
# Variables to handle the title screen and initial game connection.
initial_item_count = -1 # Brand new games have 0 items, so initialize this to -1.
received_initial_items = False
processed_initial_items = False
# The REPL client needs the REPL/compiler process running, but that process
# also needs the game running. Therefore, the REPL client needs both running.
gk_process: pymem.process = None
goalc_process: pymem.process = None
item_inbox: dict[int, NetworkItem] = {}
inbox_index = 0
json_message_queue: Queue[JsonMessageData] = queue.Queue()
# Logging callbacks
# These will write to the provided logger, as well as the Client GUI with color markup.
log_error: Callable # Red
log_warn: Callable # Orange
log_success: Callable # Green
log_info: Callable # White (default)
def __init__(self,
log_error_callback: Callable,
log_warn_callback: Callable,
log_success_callback: Callable,
log_info_callback: Callable,
ip: str = "127.0.0.1",
port: int = 8181):
self.ip = ip
self.port = port
self.lock = asyncio.Lock()
self.log_error = log_error_callback
self.log_warn = log_warn_callback
self.log_success = log_success_callback
self.log_info = log_info_callback
async def main_tick(self):
if self.initiated_connect:
await self.connect()
self.initiated_connect = False
if self.connected:
try:
self.gk_process.read_bool(self.gk_process.base_address) # Ping to see if it's alive.
except ProcessError:
msg = (f"Error reading game memory! (Did the game crash?)\n"
f"Please close all open windows and reopen the Jak and Daxter Client "
f"from the Archipelago Launcher.\n"
f"If the game and compiler do not restart automatically, please follow these steps:\n"
f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
f" Then click Advanced > Play in Debug Mode.\n"
f" Then click Advanced > Open REPL.\n"
f" Then close and reopen the Jak and Daxter Client from the Archipelago Launcher.")
self.log_error(logger, msg)
self.connected = False
try:
self.goalc_process.read_bool(self.goalc_process.base_address) # Ping to see if it's alive.
except ProcessError:
msg = (f"Error sending data to compiler! (Did the compiler crash?)\n"
f"Please close all open windows and reopen the Jak and Daxter Client "
f"from the Archipelago Launcher.\n"
f"If the game and compiler do not restart automatically, please follow these steps:\n"
f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
f" Then click Advanced > Play in Debug Mode.\n"
f" Then click Advanced > Open REPL.\n"
f" Then close and reopen the Jak and Daxter Client from the Archipelago Launcher.")
self.log_error(logger, msg)
self.connected = False
else:
return
# When connecting the game to the AP server on the title screen, we may be processing items from starting
# inventory or items received in an async game. Once we have caught up to the initial count, tell the player
# that we are ready to start. New items may even come in during the title screen, so if we go over the count,
# we should still send the ready signal.
if not self.processed_initial_items:
if self.inbox_index >= self.initial_item_count >= 0:
self.processed_initial_items = True
await self.send_connection_status("ready")
# Receive Items from AP. Handle 1 item per tick.
if len(self.item_inbox) > self.inbox_index:
await self.receive_item()
await self.save_data()
self.inbox_index += 1
if self.received_deathlink:
await self.receive_deathlink()
self.received_deathlink = False
# Progressively empty the queue during each tick
# if text messages happen to be too slow we could pool dequeuing here,
# but it'd slow down the ItemReceived message during release
if not self.json_message_queue.empty():
json_txt_data = self.json_message_queue.get_nowait()
await self.write_game_text(json_txt_data)
# This helper function formats and sends `form` as a command to the REPL.
# ALL commands to the REPL should be sent using this function.
async def send_form(self, form: str, print_ok: bool = True) -> bool:
header = struct.pack("<II", len(form), 10)
async with self.lock:
self.writer.write(header + form.encode())
await self.writer.drain()
response_data = await self.reader.read(1024)
response = response_data.decode()
if "OK!" in response:
if print_ok:
logger.debug(response)
return True
else:
self.log_error(logger, f"Unexpected response from REPL: {response}")
return False
async def connect(self):
try:
self.gk_process = pymem.Pymem("gk.exe") # The GOAL Kernel
logger.debug("Found the gk process: " + str(self.gk_process.process_id))
except ProcessNotFound:
self.log_error(logger, "Could not find the game process.")
return
try:
self.goalc_process = pymem.Pymem("goalc.exe") # The GOAL Compiler and REPL
logger.debug("Found the goalc process: " + str(self.goalc_process.process_id))
except ProcessNotFound:
self.log_error(logger, "Could not find the compiler process.")
return
try:
self.reader, self.writer = await asyncio.open_connection(self.ip, self.port)
time.sleep(1)
connect_data = await self.reader.read(1024)
welcome_message = connect_data.decode()
# Should be the OpenGOAL welcome message (ignore version number).
if "Connected to OpenGOAL" and "nREPL!" in welcome_message:
logger.debug(welcome_message)
else:
self.log_error(logger,
f"Unable to connect to REPL websocket: unexpected welcome message \"{welcome_message}\"")
except ConnectionRefusedError as e:
self.log_error(logger, f"Unable to connect to REPL websocket: {e.strerror}")
return
ok_count = 0
if self.reader and self.writer:
# Have the REPL listen to the game's internal websocket.
if await self.send_form("(lt)", print_ok=False):
ok_count += 1
# Show this visual cue when compilation is started.
# It's the version number of the OpenGOAL Compiler.
if await self.send_form("(set! *debug-segment* #t)", print_ok=False):
ok_count += 1
# Start compilation. This is blocking, so nothing will happen until the REPL is done.
if await self.send_form("(mi)", print_ok=False):
ok_count += 1
# Play this audio cue when compilation is complete.
# It's the sound you hear when you press START + START to close the Options menu.
if await self.send_form("(dotimes (i 1) "
"(sound-play-by-name "
"(static-sound-name \"menu-close\") "
"(new-sound-id) 1024 0 0 (sound-group sfx) #t))", print_ok=False):
ok_count += 1
# Disable cheat-mode and debug (close the visual cues).
if await self.send_form("(set! *debug-segment* #f)", print_ok=False):
ok_count += 1
if await self.send_form("(set! *cheat-mode* #f)", print_ok=False):
ok_count += 1
# Run the retail game start sequence (while still connected with REPL).
if await self.send_form("(start \'play (get-continue-by-name *game-info* \"title-start\"))"):
ok_count += 1
# Now wait until we see the success message... 7 times.
if ok_count == 7:
self.connected = True
else:
self.connected = False
if self.connected:
self.log_success(logger, "The REPL is ready!")
async def print_status(self):
gc_proc_id = str(self.goalc_process.process_id) if self.goalc_process else "None"
gk_proc_id = str(self.gk_process.process_id) if self.gk_process else "None"
msg = (f"REPL Status:\n"
f" REPL process ID: {gc_proc_id}\n"
f" Game process ID: {gk_proc_id}\n")
try:
if self.reader and self.writer:
addr = self.writer.get_extra_info("peername")
addr = str(addr) if addr else "None"
msg += f" Game websocket: {addr}\n"
await self.send_form("(dotimes (i 1) "
"(sound-play-by-name "
"(static-sound-name \"menu-close\") "
"(new-sound-id) 1024 0 0 (sound-group sfx) #t))", print_ok=False)
except ConnectionResetError:
msg += f" Connection to the game was lost or reset!"
last_item = str(getattr(self.item_inbox[self.inbox_index], "item")) if self.inbox_index else "None"
msg += f" Last item received: {last_item}\n"
msg += f" Did you hear the success audio cue?"
self.log_info(logger, msg)
# To properly display in-game text:
# - It must be a valid character from the ALLOWED_CHARACTERS list.
# - All lowercase letters must be uppercase.
# - It must be wrapped in double quotes (for the REPL command).
# - Apostrophes must be handled specially - GOAL uses invisible ASCII character 0x12.
# I also only allotted 32 bytes to each string in OpenGOAL, so we must truncate.
@staticmethod
def sanitize_game_text(text: str) -> str:
result = "".join([c if c in ALLOWED_CHARACTERS else "?" for c in text[:32]]).upper()
result = result.replace("'", "\\c12")
return f"\"{result}\""
# Like sanitize_game_text, but the settings file will NOT allow any whitespace in the slot_name or slot_seed data.
# And don't replace any chars with "?" for good measure.
@staticmethod
def sanitize_file_text(text: str) -> str:
allowed_chars_no_extras = ALLOWED_CHARACTERS - {" ", "'", "(", ")", "\""}
result = "".join([c if c in allowed_chars_no_extras else "" for c in text[:16]]).upper()
return f"\"{result}\""
# Pushes a JsonMessageData object to the json message queue to be processed during the repl main_tick
def queue_game_text(self, my_item_name, my_item_finder, their_item_name, their_item_owner):
self.json_message_queue.put(JsonMessageData(my_item_name, my_item_finder, their_item_name, their_item_owner))
# OpenGOAL can handle both its own string datatype and C-like character pointers (charp).
async def write_game_text(self, data: JsonMessageData):
logger.debug(f"Sending info to the in-game messenger!")
body = ""
if data.my_item_name and data.my_item_finder:
body += (f" (append-messages (-> *ap-messenger* 0) \'recv "
f" {self.sanitize_game_text(data.my_item_name)} "
f" {self.sanitize_game_text(data.my_item_finder)})")
if data.their_item_name and data.their_item_owner:
body += (f" (append-messages (-> *ap-messenger* 0) \'sent "
f" {self.sanitize_game_text(data.their_item_name)} "
f" {self.sanitize_game_text(data.their_item_owner)})")
await self.send_form(f"(begin {body} (none))", print_ok=False)
async def receive_item(self):
ap_id = getattr(self.item_inbox[self.inbox_index], "item")
# Determine the type of item to receive.
if ap_id in range(jak1_id, jak1_id + flies.fly_offset):
await self.receive_power_cell(ap_id)
elif ap_id in range(jak1_id + flies.fly_offset, jak1_id + specials.special_offset):
await self.receive_scout_fly(ap_id)
elif ap_id in range(jak1_id + specials.special_offset, jak1_id + caches.orb_cache_offset):
await self.receive_special(ap_id)
elif ap_id in range(jak1_id + caches.orb_cache_offset, jak1_id + orbs.orb_offset):
await self.receive_move(ap_id)
elif ap_id in range(jak1_id + orbs.orb_offset, jak1_max - max(trap_item_table)):
await self.receive_precursor_orb(ap_id) # Ponder the orbs.
elif ap_id in range(jak1_max - max(trap_item_table), jak1_max):
await self.receive_trap(ap_id)
elif ap_id == jak1_max:
await self.receive_green_eco() # Ponder why I chose to do ID's this way.
else:
self.log_error(logger, f"Tried to receive item with unknown AP ID {ap_id}!")
async def receive_power_cell(self, ap_id: int) -> bool:
cell_id = cells.to_game_id(ap_id)
ok = await self.send_form("(send-event "
"*target* \'get-archipelago "
"(pickup-type fuel-cell) "
"(the float " + str(cell_id) + "))")
if ok:
logger.debug(f"Received a Power Cell!")
else:
self.log_error(logger, f"Unable to receive a Power Cell!")
return ok
async def receive_scout_fly(self, ap_id: int) -> bool:
fly_id = flies.to_game_id(ap_id)
ok = await self.send_form("(send-event "
"*target* \'get-archipelago "
"(pickup-type buzzer) "
"(the float " + str(fly_id) + "))")
if ok:
logger.debug(f"Received a {item_table[ap_id]}!")
else:
self.log_error(logger, f"Unable to receive a {item_table[ap_id]}!")
return ok
async def receive_special(self, ap_id: int) -> bool:
special_id = specials.to_game_id(ap_id)
ok = await self.send_form("(send-event "
"*target* \'get-archipelago "
"(pickup-type ap-special) "
"(the float " + str(special_id) + "))")
if ok:
logger.debug(f"Received special unlock {item_table[ap_id]}!")
else:
self.log_error(logger, f"Unable to receive special unlock {item_table[ap_id]}!")
return ok
async def receive_move(self, ap_id: int) -> bool:
move_id = caches.to_game_id(ap_id)
ok = await self.send_form("(send-event "
"*target* \'get-archipelago "
"(pickup-type ap-move) "
"(the float " + str(move_id) + "))")
if ok:
logger.debug(f"Received the ability to {item_table[ap_id]}!")
else:
self.log_error(logger, f"Unable to receive the ability to {item_table[ap_id]}!")
return ok
async def receive_precursor_orb(self, ap_id: int) -> bool:
orb_amount = orbs.to_game_id(ap_id)
ok = await self.send_form("(send-event "
"*target* \'get-archipelago "
"(pickup-type money) "
"(the float " + str(orb_amount) + "))")
if ok:
logger.debug(f"Received {orb_amount} Precursor orbs!")
else:
self.log_error(logger, f"Unable to receive {orb_amount} Precursor orbs!")
return ok
async def receive_trap(self, ap_id: int) -> bool:
trap_id = jak1_max - ap_id
ok = await self.send_form("(send-event "
"*target* \'get-archipelago "
"(pickup-type ap-trap) "
"(the float " + str(trap_id) + "))")
if ok:
logger.debug(f"Received a {item_table[ap_id]}!")
else:
self.log_error(logger, f"Unable to receive a {item_table[ap_id]}!")
return ok
# Green eco pills are our filler item. Use the get-pickup event instead to handle being full health.
async def receive_green_eco(self) -> bool:
ok = await self.send_form("(send-event *target* \'get-pickup (pickup-type eco-pill) (the float 1))")
if ok:
logger.debug(f"Received a green eco pill!")
else:
self.log_error(logger, f"Unable to receive a green eco pill!")
return ok
async def receive_deathlink(self) -> bool:
# Because it should at least be funny sometimes.
death_types = ["\'death",
"\'death",
"\'death",
"\'death",
"\'endlessfall",
"\'drown-death",
"\'melt",
"\'dark-eco-pool"]
chosen_death = random.choice(death_types)
ok = await self.send_form("(ap-deathlink-received! " + chosen_death + ")")
if ok:
logger.debug(f"Received deathlink signal!")
else:
self.log_error(logger, f"Unable to receive deathlink signal!")
return ok
async def subtract_traded_orbs(self, orb_count: int) -> bool:
# To protect against momentary server disconnects,
# this should only be done once per client session.
if not self.balanced_orbs:
self.balanced_orbs = True
ok = await self.send_form(f"(-! (-> *game-info* money) (the float {orb_count}))")
if ok:
logger.debug(f"Subtracting {orb_count} traded orbs!")
else:
self.log_error(logger, f"Unable to subtract {orb_count} traded orbs!")
return ok
return True
# OpenGOAL has a limit of 8 parameters per function. We've already hit this limit. So, define a new datatype
# in OpenGOAL that holds all these options, instantiate the type here, and have ap-setup-options! function take
# that instance as input.
async def setup_options(self,
os_option: int, os_bundle: int,
fc_count: int, mp_count: int,
lt_count: int, ct_amount: int,
ot_amount: int, trap_time: int,
goal_id: int, slot_name: str,
slot_seed: str) -> bool:
sanitized_name = self.sanitize_file_text(slot_name)
sanitized_seed = self.sanitize_file_text(slot_seed)
# I didn't want to have to do this with floats but GOAL's compile-time vs runtime types leave me no choice.
ok = await self.send_form(f"(ap-setup-options! (new 'static 'ap-seed-options "
f":orbsanity-option {os_option} "
f":orbsanity-bundle {os_bundle} "
f":fire-canyon-unlock {fc_count}.0 "
f":mountain-pass-unlock {mp_count}.0 "
f":lava-tube-unlock {lt_count}.0 "
f":citizen-orb-amount {ct_amount}.0 "
f":oracle-orb-amount {ot_amount}.0 "
f":trap-duration {trap_time}.0 "
f":completion-goal {goal_id} "
f":slot-name {sanitized_name} "
f":slot-seed {sanitized_seed} ))")
message = (f"Setting options: \n"
f" orbsanity Option {os_option}, orbsanity Bundle {os_bundle}, \n"
f" FC Cell Count {fc_count}, MP Cell Count {mp_count}, \n"
f" LT Cell Count {lt_count}, Citizen Orb Amt {ct_amount}, \n"
f" Oracle Orb Amt {ot_amount}, Trap Duration {trap_time}, \n"
f" Completion GOAL {goal_id}, Slot Name {sanitized_name}, \n"
f" Slot Seed {sanitized_seed}... ")
if ok:
logger.debug(message + "Success!")
else:
self.log_error(logger, message + "Failed!")
return ok
async def send_connection_status(self, status: str) -> bool:
ok = await self.send_form(f"(ap-set-connection-status! (connection-status {status}))")
if ok:
logger.debug(f"Connection Status {status} set!")
else:
self.log_error(logger, f"Connection Status {status} failed to set!")
return ok
async def save_data(self):
with open("jakanddaxter_item_inbox.json", "w+") as f:
dump = {
"inbox_index": self.inbox_index,
"item_inbox": [{
"item": self.item_inbox[k].item,
"location": self.item_inbox[k].location,
"player": self.item_inbox[k].player,
"flags": self.item_inbox[k].flags
} for k in self.item_inbox
]
}
json.dump(dump, f, indent=4)
def load_data(self):
try:
with open("jakanddaxter_item_inbox.json", "r") as f:
load = json.load(f)
self.inbox_index = load["inbox_index"]
self.item_inbox = {k: NetworkItem(
item=load["item_inbox"][k]["item"],
location=load["item_inbox"][k]["location"],
player=load["item_inbox"][k]["player"],
flags=load["item_inbox"][k]["flags"]
) for k in range(0, len(load["item_inbox"]))
}
except FileNotFoundError:
pass