| 
									
										
											  
											
												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() |