mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
490 lines
22 KiB
Python
490 lines
22 KiB
Python
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import logging
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import random
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import struct
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from typing import ByteString, Callable
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import json
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import pymem
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from pymem import pattern
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from pymem.exception import ProcessNotFound, ProcessError, MemoryReadError, WinAPIError
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from dataclasses import dataclass
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from ..locs import (orb_locations as orbs,
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cell_locations as cells,
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scout_locations as flies,
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special_locations as specials,
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orb_cache_locations as caches)
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logger = logging.getLogger("MemoryReader")
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# Some helpful constants.
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sizeof_uint64 = 8
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sizeof_uint32 = 4
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sizeof_uint8 = 1
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sizeof_float = 4
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# *****************************************************************************
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# **** This number must match (-> *ap-info-jak1* version) in ap-struct.gc! ****
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# *****************************************************************************
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expected_memory_version = 5
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# IMPORTANT: OpenGOAL memory structures are particular about the alignment, in memory, of member elements according to
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# their size in bits. The address for an N-bit field must be divisible by N. Use this class to define the memory offsets
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# of important values in the struct. It will also do the byte alignment properly for you.
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# See https://opengoal.dev/docs/reference/type_system/#arrays
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@dataclass
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class OffsetFactory:
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current_offset: int = 0
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def define(self, size: int, length: int = 1) -> int:
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# If necessary, align current_offset to the current size first.
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bytes_to_alignment = self.current_offset % size
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if bytes_to_alignment != 0:
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self.current_offset += (size - bytes_to_alignment)
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# Increment current_offset so the next definition can be made.
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offset_to_use = self.current_offset
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self.current_offset += (size * length)
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return offset_to_use
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# Start defining important memory address offsets here. They must be in the same order, have the same sizes, and have
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# the same lengths, as defined in `ap-info-jak1`.
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offsets = OffsetFactory()
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# Cell, Buzzer, and Special information.
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next_cell_index_offset = offsets.define(sizeof_uint64)
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next_buzzer_index_offset = offsets.define(sizeof_uint64)
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next_special_index_offset = offsets.define(sizeof_uint64)
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cells_checked_offset = offsets.define(sizeof_uint32, 101)
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buzzers_checked_offset = offsets.define(sizeof_uint32, 112)
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specials_checked_offset = offsets.define(sizeof_uint32, 32)
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buzzers_received_offset = offsets.define(sizeof_uint8, 16)
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specials_received_offset = offsets.define(sizeof_uint8, 32)
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# Deathlink information.
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death_count_offset = offsets.define(sizeof_uint32)
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death_cause_offset = offsets.define(sizeof_uint8)
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deathlink_enabled_offset = offsets.define(sizeof_uint8)
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# Move Rando information.
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next_orb_cache_index_offset = offsets.define(sizeof_uint64)
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orb_caches_checked_offset = offsets.define(sizeof_uint32, 16)
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moves_received_offset = offsets.define(sizeof_uint8, 16)
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moverando_enabled_offset = offsets.define(sizeof_uint8)
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# Orbsanity information.
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orbsanity_option_offset = offsets.define(sizeof_uint8)
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orbsanity_bundle_offset = offsets.define(sizeof_uint32)
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collected_bundle_offset = offsets.define(sizeof_uint32, 17)
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# Progression and Completion information.
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fire_canyon_unlock_offset = offsets.define(sizeof_float)
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mountain_pass_unlock_offset = offsets.define(sizeof_float)
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lava_tube_unlock_offset = offsets.define(sizeof_float)
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citizen_orb_amount_offset = offsets.define(sizeof_float)
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oracle_orb_amount_offset = offsets.define(sizeof_float)
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completion_goal_offset = offsets.define(sizeof_uint8)
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completed_offset = offsets.define(sizeof_uint8)
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# Text to display in the HUD (32 char max per string).
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their_item_name_offset = offsets.define(sizeof_uint8, 32)
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their_item_owner_offset = offsets.define(sizeof_uint8, 32)
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my_item_name_offset = offsets.define(sizeof_uint8, 32)
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my_item_finder_offset = offsets.define(sizeof_uint8, 32)
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# Version of the memory struct, to cut down on mod/apworld version mismatches.
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memory_version_offset = offsets.define(sizeof_uint32)
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# Connection status to AP server (not the game!)
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server_connection_offset = offsets.define(sizeof_uint8)
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slot_name_offset = offsets.define(sizeof_uint8, 16)
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slot_seed_offset = offsets.define(sizeof_uint8, 8)
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# Trap information.
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trap_duration_offset = offsets.define(sizeof_float)
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# The End.
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end_marker_offset = offsets.define(sizeof_uint8, 4)
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# Can't believe this is easier to do in GOAL than Python but that's how it be sometimes.
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def as_float(value: int) -> int:
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return int(struct.unpack('f', value.to_bytes(sizeof_float, "little"))[0])
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# "Jak" to be replaced by player name in the Client.
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def autopsy(cause: int) -> str:
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if cause in [1, 2, 3, 4]:
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return random.choice(["Jak said goodnight.",
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"Jak stepped into the light.",
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"Jak gave Daxter his insect collection.",
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"Jak did not follow Step 1."])
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if cause == 5:
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return "Jak fell into an endless pit."
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if cause == 6:
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return "Jak drowned in the spicy water."
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if cause == 7:
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return "Jak tried to tackle a Lurker Shark."
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if cause == 8:
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return "Jak hit 500 degrees."
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if cause == 9:
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return "Jak took a bath in a pool of dark eco."
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if cause == 10:
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return "Jak got bombarded with flaming 30-ton boulders."
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if cause == 11:
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return "Jak hit 800 degrees."
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if cause == 12:
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return "Jak ceased to be."
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if cause == 13:
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return "Jak got eaten by the dark eco plant."
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if cause == 14:
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return "Jak burned up."
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if cause == 15:
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return "Jak hit the ground hard."
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if cause == 16:
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return "Jak crashed the zoomer."
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if cause == 17:
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return "Jak got Flut Flut hurt."
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if cause == 18:
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return "Jak poisoned the whole darn catch."
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if cause == 19:
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return "Jak collided with too many obstacles."
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return "Jak died."
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class JakAndDaxterMemoryReader:
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marker: ByteString
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goal_address: int | None = None
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connected: bool = False
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initiated_connect: bool = False
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# The memory reader just needs the game running.
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gk_process: pymem.process = None
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location_outbox: list[int] = []
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outbox_index: int = 0
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finished_game: bool = False
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# Deathlink handling
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deathlink_enabled: bool = False
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send_deathlink: bool = False
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cause_of_death: str = ""
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death_count: int = 0
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# Orbsanity handling
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orbsanity_enabled: bool = False
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orbs_paid: int = 0
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# Game-related callbacks (inform the AP server of changes to game state)
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inform_checked_location: Callable
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inform_finished_game: Callable
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inform_died: Callable
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inform_toggled_deathlink: Callable
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inform_traded_orbs: Callable
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# Logging callbacks
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# These will write to the provided logger, as well as the Client GUI with color markup.
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log_error: Callable # Red
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log_warn: Callable # Orange
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log_success: Callable # Green
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log_info: Callable # White (default)
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def __init__(self,
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location_check_callback: Callable,
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finish_game_callback: Callable,
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send_deathlink_callback: Callable,
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toggle_deathlink_callback: Callable,
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orb_trade_callback: Callable,
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log_error_callback: Callable,
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log_warn_callback: Callable,
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log_success_callback: Callable,
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log_info_callback: Callable,
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marker: ByteString = b'UnLiStEdStRaTs_JaK1\x00'):
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self.marker = marker
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self.inform_checked_location = location_check_callback
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self.inform_finished_game = finish_game_callback
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self.inform_died = send_deathlink_callback
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self.inform_toggled_deathlink = toggle_deathlink_callback
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self.inform_traded_orbs = orb_trade_callback
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self.log_error = log_error_callback
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self.log_warn = log_warn_callback
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self.log_success = log_success_callback
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self.log_info = log_info_callback
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async def main_tick(self):
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if self.initiated_connect:
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await self.connect()
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self.initiated_connect = False
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if self.connected:
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try:
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self.gk_process.read_bool(self.gk_process.base_address) # Ping to see if it's alive.
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except (ProcessError, MemoryReadError, WinAPIError):
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msg = (f"Error reading game memory! (Did the game crash?)\n"
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f"Please close all open windows and reopen the Jak and Daxter Client "
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f"from the Archipelago Launcher.\n"
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f"If the game and compiler do not restart automatically, please follow these steps:\n"
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f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
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f" Then click Advanced > Play in Debug Mode.\n"
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f" Then click Advanced > Open REPL.\n"
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f" Then close and reopen the Jak and Daxter Client from the Archipelago Launcher.")
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self.log_error(logger, msg)
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self.connected = False
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else:
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return
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if self.connected:
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# Save some state variables temporarily.
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old_deathlink_enabled = self.deathlink_enabled
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# Read the memory address to check the state of the game.
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self.read_memory()
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# Checked Locations in game. Handle the entire outbox every tick until we're up to speed.
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if len(self.location_outbox) > self.outbox_index:
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self.inform_checked_location(self.location_outbox)
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self.save_data()
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self.outbox_index += 1
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if self.finished_game:
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self.inform_finished_game()
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if old_deathlink_enabled != self.deathlink_enabled:
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self.inform_toggled_deathlink()
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logger.debug("Toggled DeathLink " + ("ON" if self.deathlink_enabled else "OFF"))
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if self.send_deathlink:
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self.inform_died()
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if self.orbs_paid > 0:
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self.inform_traded_orbs(self.orbs_paid)
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self.orbs_paid = 0
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async def connect(self):
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try:
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self.gk_process = pymem.Pymem("gk.exe") # The GOAL Kernel
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logger.debug("Found the gk process: " + str(self.gk_process.process_id))
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except ProcessNotFound:
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self.log_error(logger, "Could not find the game process.")
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self.connected = False
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return
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# If we don't find the marker in the first loaded module, we've failed.
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modules = list(self.gk_process.list_modules())
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marker_address = pattern.pattern_scan_module(self.gk_process.process_handle, modules[0], self.marker)
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if marker_address:
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# At this address is another address that contains the struct we're looking for: the game's state.
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# From here we need to add the length in bytes for the marker and 4 bytes of padding,
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# and the struct address is 8 bytes long (it's an uint64).
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goal_pointer = marker_address + len(self.marker) + 4
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self.goal_address = int.from_bytes(self.gk_process.read_bytes(goal_pointer, sizeof_uint64),
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byteorder="little",
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signed=False)
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logger.debug("Found the archipelago memory address: " + str(self.goal_address))
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await self.verify_memory_version()
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else:
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self.log_error(logger, "Could not find the Archipelago marker address!")
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self.connected = False
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async def verify_memory_version(self):
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if self.goal_address is None:
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self.log_error(logger, "Could not find the Archipelago memory address!")
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self.connected = False
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return
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memory_version: int | None = None
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try:
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memory_version = self.read_goal_address(memory_version_offset, sizeof_uint32)
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if memory_version == expected_memory_version:
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self.log_success(logger, "The Memory Reader is ready!")
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self.connected = True
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else:
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raise MemoryReadError(memory_version_offset, sizeof_uint32)
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except (ProcessError, MemoryReadError, WinAPIError):
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if memory_version is None:
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msg = (f"Could not find a version number in the OpenGOAL memory structure!\n"
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f" Expected Version: {str(expected_memory_version)}\n"
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f" Found Version: {str(memory_version)}\n"
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f"Please follow these steps:\n"
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f" If the game is running, try entering '/memr connect' in the client.\n"
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f" You should see 'The Memory Reader is ready!'\n"
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f" If that did not work, or the game is not running, run the OpenGOAL Launcher.\n"
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f" Click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
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f" Then click Advanced > Play in Debug Mode.\n"
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f" Try entering '/memr connect' in the client again.")
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else:
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msg = (f"The OpenGOAL memory structure is incompatible with the current Archipelago client!\n"
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f" Expected Version: {str(expected_memory_version)}\n"
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f" Found Version: {str(memory_version)}\n"
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f"Please follow these steps:\n"
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f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
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f" Click Update (if one is available).\n"
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f" Click Advanced > Compile. When this is done, click Continue.\n"
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f" Click Versions and verify the latest version is marked 'Active'.\n"
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f" Close all launchers, games, clients, and console windows, then restart Archipelago.")
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self.log_error(logger, msg)
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self.connected = False
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async def print_status(self):
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proc_id = str(self.gk_process.process_id) if self.gk_process else "None"
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last_loc = str(self.location_outbox[self.outbox_index - 1] if self.outbox_index else "None")
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msg = (f"Memory Reader Status:\n"
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f" Game process ID: {proc_id}\n"
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f" Game state memory address: {str(self.goal_address)}\n"
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f" Last location checked: {last_loc}")
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|
|
await self.verify_memory_version()
|
||
|
|
self.log_info(logger, msg)
|
||
|
|
|
||
|
|
def read_memory(self) -> list[int]:
|
||
|
|
try:
|
||
|
|
# Need to grab these first and convert to floats, see below.
|
||
|
|
citizen_orb_amount = self.read_goal_address(citizen_orb_amount_offset, sizeof_float)
|
||
|
|
oracle_orb_amount = self.read_goal_address(oracle_orb_amount_offset, sizeof_float)
|
||
|
|
|
||
|
|
next_cell_index = self.read_goal_address(next_cell_index_offset, sizeof_uint64)
|
||
|
|
for k in range(0, next_cell_index):
|
||
|
|
next_cell = self.read_goal_address(cells_checked_offset + (k * sizeof_uint32), sizeof_uint32)
|
||
|
|
cell_ap_id = cells.to_ap_id(next_cell)
|
||
|
|
if cell_ap_id not in self.location_outbox:
|
||
|
|
self.location_outbox.append(cell_ap_id)
|
||
|
|
logger.debug("Checked power cell: " + str(next_cell))
|
||
|
|
|
||
|
|
# If orbsanity is ON and next_cell is one of the traders or oracles, then run a callback
|
||
|
|
# to add their amount to the DataStorage value holding our current orb trade total.
|
||
|
|
if next_cell in {11, 12, 31, 32, 33, 96, 97, 98, 99}:
|
||
|
|
citizen_orb_amount = as_float(citizen_orb_amount)
|
||
|
|
self.orbs_paid += citizen_orb_amount
|
||
|
|
logger.debug(f"Traded {citizen_orb_amount} orbs!")
|
||
|
|
|
||
|
|
if next_cell in {13, 14, 34, 35, 100, 101}:
|
||
|
|
oracle_orb_amount = as_float(oracle_orb_amount)
|
||
|
|
self.orbs_paid += oracle_orb_amount
|
||
|
|
logger.debug(f"Traded {oracle_orb_amount} orbs!")
|
||
|
|
|
||
|
|
next_buzzer_index = self.read_goal_address(next_buzzer_index_offset, sizeof_uint64)
|
||
|
|
for k in range(0, next_buzzer_index):
|
||
|
|
next_buzzer = self.read_goal_address(buzzers_checked_offset + (k * sizeof_uint32), sizeof_uint32)
|
||
|
|
buzzer_ap_id = flies.to_ap_id(next_buzzer)
|
||
|
|
if buzzer_ap_id not in self.location_outbox:
|
||
|
|
self.location_outbox.append(buzzer_ap_id)
|
||
|
|
logger.debug("Checked scout fly: " + str(next_buzzer))
|
||
|
|
|
||
|
|
next_special_index = self.read_goal_address(next_special_index_offset, sizeof_uint64)
|
||
|
|
for k in range(0, next_special_index):
|
||
|
|
next_special = self.read_goal_address(specials_checked_offset + (k * sizeof_uint32), sizeof_uint32)
|
||
|
|
special_ap_id = specials.to_ap_id(next_special)
|
||
|
|
if special_ap_id not in self.location_outbox:
|
||
|
|
self.location_outbox.append(special_ap_id)
|
||
|
|
logger.debug("Checked special: " + str(next_special))
|
||
|
|
|
||
|
|
death_count = self.read_goal_address(death_count_offset, sizeof_uint32)
|
||
|
|
death_cause = self.read_goal_address(death_cause_offset, sizeof_uint8)
|
||
|
|
if death_count > self.death_count:
|
||
|
|
self.cause_of_death = autopsy(death_cause) # The way he names his variables? Wack!
|
||
|
|
self.send_deathlink = True
|
||
|
|
self.death_count += 1
|
||
|
|
|
||
|
|
# Listen for any changes to this setting.
|
||
|
|
deathlink_flag = self.read_goal_address(deathlink_enabled_offset, sizeof_uint8)
|
||
|
|
self.deathlink_enabled = bool(deathlink_flag)
|
||
|
|
|
||
|
|
next_cache_index = self.read_goal_address(next_orb_cache_index_offset, sizeof_uint64)
|
||
|
|
for k in range(0, next_cache_index):
|
||
|
|
next_cache = self.read_goal_address(orb_caches_checked_offset + (k * sizeof_uint32), sizeof_uint32)
|
||
|
|
cache_ap_id = caches.to_ap_id(next_cache)
|
||
|
|
if cache_ap_id not in self.location_outbox:
|
||
|
|
self.location_outbox.append(cache_ap_id)
|
||
|
|
logger.debug("Checked orb cache: " + str(next_cache))
|
||
|
|
|
||
|
|
# Listen for any changes to this setting.
|
||
|
|
# moverando_flag = self.read_goal_address(moverando_enabled_offset, sizeof_uint8)
|
||
|
|
# self.moverando_enabled = bool(moverando_flag)
|
||
|
|
|
||
|
|
orbsanity_option = self.read_goal_address(orbsanity_option_offset, sizeof_uint8)
|
||
|
|
bundle_size = self.read_goal_address(orbsanity_bundle_offset, sizeof_uint32)
|
||
|
|
self.orbsanity_enabled = orbsanity_option > 0
|
||
|
|
|
||
|
|
# Per Level Orbsanity option. Only need to do this loop if we chose this setting.
|
||
|
|
if orbsanity_option == 1:
|
||
|
|
for level in range(0, 16):
|
||
|
|
collected_bundles = self.read_goal_address(collected_bundle_offset + (level * sizeof_uint32),
|
||
|
|
sizeof_uint32)
|
||
|
|
|
||
|
|
# Count up from the first bundle, by bundle size, until you reach the latest collected bundle.
|
||
|
|
# e.g. {25, 50, 75, 100, 125...}
|
||
|
|
if collected_bundles > 0:
|
||
|
|
for bundle in range(bundle_size,
|
||
|
|
bundle_size + collected_bundles, # Range max is non-inclusive.
|
||
|
|
bundle_size):
|
||
|
|
|
||
|
|
bundle_ap_id = orbs.to_ap_id(orbs.find_address(level, bundle, bundle_size))
|
||
|
|
if bundle_ap_id not in self.location_outbox:
|
||
|
|
self.location_outbox.append(bundle_ap_id)
|
||
|
|
logger.debug(f"Checked orb bundle: L{level} {bundle}")
|
||
|
|
|
||
|
|
# Global Orbsanity option. Index 16 refers to all orbs found regardless of level.
|
||
|
|
if orbsanity_option == 2:
|
||
|
|
collected_bundles = self.read_goal_address(collected_bundle_offset + (16 * sizeof_uint32),
|
||
|
|
sizeof_uint32)
|
||
|
|
if collected_bundles > 0:
|
||
|
|
for bundle in range(bundle_size,
|
||
|
|
bundle_size + collected_bundles, # Range max is non-inclusive.
|
||
|
|
bundle_size):
|
||
|
|
|
||
|
|
bundle_ap_id = orbs.to_ap_id(orbs.find_address(16, bundle, bundle_size))
|
||
|
|
if bundle_ap_id not in self.location_outbox:
|
||
|
|
self.location_outbox.append(bundle_ap_id)
|
||
|
|
logger.debug(f"Checked orb bundle: G {bundle}")
|
||
|
|
|
||
|
|
completed = self.read_goal_address(completed_offset, sizeof_uint8)
|
||
|
|
if completed > 0 and not self.finished_game:
|
||
|
|
self.finished_game = True
|
||
|
|
self.log_success(logger, "Congratulations! You finished the game!")
|
||
|
|
|
||
|
|
except (ProcessError, MemoryReadError, WinAPIError):
|
||
|
|
msg = (f"Error reading game memory! (Did the game crash?)\n"
|
||
|
|
f"Please close all open windows and reopen the Jak and Daxter Client "
|
||
|
|
f"from the Archipelago Launcher.\n"
|
||
|
|
f"If the game and compiler do not restart automatically, please follow these steps:\n"
|
||
|
|
f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
|
||
|
|
f" Then click Advanced > Play in Debug Mode.\n"
|
||
|
|
f" Then click Advanced > Open REPL.\n"
|
||
|
|
f" Then close and reopen the Jak and Daxter Client from the Archipelago Launcher.")
|
||
|
|
self.log_error(logger, msg)
|
||
|
|
self.connected = False
|
||
|
|
|
||
|
|
return self.location_outbox
|
||
|
|
|
||
|
|
def read_goal_address(self, offset: int, length: int) -> int:
|
||
|
|
return int.from_bytes(
|
||
|
|
self.gk_process.read_bytes(self.goal_address + offset, length),
|
||
|
|
byteorder="little",
|
||
|
|
signed=False)
|
||
|
|
|
||
|
|
def save_data(self):
|
||
|
|
with open("jakanddaxter_location_outbox.json", "w+") as f:
|
||
|
|
dump = {
|
||
|
|
"outbox_index": self.outbox_index,
|
||
|
|
"location_outbox": self.location_outbox
|
||
|
|
}
|
||
|
|
json.dump(dump, f, indent=4)
|
||
|
|
|
||
|
|
def load_data(self):
|
||
|
|
try:
|
||
|
|
with open("jakanddaxter_location_outbox.json", "r") as f:
|
||
|
|
load = json.load(f)
|
||
|
|
self.outbox_index = load["outbox_index"]
|
||
|
|
self.location_outbox = load["location_outbox"]
|
||
|
|
except FileNotFoundError:
|
||
|
|
pass
|