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from typing import TYPE_CHECKING
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from .Locations import grinch_locations
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from .Items import ALL_ITEMS_TABLE
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import worlds._bizhawk as bizhawk
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from worlds._bizhawk.client import BizHawkClient
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from worlds.Files import APDeltaPatch
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if TYPE_CHECKING:
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from worlds._bizhawk.context import BizHawkClientContext
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from CommonClient import logger
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class GrinchClient(BizHawkClient):
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game = "The Grinch"
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system = "PSX"
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patch_suffix = ".apgrinch"
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items_handling = 0b111
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last_received_index = 0
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def __init__(self):
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super().__init__()
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async def validate_rom(self, ctx: "BizHawkClientContext") -> bool:
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from CommonClient import logger
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# TODO Check the ROM data to see if it matches against bytes expected
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grinch_identifier_ram_address: int = 0x00928C
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bytes_expected: bytes = bytes.fromhex("e903c14f4becf89082f43ec936a68e62")
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try:
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bytes_actual: bytes = (await bizhawk.read(ctx.bizhawk_ctx, [(
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grinch_identifier_ram_address, 11, "MainRAM")]))[0]
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psx_rom_name = bytes_actual.decode("ascii")
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if psx_rom_name != "SLUS_011.97":
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logger.error("Invalid rom detected. You are not playing Grinch USA Version.")
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raise Exception("Invalid rom detected. You are not playing Grinch USA Version.")
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except Exception():
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return False
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ctx.game = self.game
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ctx.items_handling = self.items_handling
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ctx.want_slot_data = True
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ctx.watcher_timeout = 0.125
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return True
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async def set_auth(self, ctx: "BizHawkClientContext") -> None:
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await ctx.get_username()
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async def game_watcher(self, ctx: "BizHawkClientContext") -> None:
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#If the player is not connected to an AP Server, or their connection was disconnected.
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if ctx.server is None or ctx.server.socket.closed or ctx.slot_data is None:
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return
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try:
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# # Read save data
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# save_data = await bizhawk.read(
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# ctx.bizhawk_ctx,
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# [(0x3000100, 20, "System Bus")]
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# )[0]
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#
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# # Check locations
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# if save_data[2] & 0x04:
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# await ctx.send_msgs([{
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# "cmd": "LocationChecks",
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# "locations": [23]
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# }])
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#
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# # Send game clear
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# if not ctx.finished_game and (save_data[5] & 0x01):
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# await ctx.send_msgs([{
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# "cmd": "StatusUpdate",
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# "status": ClientStatus.CLIENT_GOAL
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# }])
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await self.location_checker(ctx)
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await self.receiving_items_handler(ctx)
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except bizhawk.RequestFailedError:
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# The connector didn't respond. Exit handler and return to main loop to reconnect
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pass
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async def location_checker(self, ctx: "BizHawkClientContext"):
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# TODO Write a function to check if I am ingame, determine how I am playing the game vs not in demo mode/game menu
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# Update the AP Server to know what locations are not checked yet.
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for missing_location in ctx.missing_locations:
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local_location = ctx.location_names.lookup_in_game(missing_location)
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# Missing location is the AP ID & we need to convert it back to a location name within our game.
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# Using the location name, we can then get the Grinch ram data from there.
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grinch_loc_ram_data = grinch_locations[local_location]
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# Grinch ram data may have more than one address to update, so we are going to loop through all addresses in a location
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for addr_to_update in grinch_loc_ram_data.update_ram_addr:
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is_binary = True if not addr_to_update.binary_bit_pos is None else False
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current_ram_address_value = int.from_bytes((await bizhawk.read(ctx.bizhawk_ctx, [(
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addr_to_update.ram_address, addr_to_update.bit_size, "MainRAM")]))[0], "little")
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if is_binary:
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if (current_ram_address_value & (1 << addr_to_update.binary_bit_pos)) > 0:
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ctx.locations_checked.add(missing_location)
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else:
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expected_int_value = addr_to_update.value
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if expected_int_value == current_ram_address_value:
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ctx.locations_checked.add(missing_location)
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# Update the AP server with the locally checked list of locations (In other words, locations I found in Grinch)
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await ctx.check_locations(ctx.locations_checked)
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async def receiving_items_handler(self, ctx: "BizHawkClientContext"):
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# Len will give us the size of the items received list & we will track that against how many items we received already
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# If the list says that we have 3 items and we already received items, we will ignore and continue.
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# Otherwise, we will get the new items and give them to the player.
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if len(ctx.items_received) == self.last_received_index:
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return
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# Ensures we only get the new items that we want to give the player
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new_items_only = ctx.items_received[self.last_received_index:]
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for item_received in new_items_only:
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local_item = ctx.item_names.lookup_in_game(item_received.item)
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grinch_item_ram_data = ALL_ITEMS_TABLE[local_item]
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for addr_to_update in grinch_item_ram_data.update_ram_addr:
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is_binary = True if not addr_to_update.binary_bit_pos is None else False
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if is_binary:
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current_ram_address_value = int.from_bytes((await bizhawk.read(ctx.bizhawk_ctx, [(
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addr_to_update.ram_address, addr_to_update.bit_size, "MainRAM")]))[0], "little")
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current_ram_address_value = (current_ram_address_value | (1 << addr_to_update.binary_bit_pos))
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else:
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current_ram_address_value = addr_to_update.value
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# Write the updated value back into RAM
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await bizhawk.write(ctx.bizhawk_ctx, [(addr_to_update.ram_address,
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current_ram_address_value.to_bytes(addr_to_update.bit_size, "little"), "MainRAM")])
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self.last_received_index += 1
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