from __future__ import annotations import asyncio import collections import copy import ctypes import enum import functools import inspect import logging import multiprocessing import os.path import re import sys import tempfile import typing import queue import zipfile import io import random import concurrent.futures import time import uuid import argparse from pathlib import Path # CommonClient import first to trigger ModuleUpdater from CommonClient import CommonContext, server_loop, ClientCommandProcessor, gui_enabled, get_base_parser, handle_url_arg from Utils import init_logging, is_windows, async_start from .item import item_names, item_parents, race_to_item_type from .item.item_annotations import ITEM_NAME_ANNOTATIONS from .item.item_groups import item_name_groups, unlisted_item_name_groups, ItemGroupNames from . import options, VICTORY_MODULO from .options import ( MissionOrder, KerriganPrimalStatus, kerrigan_unit_available, KerriganPresence, EnableMorphling, GameDifficulty, GameSpeed, GenericUpgradeItems, GenericUpgradeResearch, ColorChoice, GenericUpgradeMissions, MaxUpgradeLevel, LocationInclusion, ExtraLocations, MasteryLocations, SpeedrunLocations, PreventativeLocations, ChallengeLocations, VanillaLocations, DisableForcedCamera, SkipCutscenes, GrantStoryTech, GrantStoryLevels, TakeOverAIAllies, RequiredTactics, SpearOfAdunPresence, SpearOfAdunPresentInNoBuild, SpearOfAdunPassiveAbilityPresence, SpearOfAdunPassivesPresentInNoBuild, EnableVoidTrade, VoidTradeAgeLimit, void_trade_age_limits_ms, VoidTradeWorkers, DifficultyDamageModifier, MissionOrderScouting, GenericUpgradeResearchSpeedup, MercenaryHighlanders, WarCouncilNerfs, is_mission_in_soa_presence, ) from .mission_order.slot_data import CampaignSlotData, LayoutSlotData, MissionSlotData, MissionOrderObjectSlotData from .mission_order.entry_rules import SubRuleRuleData, CountMissionsRuleData, MissionEntryRules from .mission_tables import MissionFlag from .transfer_data import normalized_unit_types, worker_units from . import SC2World if __name__ == "__main__": init_logging("SC2Client", exception_logger="Client") logger = logging.getLogger("Client") sc2_logger = logging.getLogger("Starcraft2") import nest_asyncio from worlds._sc2common import bot from worlds._sc2common.bot.data import Race from worlds._sc2common.bot.main import run_game from worlds._sc2common.bot.player import Bot from .item.item_tables import ( lookup_id_to_name, get_full_item_list, ItemData, ZergItemType, upgrade_bundles, WEAPON_ARMOR_UPGRADE_MAX_LEVEL, ) from .locations import SC2WOL_LOC_ID_OFFSET, LocationType, LocationFlag, SC2HOTS_LOC_ID_OFFSET, VICTORY_CACHE_OFFSET from .mission_tables import ( lookup_id_to_mission, SC2Campaign, MissionInfo, lookup_id_to_campaign, SC2Mission, campaign_mission_table, SC2Race ) import colorama from .options import Option, upgrade_included_names from NetUtils import ClientStatus, NetworkItem, JSONtoTextParser, JSONMessagePart, add_json_item, add_json_location, add_json_text, JSONTypes from MultiServer import mark_raw pool = concurrent.futures.ThreadPoolExecutor(1) loop = asyncio.get_event_loop_policy().new_event_loop() nest_asyncio.apply(loop) MAX_BONUS: int = 28 # GitHub repo where the Map/mod data is hosted for /download_data command DATA_REPO_OWNER = "Ziktofel" DATA_REPO_NAME = "Archipelago-SC2-data" DATA_API_VERSION = "API4" # Bot controller CONTROLLER_HEALTH: int = 38281 CONTROLLER2_HEALTH: int = 38282 # Void Trade TRADE_UNIT = "AP_TradeStructure" # ID of the unit TRADE_SEND_BUTTON = "AP_TradeStructureDummySend" # ID of the button TRADE_RECEIVE_1_BUTTON = "AP_TradeStructureDummyReceive" # ID of the button TRADE_RECEIVE_5_BUTTON = "AP_TradeStructureDummyReceive5" # ID of the button TRADE_DATASTORAGE_TEAM = "SC2_VoidTrade_" # + Team TRADE_DATASTORAGE_SLOT = "slot_" # + Slot TRADE_DATASTORAGE_LOCK = "_lock" TRADE_LOCK_TIME = 5 # Time in seconds that the DataStorage may be considered safe to edit TRADE_LOCK_WAIT_LIMIT = 540000 / 1.4 # Time in ms that the client may spend trying to get a lock (540000 = 9 minutes, 1.4 is 'faster' game speed's time scale) # Games STARCRAFT2 = "Starcraft 2" STARCRAFT2_WOL = "Starcraft 2 Wings of Liberty" # Data version file path. # This file is used to tell if the downloaded data are outdated # Associated with /download_data command def get_metadata_file() -> str: return os.environ["SC2PATH"] + os.sep + "ArchipelagoSC2Metadata.txt" def _remap_color_option(slot_data_version: int, color: int) -> int: """Remap colour options for backwards compatibility with older slot data""" if slot_data_version < 4 and color == ColorChoice.option_mengsk: return ColorChoice.option_default return color class ConfigurableOptionType(enum.Enum): INTEGER = enum.auto() ENUM = enum.auto() class ConfigurableOptionInfo(typing.NamedTuple): name: str variable_name: str option_class: typing.Type[Option] option_type: ConfigurableOptionType = ConfigurableOptionType.ENUM can_break_logic: bool = False class ColouredMessage: def __init__(self, text: str = '', *, keep_markup: bool = False) -> None: self.parts: typing.List[dict] = [] if text: self(text, keep_markup=keep_markup) def __call__(self, text: str, *, keep_markup: bool = False) -> 'ColouredMessage': add_json_text(self.parts, text, keep_markup=keep_markup) return self def coloured(self, text: str, colour: str, *, keep_markup: bool = False) -> 'ColouredMessage': add_json_text(self.parts, text, type="color", color=colour, keep_markup=keep_markup) return self def location(self, location_id: int, player_id: int) -> 'ColouredMessage': add_json_location(self.parts, location_id, player_id) return self def item(self, item_id: int, player_id: int, flags: int = 0) -> 'ColouredMessage': add_json_item(self.parts, item_id, player_id, flags) return self def player(self, player_id: int) -> 'ColouredMessage': add_json_text(self.parts, str(player_id), type=JSONTypes.player_id) return self def send(self, ctx: SC2Context) -> None: ctx.on_print_json({"data": self.parts, "cmd": "PrintJSON"}) class StarcraftClientProcessor(ClientCommandProcessor): ctx: SC2Context def formatted_print(self, text: str) -> None: """Prints with kivy formatting to the GUI, and also prints to command-line and to all logs""" # Note(mm): Bold/underline can help readability, but unfortunately the CommonClient does not filter bold tags from command-line output. # Regardless, using `on_print_json` to get formatted text in the GUI and output in the command-line and in the logs, # without having to branch code from CommonClient self.ctx.on_print_json({"data": [{"text": text, "keep_markup": True}]}) def _cmd_difficulty(self, difficulty: str = "") -> bool: """Overrides the current difficulty set for the world. Takes the argument casual, normal, hard, or brutal""" arguments = difficulty.split() num_arguments = len(arguments) if num_arguments > 0: difficulty_choice = arguments[0].lower() if difficulty_choice == "casual": self.ctx.difficulty_override = 0 elif difficulty_choice == "normal": self.ctx.difficulty_override = 1 elif difficulty_choice == "hard": self.ctx.difficulty_override = 2 elif difficulty_choice == "brutal": self.ctx.difficulty_override = 3 else: self.output("Unable to parse difficulty '" + arguments[0] + "'") return False self.output("Difficulty set to " + arguments[0]) return True else: if self.ctx.difficulty == -1: self.output("Please connect to a seed before checking difficulty.") else: current_difficulty = self.ctx.difficulty if self.ctx.difficulty_override >= 0: current_difficulty = self.ctx.difficulty_override self.output("Current difficulty: " + ["Casual", "Normal", "Hard", "Brutal"][current_difficulty]) self.output("To change the difficulty, add the name of the difficulty after the command.") return False def _cmd_game_speed(self, game_speed: str = "") -> bool: """Overrides the current game speed for the world. Takes the arguments default, slower, slow, normal, fast, faster""" arguments = game_speed.split() num_arguments = len(arguments) if num_arguments > 0: speed_choice = arguments[0].lower() if speed_choice == "default": self.ctx.game_speed_override = 0 elif speed_choice == "slower": self.ctx.game_speed_override = 1 elif speed_choice == "slow": self.ctx.game_speed_override = 2 elif speed_choice == "normal": self.ctx.game_speed_override = 3 elif speed_choice == "fast": self.ctx.game_speed_override = 4 elif speed_choice == "faster": self.ctx.game_speed_override = 5 else: self.output("Unable to parse game speed '" + arguments[0] + "'") return False self.output("Game speed set to " + arguments[0]) return True else: if self.ctx.game_speed == -1: self.output("Please connect to a seed before checking game speed.") else: current_speed = self.ctx.game_speed if self.ctx.game_speed_override >= 0: current_speed = self.ctx.game_speed_override self.output("Current game speed: " + ["Default", "Slower", "Slow", "Normal", "Fast", "Faster"][current_speed]) self.output("To change the game speed, add the name of the speed after the command," " or Default to select based on difficulty.") return False @mark_raw def _cmd_received(self, filter_search: str = "") -> bool: """List received items. Pass in a parameter to filter the search by partial item name or exact item group. Use '/received recent ' to list the last 'number' items received (default 20).""" if self.ctx.slot is None: self.formatted_print("Connect to a slot to view what items are received.") return True if filter_search.casefold().startswith('recent'): return self._received_recent(filter_search[len('recent'):].strip()) # Groups must be matched case-sensitively, so we properly capitalize the search term # eg. "Spear of Adun" over "Spear Of Adun" or "spear of adun" # This fails a lot of item name matches, but those should be found by partial name match group_filter = '' for group_name in item_name_groups: if group_name in unlisted_item_name_groups: continue if filter_search.casefold() == group_name.casefold(): group_filter = group_name break def item_matches_filter(item_name: str) -> bool: # The filter can be an exact group name or a partial item name # Partial item name can be matched case-insensitively if filter_search.casefold() in item_name.casefold(): return True # The search term should already be formatted as a group name if group_filter and item_name in item_name_groups[group_filter]: return True return False items = get_full_item_list() categorized_items: typing.Dict[SC2Race, typing.List[typing.Union[int, str]]] = {} parent_to_child: typing.Dict[typing.Union[int, str], typing.List[int]] = {} items_received: typing.Dict[int, typing.List[NetworkItem]] = {} for item in self.ctx.items_received: items_received.setdefault(item.item, []).append(item) items_received_set = set(items_received) for item_data in items.values(): if item_data.parent: parent_rule = item_parents.parent_present[item_data.parent] if parent_rule.constraint_group is not None and parent_rule.constraint_group in items: parent_to_child.setdefault(items[parent_rule.constraint_group].code, []).append(item_data.code) continue race = items[parent_rule.parent_items()[0]].race categorized_items.setdefault(race, []) if parent_rule.display_string not in categorized_items[race]: categorized_items[race].append(parent_rule.display_string) parent_to_child.setdefault(parent_rule.display_string, []).append(item_data.code) else: categorized_items.setdefault(item_data.race, []).append(item_data.code) def display_info(element: typing.Union[SC2Race, str, int]) -> tuple: """Return (should display, name, type, children, sum(obtained), sum(matching filter))""" have_item = isinstance(element, int) and element in items_received_set if isinstance(element, SC2Race): children: typing.Sequence[typing.Union[str, int]] = categorized_items[faction] name = element.name elif isinstance(element, int): children = parent_to_child.get(element, []) name = self.ctx.item_names.lookup_in_game(element) else: assert isinstance(element, str) children = parent_to_child[element] name = element matches_filter = item_matches_filter(name) child_states = [display_info(child) for child in children] return ( (have_item and matches_filter) or any(child_state[0] for child_state in child_states), name, element, child_states, sum(child_state[4] for child_state in child_states) + have_item, sum(child_state[5] for child_state in child_states) + (have_item and matches_filter), ) def display_tree( should_display: bool, name: str, element: typing.Union[SC2Race, str, int], child_states: tuple, indent: int = 0 ) -> None: if not should_display: return assert self.ctx.slot is not None indent_str = " " * indent if isinstance(element, SC2Race): self.formatted_print(f" [u]{name}[/u] ") for child in child_states: display_tree(*child[:4]) elif isinstance(element, str): ColouredMessage(indent_str)("- ").coloured(name, "white").send(self.ctx) for child in child_states: display_tree(*child[:4], indent=indent+2) elif isinstance(element, int): items = items_received.get(element, []) if not items: ColouredMessage(indent_str)("- ").coloured(name, "red")(" - not obtained").send(self.ctx) for item in items: (ColouredMessage(indent_str)('- ') .item(item.item, self.ctx.slot, flags=item.flags) (" from ").location(item.location, item.player) (" by ").player(item.player) ).send(self.ctx) for child in child_states: display_tree(*child[:4], indent=indent+2) non_matching_descendents = sum(child[5] - child[4] for child in children) if non_matching_descendents > 0: self.formatted_print(f"{indent_str} + {non_matching_descendents} child items that don't match the filter") item_types_obtained = 0 items_obtained_matching_filter = 0 for faction in SC2Race: should_display, name, element, children, faction_items_obtained, faction_items_matching_filter = display_info(faction) item_types_obtained += faction_items_obtained items_obtained_matching_filter += faction_items_matching_filter display_tree(should_display, name, element, children) if filter_search == "": self.formatted_print(f"[b]Obtained: {len(self.ctx.items_received)} items ({item_types_obtained} types)[/b]") else: self.formatted_print(f"[b]Filter \"{filter_search}\" found {items_obtained_matching_filter} out of {item_types_obtained} obtained item types[/b]") return True def _received_recent(self, amount: str) -> bool: assert self.ctx.slot is not None try: display_amount = int(amount) except ValueError: display_amount = 20 display_amount = min(display_amount, len(self.ctx.items_received)) self.formatted_print(f"Last {display_amount} of {len(self.ctx.items_received)} items received (most recent last):") for item in self.ctx.items_received[-display_amount:]: ( ColouredMessage() .item(item.item, self.ctx.slot, item.flags) (" from ").location(item.location, item.player) (" by ").player(item.player) ).send(self.ctx) return True def _cmd_option(self, option_name: str = "", option_value: str = "") -> None: """Sets a Starcraft game option that can be changed after generation. Use "/option list" to see all options.""" LOGIC_WARNING = " *Note changing this may result in logically unbeatable games*\n" configurable_options = ( ConfigurableOptionInfo('speed', 'game_speed', options.GameSpeed), ConfigurableOptionInfo('kerrigan_presence', 'kerrigan_presence', options.KerriganPresence, can_break_logic=True), ConfigurableOptionInfo('kerrigan_level_cap', 'kerrigan_total_level_cap', options.KerriganTotalLevelCap, ConfigurableOptionType.INTEGER, can_break_logic=True), ConfigurableOptionInfo('kerrigan_mission_level_cap', 'kerrigan_levels_per_mission_completed_cap', options.KerriganLevelsPerMissionCompletedCap, ConfigurableOptionType.INTEGER), ConfigurableOptionInfo('kerrigan_levels_per_mission', 'kerrigan_levels_per_mission_completed', options.KerriganLevelsPerMissionCompleted, ConfigurableOptionType.INTEGER), ConfigurableOptionInfo('grant_story_levels', 'grant_story_levels', options.GrantStoryLevels, can_break_logic=True), ConfigurableOptionInfo('grant_story_tech', 'grant_story_tech', options.GrantStoryTech, can_break_logic=True), ConfigurableOptionInfo('control_ally', 'take_over_ai_allies', options.TakeOverAIAllies, can_break_logic=True), ConfigurableOptionInfo('soa_presence', 'spear_of_adun_presence', options.SpearOfAdunPresence, can_break_logic=True), ConfigurableOptionInfo('soa_in_nobuilds', 'spear_of_adun_present_in_no_build', options.SpearOfAdunPresentInNoBuild, can_break_logic=True), # Note(mm): Technically SOA passive presence is in the logic for Amon's Fall if Takeover AI Allies is true, # but that's edge case enough I don't think we should warn about it. ConfigurableOptionInfo('soa_passive_presence', 'spear_of_adun_passive_ability_presence', options.SpearOfAdunPassiveAbilityPresence), ConfigurableOptionInfo('soa_passives_in_nobuilds', 'spear_of_adun_passive_present_in_no_build', options.SpearOfAdunPassivesPresentInNoBuild), ConfigurableOptionInfo('max_upgrade_level', 'max_upgrade_level', options.MaxUpgradeLevel, ConfigurableOptionType.INTEGER), ConfigurableOptionInfo('generic_upgrade_research', 'generic_upgrade_research', options.GenericUpgradeResearch), ConfigurableOptionInfo('generic_upgrade_research_speedup', 'generic_upgrade_research_speedup', options.GenericUpgradeResearchSpeedup), ConfigurableOptionInfo('minerals_per_item', 'minerals_per_item', options.MineralsPerItem, ConfigurableOptionType.INTEGER), ConfigurableOptionInfo('gas_per_item', 'vespene_per_item', options.VespenePerItem, ConfigurableOptionType.INTEGER), ConfigurableOptionInfo('supply_per_item', 'starting_supply_per_item', options.StartingSupplyPerItem, ConfigurableOptionType.INTEGER), ConfigurableOptionInfo('max_supply_per_item', 'maximum_supply_per_item', options.MaximumSupplyPerItem, ConfigurableOptionType.INTEGER), ConfigurableOptionInfo('reduced_supply_per_item', 'maximum_supply_reduction_per_item', options.MaximumSupplyReductionPerItem, ConfigurableOptionType.INTEGER), ConfigurableOptionInfo('lowest_max_supply', 'lowest_maximum_supply', options.LowestMaximumSupply, ConfigurableOptionType.INTEGER), ConfigurableOptionInfo('research_cost_per_item', 'research_cost_reduction_per_item', options.ResearchCostReductionPerItem, ConfigurableOptionType.INTEGER), ConfigurableOptionInfo('no_forced_camera', 'disable_forced_camera', options.DisableForcedCamera), ConfigurableOptionInfo('skip_cutscenes', 'skip_cutscenes', options.SkipCutscenes), ConfigurableOptionInfo('enable_morphling', 'enable_morphling', options.EnableMorphling, can_break_logic=True), ConfigurableOptionInfo('difficulty_damage_modifier', 'difficulty_damage_modifier', options.DifficultyDamageModifier), ConfigurableOptionInfo('void_trade_age_limit', 'trade_age_limit', options.VoidTradeAgeLimit), ConfigurableOptionInfo('void_trade_workers', 'trade_workers_allowed', options.VoidTradeWorkers), ConfigurableOptionInfo('mercenary_highlanders', 'mercenary_highlanders', options.MercenaryHighlanders), ) WARNING_COLOUR = "salmon" CMD_COLOUR = "slateblue" boolean_option_map = { 'y': 'true', 'yes': 'true', 'n': 'false', 'no': 'false', 'true': 'true', 'false': 'false', } help_message = ColouredMessage(inspect.cleandoc(""" Options -------------------- """))('\n') for option in configurable_options: option_help_text = inspect.cleandoc(option.option_class.__doc__ or "No description provided.").split('\n', 1)[0] help_message.coloured(option.name, CMD_COLOUR)(": " + " | ".join(option.option_class.options) + f" -- {option_help_text}\n") if option.can_break_logic: help_message.coloured(LOGIC_WARNING, WARNING_COLOUR) help_message("--------------------\nEnter an option without arguments to see its current value.\n") if not option_name or option_name == 'list' or option_name == 'help': help_message.send(self.ctx) return for option in configurable_options: if option_name == option.name: option_value = boolean_option_map.get(option_value.lower(), option_value) if not option_value: pass elif option.option_type == ConfigurableOptionType.ENUM and option_value in option.option_class.options: self.ctx.__dict__[option.variable_name] = option.option_class.options[option_value] elif option.option_type == ConfigurableOptionType.INTEGER: try: self.ctx.__dict__[option.variable_name] = int(option_value, base=0) except: self.output(f"{option_value} is not a valid integer") else: self.output(f"Unknown option value '{option_value}'") ColouredMessage(f"{option.name} is '{option.option_class.get_option_name(self.ctx.__dict__[option.variable_name])}'").send(self.ctx) break else: self.output(f"Unknown option '{option_name}'") help_message.send(self.ctx) def _cmd_color(self, faction: str = "", color: str = "") -> None: """Changes the player color for a given faction.""" player_colors = [ "White", "Red", "Blue", "Teal", "Purple", "Yellow", "Orange", "Green", "LightPink", "Violet", "LightGrey", "DarkGreen", "Brown", "LightGreen", "DarkGrey", "Pink", "Rainbow", "Mengsk", "BrightLime", "Arcane", "Ember", "HotPink", "Random", "Default" ] var_names = { 'raynor': 'player_color_raynor', 'kerrigan': 'player_color_zerg', 'primal': 'player_color_zerg_primal', 'protoss': 'player_color_protoss', 'nova': 'player_color_nova', } faction = faction.lower() if not faction: for faction_name, key in var_names.items(): self.output(f"Current player color for {faction_name}: {player_colors[self.ctx.__dict__[key]]}") self.output("To change your color, add the faction name and color after the command.") self.output("Available factions: " + ', '.join(var_names)) self.output("Available colors: " + ', '.join(player_colors)) return elif faction not in var_names: self.output(f"Unknown faction '{faction}'.") self.output("Available factions: " + ', '.join(var_names)) return match_colors = [player_color.lower() for player_color in player_colors] if not color: self.output(f"Current player color for {faction}: {player_colors[self.ctx.__dict__[var_names[faction]]]}") self.output("To change this faction's colors, add the name of the color after the command.") self.output("Available colors: " + ', '.join(player_colors)) else: if color.lower() not in match_colors: self.output(color + " is not a valid color. Available colors: " + ', '.join(player_colors)) return if color.lower() == "random": color = random.choice(player_colors[:-2]) self.ctx.__dict__[var_names[faction]] = match_colors.index(color.lower()) self.ctx.pending_color_update = True self.output(f"Color for {faction} set to " + player_colors[self.ctx.__dict__[var_names[faction]]]) def _cmd_windowed_mode(self, value="") -> None: """Controls whether sc2 will launch in Windowed mode. Persists across sessions.""" if not value: sc2_logger.info("Use `/windowed_mode [true|false]` to set the windowed mode") elif value.casefold() in ('t', 'true', 'yes', 'y'): SC2World.settings.game_windowed_mode = True force_settings_save_on_close() else: SC2World.settings.game_windowed_mode = False force_settings_save_on_close() sc2_logger.info(f"Windowed mode is: {SC2World.settings.game_windowed_mode}") def _cmd_disable_mission_check(self) -> bool: """Disables the check to see if a mission is available to play. Meant for co-op runs where one player can play the next mission in a chain the other player is doing.""" self.ctx.missions_unlocked = True sc2_logger.info("Mission check has been disabled") return True @mark_raw def _cmd_set_path(self, path: str = '') -> bool: """Manually set the SC2 install directory (if the automatic detection fails).""" if path: os.environ["SC2PATH"] = path is_mod_installed_correctly() return True else: sc2_logger.warning("When using set_path, you must type the path to your SC2 install directory.") return False def _cmd_download_data(self) -> bool: """Download the most recent release of the necessary files for playing SC2 with Archipelago. Will overwrite existing files.""" pool.submit(self._download_data, self.ctx) return True @staticmethod def _download_data(ctx: SC2Context) -> bool: if "SC2PATH" not in os.environ: check_game_install_path() if os.path.exists(get_metadata_file()): with open(get_metadata_file(), "r") as f: metadata = f.read() else: metadata = None tempzip, metadata = download_latest_release_zip( DATA_REPO_OWNER, DATA_REPO_NAME, DATA_API_VERSION, metadata=metadata, force_download=True) if tempzip: try: zipfile.ZipFile(tempzip).extractall(path=os.environ["SC2PATH"]) sc2_logger.info("Download complete. Package installed.") if metadata is not None: with open(get_metadata_file(), "w") as f: f.write(metadata) finally: os.remove(tempzip) else: sc2_logger.warning("Download aborted/failed. Read the log for more information.") return False ctx.data_out_of_date = False return True class SC2JSONtoTextParser(JSONtoTextParser): def __init__(self, ctx: SC2Context) -> None: self.handlers = { "ItemSend": self._handle_color, "ItemCheat": self._handle_color, "Hint": self._handle_color, } super().__init__(ctx) def _handle_color(self, node: JSONMessagePart) -> str: codes = node["color"].split(";") buffer = "".join(self.color_code(code) for code in codes if code in self.color_codes) return buffer + self._handle_text(node) + '' def _handle_item_name(self, node: JSONMessagePart) -> str: if self.ctx.slot_info[node["player"]].game == STARCRAFT2: annotation = ITEM_NAME_ANNOTATIONS.get(node["text"]) if annotation is not None: node["text"] += f" {annotation}" return super()._handle_item_name(node) def color_code(self, code: str) -> str: return '' class SC2Context(CommonContext): command_processor = StarcraftClientProcessor game = STARCRAFT2 items_handling = 0b111 def __init__(self, *args, **kwargs) -> None: super(SC2Context, self).__init__(*args, **kwargs) self.raw_text_parser = SC2JSONtoTextParser(self) self.data_out_of_date: bool = False self.difficulty = -1 self.game_speed = -1 self.disable_forced_camera = 0 self.skip_cutscenes = 0 self.all_in_choice = 0 self.mission_order = 0 self.player_color_raynor = ColorChoice.option_blue self.player_color_zerg = ColorChoice.option_orange self.player_color_zerg_primal = ColorChoice.option_purple self.player_color_protoss = ColorChoice.option_blue self.player_color_nova = ColorChoice.option_dark_grey self.pending_color_update = False self.kerrigan_presence: int = KerriganPresence.default self.kerrigan_primal_status = 0 self.enable_morphling = EnableMorphling.default self.custom_mission_order: typing.List[CampaignSlotData] = [] self.mission_id_to_entry_rules: typing.Dict[int, MissionEntryRules] self.final_mission_ids: typing.List[int] = [29] self.final_locations: typing.List[int] = [] self.announcements: queue.Queue = queue.Queue() self.sc2_run_task: typing.Optional[asyncio.Task] = None self.missions_unlocked: bool = False # allow launching missions ignoring requirements self.max_upgrade_level: int = MaxUpgradeLevel.default self.generic_upgrade_missions = 0 self.generic_upgrade_research = 0 self.generic_upgrade_research_speedup: int = GenericUpgradeResearchSpeedup.default self.generic_upgrade_items = 0 self.location_inclusions: typing.Dict[LocationType, int] = {} self.location_inclusions_by_flag: typing.Dict[LocationFlag, int] = {} self.plando_locations: typing.List[str] = [] self.difficulty_override = -1 self.game_speed_override = -1 self.mission_id_to_location_ids: typing.Dict[int, typing.List[int]] = {} self.last_bot: typing.Optional[ArchipelagoBot] = None self.slot_data_version = 2 self.required_tactics: int = RequiredTactics.default self.grant_story_tech: int = GrantStoryTech.default self.grant_story_levels: int = GrantStoryLevels.default self.take_over_ai_allies: int = TakeOverAIAllies.default self.spear_of_adun_presence = SpearOfAdunPresence.option_not_present self.spear_of_adun_present_in_no_build = SpearOfAdunPresentInNoBuild.option_false self.spear_of_adun_passive_ability_presence = SpearOfAdunPassiveAbilityPresence.option_not_present self.spear_of_adun_passive_present_in_no_build = SpearOfAdunPassivesPresentInNoBuild.option_false self.minerals_per_item: int = 15 # For backwards compat with games generated pre-0.4.5 self.vespene_per_item: int = 15 # For backwards compat with games generated pre-0.4.5 self.starting_supply_per_item: int = 2 # For backwards compat with games generated pre-0.4.5 self.maximum_supply_per_item: int = 2 self.maximum_supply_reduction_per_item: int = options.MaximumSupplyReductionPerItem.default self.lowest_maximum_supply: int = options.LowestMaximumSupply.default self.research_cost_reduction_per_item: int = options.ResearchCostReductionPerItem.default self.use_nova_wol_fallback: bool = False self.use_nova_nco_fallback: bool = False self.mercenary_highlanders: bool = False self.kerrigan_levels_per_mission_completed = 0 self.trade_enabled: int = EnableVoidTrade.default self.trade_age_limit: int = VoidTradeAgeLimit.default self.trade_workers_allowed: int = VoidTradeWorkers.default self.trade_underway: bool = False self.trade_latest_reply: typing.Optional[dict] = None self.trade_reply_event = asyncio.Event() self.trade_lock_wait: int = 0 self.trade_lock_start: typing.Optional[float] = None self.trade_response: typing.Optional[str] = None self.difficulty_damage_modifier: int = DifficultyDamageModifier.default self.mission_order_scouting = MissionOrderScouting.option_none self.mission_item_classification: typing.Optional[typing.Dict[str, int]] = None self.war_council_nerfs: bool = False async def server_auth(self, password_requested: bool = False) -> None: self.game = STARCRAFT2 if password_requested and not self.password: await super(SC2Context, self).server_auth(password_requested) await self.get_username() await self.send_connect() if self.ui: self.ui.first_check = True def is_legacy_game(self): return self.game == STARCRAFT2_WOL def event_invalid_game(self): if self.is_legacy_game(): self.game = STARCRAFT2 super().event_invalid_game() else: self.game = STARCRAFT2_WOL async_start(self.send_connect()) def trade_storage_team(self) -> str: return f"{TRADE_DATASTORAGE_TEAM}{self.team}" def trade_storage_slot(self) -> str: return f"{TRADE_DATASTORAGE_SLOT}{self.slot}" def _apply_host_settings_to_options(self) -> None: if str(SC2World.settings.game_difficulty).casefold() == 'casual': self.difficulty = GameDifficulty.option_casual elif str(SC2World.settings.game_difficulty).casefold() == 'normal': self.difficulty = GameDifficulty.option_normal elif str(SC2World.settings.game_difficulty).casefold() == 'hard': self.difficulty = GameDifficulty.option_hard elif str(SC2World.settings.game_difficulty).casefold() == 'brutal': self.difficulty = GameDifficulty.option_brutal if str(SC2World.settings.game_speed).casefold() == 'slower': self.game_speed = GameSpeed.option_slower elif str(SC2World.settings.game_speed).casefold() == 'slow': self.game_speed = GameSpeed.option_slow elif str(SC2World.settings.game_speed).casefold() == 'normal': self.game_speed = GameSpeed.option_normal elif str(SC2World.settings.game_speed).casefold() == 'fast': self.game_speed = GameSpeed.option_fast elif str(SC2World.settings.game_speed).casefold() == 'faster': self.game_speed = GameSpeed.option_faster if str(SC2World.settings.disable_forced_camera).casefold() == 'true': self.disable_forced_camera = DisableForcedCamera.option_true elif str(SC2World.settings.disable_forced_camera).casefold() == 'false': self.disable_forced_camera = DisableForcedCamera.option_false if str(SC2World.settings.skip_cutscenes).casefold() == 'true': self.skip_cutscenes = SkipCutscenes.option_true elif str(SC2World.settings.skip_cutscenes).casefold() == 'false': self.skip_cutscenes = SkipCutscenes.option_false def on_package(self, cmd: str, args: dict) -> None: if cmd == "Connected": # Set up the trade storage async_start(self.send_msgs([ { # We want to know about other clients' Set commands for locking "cmd": "SetNotify", "keys": [self.trade_storage_team()], }, { "cmd": "Set", "key": self.trade_storage_team(), "default": { TRADE_DATASTORAGE_LOCK: 0 }, "operations": [{"operation": "default", "value": None}] # value is ignored } ])) self.difficulty = args["slot_data"]["game_difficulty"] self.game_speed = args["slot_data"].get("game_speed", GameSpeed.option_default) self.disable_forced_camera = args["slot_data"].get("disable_forced_camera", DisableForcedCamera.default) self.skip_cutscenes = args["slot_data"].get("skip_cutscenes", SkipCutscenes.default) self.all_in_choice = args["slot_data"]["all_in_map"] self.slot_data_version = args["slot_data"].get("version", 2) self._apply_host_settings_to_options() if self.slot_data_version < 4: # Maintaining backwards compatibility with older slot data slot_req_table: dict = args["slot_data"]["mission_req"] first_item = list(slot_req_table.keys())[0] if first_item in [str(campaign.id) for campaign in SC2Campaign]: # Multi-campaign mission_req_table = {} for campaign_id in slot_req_table: campaign = lookup_id_to_campaign[int(campaign_id)] mission_req_table[campaign] = { mission: self.parse_mission_info(mission_info) for mission, mission_info in slot_req_table[campaign_id].items() } else: # Old format mission_req_table = {SC2Campaign.GLOBAL: { mission: self.parse_mission_info(mission_info) for mission, mission_info in slot_req_table.items() } } self.custom_mission_order = self.parse_mission_req_table(mission_req_table) if self.slot_data_version >= 4: self.custom_mission_order = [ CampaignSlotData( **{field:value for field, value in campaign_data.items() if field not in ["layouts", "entry_rule"]}, entry_rule = SubRuleRuleData.parse_from_dict(campaign_data["entry_rule"]), layouts = [ LayoutSlotData( **{field:value for field, value in layout_data.items() if field not in ["missions", "entry_rule"]}, entry_rule = SubRuleRuleData.parse_from_dict(layout_data["entry_rule"]), missions = [ [ MissionSlotData( **{field:value for field, value in mission_data.items() if field != "entry_rule"}, entry_rule = SubRuleRuleData.parse_from_dict(mission_data["entry_rule"]) ) for mission_data in column ] for column in layout_data["missions"] ] ) for layout_data in campaign_data["layouts"] ] ) for campaign_data in args["slot_data"]["custom_mission_order"] ] self.mission_id_to_entry_rules = { mission.mission_id: MissionEntryRules(mission.entry_rule, layout.entry_rule, campaign.entry_rule) for campaign in self.custom_mission_order for layout in campaign.layouts for column in layout.missions for mission in column } self.mission_order = args["slot_data"].get("mission_order", MissionOrder.option_vanilla) if self.slot_data_version < 4: self.final_mission_ids = [args["slot_data"].get("final_mission", SC2Mission.ALL_IN.id)] else: self.final_mission_ids = args["slot_data"].get("final_mission_ids", [SC2Mission.ALL_IN.id]) self.final_locations = [get_location_id(mission_id, 0) for mission_id in self.final_mission_ids] self.player_color_raynor = _remap_color_option( self.slot_data_version, args["slot_data"].get("player_color_terran_raynor", ColorChoice.option_blue) ) self.player_color_zerg = _remap_color_option( self.slot_data_version, args["slot_data"].get("player_color_zerg", ColorChoice.option_orange) ) self.player_color_zerg_primal = _remap_color_option( self.slot_data_version, args["slot_data"].get("player_color_zerg_primal", ColorChoice.option_purple) ) self.player_color_protoss = _remap_color_option( self.slot_data_version, args["slot_data"].get("player_color_protoss", ColorChoice.option_blue) ) self.player_color_nova = _remap_color_option( self.slot_data_version, args["slot_data"].get("player_color_nova", ColorChoice.option_dark_grey) ) self.war_council_nerfs = args["slot_data"].get("war_council_nerfs", WarCouncilNerfs.option_false) self.mercenary_highlanders = args["slot_data"].get("mercenary_highlanders", MercenaryHighlanders.option_false) self.generic_upgrade_missions = args["slot_data"].get("generic_upgrade_missions", GenericUpgradeMissions.default) self.max_upgrade_level = args["slot_data"].get("max_upgrade_level", MaxUpgradeLevel.default) self.generic_upgrade_items = args["slot_data"].get("generic_upgrade_items", GenericUpgradeItems.option_individual_items) self.generic_upgrade_research = args["slot_data"].get("generic_upgrade_research", GenericUpgradeResearch.option_vanilla) self.generic_upgrade_research_speedup = args["slot_data"].get("generic_upgrade_research_speedup", GenericUpgradeResearchSpeedup.default) self.kerrigan_presence = args["slot_data"].get("kerrigan_presence", KerriganPresence.option_vanilla) self.kerrigan_primal_status = args["slot_data"].get("kerrigan_primal_status", KerriganPrimalStatus.option_vanilla) self.kerrigan_levels_per_mission_completed = args["slot_data"].get("kerrigan_levels_per_mission_completed", 0) self.kerrigan_levels_per_mission_completed_cap = args["slot_data"].get("kerrigan_levels_per_mission_completed_cap", -1) self.kerrigan_total_level_cap = args["slot_data"].get("kerrigan_total_level_cap", -1) self.enable_morphling = args["slot_data"].get("enable_morphling", EnableMorphling.option_false) self.grant_story_tech = args["slot_data"].get("grant_story_tech", GrantStoryTech.option_no_grant) self.grant_story_levels = args["slot_data"].get("grant_story_levels", GrantStoryLevels.option_additive) self.required_tactics = args["slot_data"].get("required_tactics", RequiredTactics.option_standard) self.take_over_ai_allies = args["slot_data"].get("take_over_ai_allies", TakeOverAIAllies.option_false) self.spear_of_adun_presence = args["slot_data"].get("spear_of_adun_presence", SpearOfAdunPresence.option_not_present) self.spear_of_adun_present_in_no_build = args["slot_data"].get("spear_of_adun_present_in_no_build", SpearOfAdunPresentInNoBuild.option_false) if self.slot_data_version < 4: self.spear_of_adun_passive_ability_presence = args["slot_data"].get("spear_of_adun_autonomously_cast_ability_presence", SpearOfAdunPassiveAbilityPresence.option_not_present) self.spear_of_adun_passive_present_in_no_build = args["slot_data"].get("spear_of_adun_autonomously_cast_present_in_no_build", SpearOfAdunPassivesPresentInNoBuild.option_false) else: self.spear_of_adun_passive_ability_presence = args["slot_data"].get("spear_of_adun_passive_ability_presence", SpearOfAdunPassiveAbilityPresence.option_not_present) self.spear_of_adun_passive_present_in_no_build = args["slot_data"].get("spear_of_adun_passive_present_in_no_build", SpearOfAdunPassivesPresentInNoBuild.option_false) self.minerals_per_item = args["slot_data"].get("minerals_per_item", 15) self.vespene_per_item = args["slot_data"].get("vespene_per_item", 15) self.starting_supply_per_item = args["slot_data"].get("starting_supply_per_item", 2) self.maximum_supply_per_item = args["slot_data"].get("maximum_supply_per_item", options.MaximumSupplyPerItem.default) self.maximum_supply_reduction_per_item = args["slot_data"].get("maximum_supply_reduction_per_item", options.MaximumSupplyReductionPerItem.default) self.lowest_maximum_supply = args["slot_data"].get("lowest_maximum_supply", options.LowestMaximumSupply.default) self.research_cost_reduction_per_item = args["slot_data"].get("research_cost_reduction_per_item", options.ResearchCostReductionPerItem.default) self.use_nova_wol_fallback = args["slot_data"].get("use_nova_wol_fallback", True) if self.slot_data_version < 4: self.use_nova_nco_fallback = args["slot_data"].get("nova_covert_ops_only", False) and self.mission_order == MissionOrder.option_vanilla else: self.use_nova_nco_fallback = args["slot_data"].get("use_nova_nco_fallback", False) self.trade_enabled = args["slot_data"].get("enable_void_trade", EnableVoidTrade.option_false) self.trade_age_limit = args["slot_data"].get("void_trade_age_limit", VoidTradeAgeLimit.default) self.trade_workers_allowed = args["slot_data"].get("void_trade_workers", VoidTradeWorkers.default) self.difficulty_damage_modifier = args["slot_data"].get("difficulty_damage_modifier", DifficultyDamageModifier.option_true) self.mission_order_scouting = args["slot_data"].get("mission_order_scouting", MissionOrderScouting.option_none) self.mission_item_classification = args["slot_data"].get("mission_item_classification") if self.required_tactics == RequiredTactics.option_no_logic: # Locking Grant Story Tech/Levels if no logic self.grant_story_tech = GrantStoryTech.option_grant self.grant_story_levels = GrantStoryLevels.option_minimum self.location_inclusions = { LocationType.VICTORY: LocationInclusion.option_enabled, # Victory checks are always enabled LocationType.VICTORY_CACHE: LocationInclusion.option_enabled, # Victory checks are always enabled LocationType.VANILLA: args["slot_data"].get("vanilla_locations", VanillaLocations.default), LocationType.EXTRA: args["slot_data"].get("extra_locations", ExtraLocations.default), LocationType.CHALLENGE: args["slot_data"].get("challenge_locations", ChallengeLocations.default), LocationType.MASTERY: args["slot_data"].get("mastery_locations", MasteryLocations.default), } self.location_inclusions_by_flag = { LocationFlag.SPEEDRUN: args["slot_data"].get("speedrun_locations", SpeedrunLocations.default), LocationFlag.PREVENTATIVE: args["slot_data"].get("preventative_locations", PreventativeLocations.default), } self.plando_locations = args["slot_data"].get("plando_locations", []) self.build_location_to_mission_mapping() # Looks for the required maps and mods for SC2. Runs check_game_install_path. maps_present = is_mod_installed_correctly() if os.path.exists(get_metadata_file()): with open(get_metadata_file(), "r") as f: current_ver = f.read() sc2_logger.debug(f"Current version: {current_ver}") if is_mod_update_available(DATA_REPO_OWNER, DATA_REPO_NAME, DATA_API_VERSION, current_ver): ( ColouredMessage().coloured("NOTICE: Update for required files found. ", colour="red") ("Run ").coloured("/download_data", colour="slateblue") (" to install.") ).send(self) self.data_out_of_date = True elif maps_present: ( ColouredMessage() .coloured("NOTICE: Your map files may be outdated (version number not found). ", colour="red") ("Run ").coloured("/download_data", colour="slateblue") (" to install.") ).send(self) self.data_out_of_date = True ColouredMessage("[b]Check the Launcher tab to start playing.[/b]", keep_markup=True).send(self) elif cmd == "SetReply": # Currently can only be Void Trade reply self.trade_latest_reply = args self.trade_reply_event.set() @staticmethod def parse_mission_info(mission_info: dict[str, typing.Any]) -> MissionInfo: if mission_info.get("id") is not None: mission_info["mission"] = lookup_id_to_mission[mission_info["id"]] elif isinstance(mission_info["mission"], int): mission_info["mission"] = lookup_id_to_mission[mission_info["mission"]] return MissionInfo( **{field: value for field, value in mission_info.items() if field in MissionInfo._fields} ) @staticmethod def parse_mission_req_table(mission_req_table: typing.Dict[SC2Campaign, typing.Dict[typing.Any, MissionInfo]]) -> typing.List[CampaignSlotData]: campaigns: typing.List[typing.Tuple[int, CampaignSlotData]] = [] rolling_rule_id = 0 for (campaign, campaign_data) in mission_req_table.items(): if campaign.campaign_name == "Global": campaign_name = "" else: campaign_name = campaign.campaign_name categories: typing.Dict[str, typing.List[MissionSlotData]] = {} for mission in campaign_data.values(): if mission.category not in categories: categories[mission.category] = [] mission_id = mission.mission.id sub_rules: typing.List[CountMissionsRuleData] = [] missions: typing.List[int] if mission.number: amount = mission.number missions = [ mission.mission.id for mission in mission_req_table[campaign].values() ] sub_rules.append(CountMissionsRuleData(missions, amount, [campaign_name])) prev_missions: typing.List[int] = [] if len(mission.required_world) > 0: missions = [] for connection in mission.required_world: if isinstance(connection, dict): required_campaign = {} for camp, camp_data in mission_req_table.items(): if camp.id == connection["campaign"]: required_campaign = camp_data break required_mission_id = connection["connect_to"] else: required_campaign = mission_req_table[connection.campaign] required_mission_id = connection.connect_to required_mission = list(required_campaign.values())[required_mission_id - 1] missions.append(required_mission.mission.id) if required_mission.category == mission.category: prev_missions.append(required_mission.mission.id) if mission.or_requirements: amount = 1 else: amount = len(missions) sub_rules.append(CountMissionsRuleData(missions, amount, missions)) entry_rule = SubRuleRuleData(rolling_rule_id, sub_rules, len(sub_rules)) rolling_rule_id += 1 categories[mission.category].append(MissionSlotData.legacy(mission_id, prev_missions, entry_rule)) layouts: typing.List[LayoutSlotData] = [] for (layout, mission_slots) in categories.items(): if layout.startswith("_"): layout_name = "" else: layout_name = layout layouts.append(LayoutSlotData.legacy(layout_name, [mission_slots])) campaigns.append((campaign.id, CampaignSlotData.legacy(campaign_name, layouts))) return [data for (_, data) in sorted(campaigns)] def on_print_json(self, args: dict) -> None: # goes to this world if "receiving" in args and self.slot_concerns_self(args["receiving"]): relevant = True # found in this world elif "item" in args and self.slot_concerns_self(args["item"].player): relevant = True # not related else: relevant = False if relevant: self.announcements.put(self.raw_text_parser(copy.deepcopy(args["data"]))) super(SC2Context, self).on_print_json(args) def run_gui(self) -> None: from .client_gui import start_gui start_gui(self) async def shutdown(self) -> None: await super(SC2Context, self).shutdown() if self.last_bot: self.last_bot.want_close = True # If the client is not set up yet, the game is not done loading and must be force-closed if not hasattr(self.last_bot, "client"): bot.sc2process.kill_switch.kill_all() if self.sc2_run_task: self.sc2_run_task.cancel() async def disconnect(self, allow_autoreconnect: bool = False): self.finished_game = False await super(SC2Context, self).disconnect(allow_autoreconnect=allow_autoreconnect) def play_mission(self, mission_id: int) -> bool: if self.missions_unlocked or is_mission_available(self, mission_id): if self.sc2_run_task: if not self.sc2_run_task.done(): sc2_logger.warning("Starcraft 2 Client is still running!") self.sc2_run_task.cancel() # doesn't actually close the game, just stops the python task if self.slot is None: sc2_logger.warning("Launching Mission without Archipelago authentication, " "checks will not be registered to server.") self.sc2_run_task = asyncio.create_task(starcraft_launch(self, mission_id), name="Starcraft 2 Launch") return True else: sc2_logger.info(f"{lookup_id_to_mission[mission_id].mission_name} is not currently unlocked.") return False def build_location_to_mission_mapping(self) -> None: mission_id_to_location_ids: typing.Dict[int, typing.Set[int]] = { mission.mission_id: set() for campaign in self.custom_mission_order for layout in campaign.layouts for column in layout.missions for mission in column } for loc in self.server_locations: offset = ( SC2WOL_LOC_ID_OFFSET if loc < SC2HOTS_LOC_ID_OFFSET else (SC2HOTS_LOC_ID_OFFSET - SC2Mission.ALL_IN.id * VICTORY_MODULO) ) mission_id, objective = divmod(loc - offset, VICTORY_MODULO) mission_id_to_location_ids[mission_id].add(objective) self.mission_id_to_location_ids = { mission_id: sorted(objectives) for mission_id, objectives in mission_id_to_location_ids.items() } def locations_for_mission(self, mission: SC2Mission) -> typing.Iterable[int]: mission_id: int = mission.id objectives = self.mission_id_to_location_ids[mission_id] for objective in objectives: yield get_location_id(mission_id, objective) def locations_for_mission_id(self, mission_id: int) -> typing.Iterable[int]: objectives = self.mission_id_to_location_ids[mission_id] for objective in objectives: yield get_location_id(mission_id, objective) def uncollected_locations_in_mission(self, mission: SC2Mission) -> typing.Iterable[int]: for location_id in self.locations_for_mission(mission): if location_id in self.missing_locations: yield location_id def is_mission_completed(self, mission_id: int) -> bool: return get_location_id(mission_id, 0) in self.checked_locations async def trade_acquire_storage(self, keep_trying: bool = False) -> typing.Optional[dict]: # This function was largely taken from the Pokemon Emerald client """ Acquires a lock on the Void Trade DataStorage. Locking the key means you have exclusive access to modifying the value until you unlock it or the key expires (5 seconds). If `keep_trying` is `True`, it will keep trying to acquire the lock until successful. Otherwise it will return `None` if it fails to acquire the lock. """ while not self.exit_event.is_set() and self.last_bot and self.last_bot.game_running: lock = int(time.time_ns() / 1000000000) # in seconds # Make sure we're not past the waiting limit # SC2 needs to be notified within 10 minutes of game time (training time of the dummy units) if self.trade_lock_start is not None: if self.last_bot.time - self.trade_lock_start >= TRADE_LOCK_WAIT_LIMIT: self.trade_lock_wait = 0 self.trade_lock_start = None return None elif keep_trying: self.trade_lock_start = self.last_bot.time message_uuid = str(uuid.uuid4()) await self.send_msgs([{ "cmd": "Set", "key": self.trade_storage_team(), "default": { TRADE_DATASTORAGE_LOCK: 0 }, "want_reply": True, "operations": [{ "operation": "update", "value": { TRADE_DATASTORAGE_LOCK: lock } }], "uuid": message_uuid, }]) self.trade_reply_event.clear() try: await asyncio.wait_for(self.trade_reply_event.wait(), 5) except asyncio.TimeoutError: if not keep_trying: return None continue assert self.trade_latest_reply is not None reply = copy.deepcopy(self.trade_latest_reply) # Make sure the most recently received update was triggered by our lock attempt if reply.get("uuid", None) != message_uuid: if not keep_trying: return None await asyncio.sleep(TRADE_LOCK_TIME) continue # Make sure the current value of the lock is what we set it to # (I think this should theoretically never run) if reply["value"][TRADE_DATASTORAGE_LOCK] != lock: if not keep_trying: return None await asyncio.sleep(TRADE_LOCK_TIME) continue # Make sure that the lock value we replaced is at least 5 seconds old # If it was unlocked before our change, its value was 0 and it will look decades old if lock - reply["original_value"][TRADE_DATASTORAGE_LOCK] < TRADE_LOCK_TIME: if not keep_trying: return None # Multiple clients trying to lock the key may get stuck in a loop of checking the lock # by trying to set it, which will extend its expiration. So if we see that the lock was # too new when we replaced it, we should wait for increasingly longer periods so that # eventually the lock will expire and a client will acquire it. self.trade_lock_wait += TRADE_LOCK_TIME self.trade_lock_wait += random.randrange(100, 500) / 1000 await asyncio.sleep(self.trade_lock_wait) continue # We have the lock, reset the waiting period and return self.trade_lock_wait = 0 self.trade_lock_start = None return reply return None async def trade_receive(self, amount: int = 1): """ Tries to pop `amount` units out of the trade storage. """ reply = await self.trade_acquire_storage(True) if reply is None: self.trade_response = "?TradeFail Void Trade failed: Could not communicate with server. Trade cost refunded." return None # Find available units # Ignore units we sent ourselves allowed_slots: typing.List[str] = [ slot for slot in reply["value"] if slot != TRADE_DATASTORAGE_LOCK \ and slot != self.trade_storage_slot() ] # Filter out trades that are too old if self.trade_age_limit != VoidTradeAgeLimit.option_disabled: trade_time = reply["value"][TRADE_DATASTORAGE_LOCK] allowed_age = void_trade_age_limits_ms[self.trade_age_limit] is_young_enough = lambda send_time: trade_time - send_time <= allowed_age else: is_young_enough = lambda _: True # Filter out banned units if self.trade_workers_allowed == VoidTradeWorkers.option_false: is_unit_allowed = lambda unit: unit not in worker_units else: is_unit_allowed = lambda _: True available_units: typing.List[typing.Tuple[str, str, int]] = [] available_counts: typing.List[int] = [] for slot in allowed_slots: for (send_time, units) in reply["value"][slot].items(): if is_young_enough(int(send_time)): for (unit, count) in units.items(): if is_unit_allowed(str(unit)): available_units.append((unit, slot, send_time)) available_counts.append(count) # Pick units to receive # If there's not enough units in total, just pick as many as possible # SC2 should handle the refund available = sum(available_counts) refunds = 0 if available < amount: refunds = amount - available amount = available if available == 0: # random.sample crashes if counts is an empty list units = [] else: units = random.sample(available_units, amount, counts = available_counts) # Build response data unit_counts: typing.Dict[str, int] = {} slots_to_update: typing.Dict[str, typing.Dict[int, typing.Dict[str, int]]] = {} for (unit, slot, send_time) in units: unit_counts[unit] = unit_counts.get(unit, 0) + 1 if slot not in slots_to_update: slots_to_update[slot] = copy.deepcopy(reply["value"][slot]) slots_to_update[slot][send_time][unit] -= 1 # Clean up units that were removed completely if slots_to_update[slot][send_time][unit] == 0: slots_to_update[slot][send_time].pop(unit) # Clean up trades that were completely exhausted if len(slots_to_update[slot][send_time]) == 0: slots_to_update[slot].pop(send_time) await self.send_msgs([ { # Update server storage "cmd": "Set", "key": self.trade_storage_team(), "operations": [{ "operation": "update", "value": slots_to_update }] }, { # Release the lock "cmd": "Set", "key": self.trade_storage_team(), "operations": [{ "operation": "update", "value": { TRADE_DATASTORAGE_LOCK: 0 } }] } ]) # Give units to bot self.trade_response = f"?Trade {refunds} " + " ".join(f"{unit} {count}" for (unit, count) in unit_counts.items()) async def trade_send(self, units: typing.List[str]): """ Tries to upload `units` to the trade DataStorage. """ reply = await self.trade_acquire_storage(True) if reply is None: self.trade_response = "?TradeFail Void Trade failed: Could not communicate with server. Your units remain." return None # Create a storage entry for the time the trade was confirmed trade_time = reply["value"][TRADE_DATASTORAGE_LOCK] storage_entry = {} for unit in units: storage_entry[unit] = storage_entry.get(unit, 0) + 1 # Update the storage with the new units data: typing.Dict[int, typing.Dict[str, int]] = copy.deepcopy(reply["value"].get(self.trade_storage_slot(), {})) data[trade_time] = storage_entry await self.send_msgs([ { # Send the updated data "cmd": "Set", "key": self.trade_storage_team(), "operations": [{ "operation": "update", "value": { self.trade_storage_slot(): data } }] }, { # Release the lock "cmd": "Set", "key": self.trade_storage_team(), "operations": [{ "operation": "update", "value": { TRADE_DATASTORAGE_LOCK: 0 } }] } ]) # Notify the game self.trade_response = "?TradeSuccess Void Trade successful: Units sent!" class CompatItemHolder(typing.NamedTuple): name: str quantity: int = 1 async def main(args: typing.Sequence[str] | None): multiprocessing.freeze_support() parser = get_base_parser() parser.add_argument('--name', default=None, help="Slot Name to connect as.") args, uri = parser.parse_known_args(args) if uri and uri[0].startswith('archipelago://'): args.url = uri[0] handle_url_arg(args, parser) ctx = SC2Context(args.connect, args.password) ctx.auth = args.name if ctx.server_task is None: ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop") if gui_enabled: ctx.run_gui() ctx.run_cli() await ctx.exit_event.wait() await ctx.shutdown() # These items must be given to the player if the game is generated on older versions API2_TO_API3_COMPAT_ITEMS: typing.Set[CompatItemHolder] = { CompatItemHolder(item_names.PHOTON_CANNON), CompatItemHolder(item_names.OBSERVER), CompatItemHolder(item_names.WARP_HARMONIZATION), CompatItemHolder(item_names.PROGRESSIVE_PROTOSS_WEAPON_ARMOR_UPGRADE, 3) } API3_TO_API4_COMPAT_ITEMS: typing.Set[CompatItemHolder] = { # War Council CompatItemHolder(item_names.ZEALOT_WHIRLWIND), CompatItemHolder(item_names.CENTURION_RESOURCE_EFFICIENCY), CompatItemHolder(item_names.SENTINEL_RESOURCE_EFFICIENCY), CompatItemHolder(item_names.STALKER_PHASE_REACTOR), CompatItemHolder(item_names.DRAGOON_PHALANX_SUIT), CompatItemHolder(item_names.INSTIGATOR_MODERNIZED_SERVOS), CompatItemHolder(item_names.ADEPT_DISRUPTIVE_TRANSFER), CompatItemHolder(item_names.SLAYER_PHASE_BLINK), CompatItemHolder(item_names.AVENGER_KRYHAS_CLOAK), CompatItemHolder(item_names.DARK_TEMPLAR_LESSER_SHADOW_FURY), CompatItemHolder(item_names.DARK_TEMPLAR_GREATER_SHADOW_FURY), CompatItemHolder(item_names.BLOOD_HUNTER_BRUTAL_EFFICIENCY), CompatItemHolder(item_names.SENTRY_DOUBLE_SHIELD_RECHARGE), CompatItemHolder(item_names.ENERGIZER_MOBILE_CHRONO_BEAM), CompatItemHolder(item_names.HAVOC_ENDURING_SIGHT), CompatItemHolder(item_names.HIGH_TEMPLAR_PLASMA_SURGE), CompatItemHolder(item_names.SIGNIFIER_FEEDBACK), CompatItemHolder(item_names.ASCENDANT_BREATH_OF_CREATION), CompatItemHolder(item_names.DARK_ARCHON_INDOMITABLE_WILL), CompatItemHolder(item_names.IMMORTAL_IMPROVED_BARRIER), CompatItemHolder(item_names.VANGUARD_RAPIDFIRE_CANNON), CompatItemHolder(item_names.VANGUARD_FUSION_MORTARS), CompatItemHolder(item_names.ANNIHILATOR_TWILIGHT_CHASSIS), CompatItemHolder(item_names.COLOSSUS_FIRE_LANCE), CompatItemHolder(item_names.WRATHWALKER_AERIAL_TRACKING), CompatItemHolder(item_names.REAVER_KHALAI_REPLICATORS), CompatItemHolder(item_names.PHOENIX_DOUBLE_GRAVITON_BEAM), CompatItemHolder(item_names.CORSAIR_NETWORK_DISRUPTION), CompatItemHolder(item_names.MIRAGE_GRAVITON_BEAM), CompatItemHolder(item_names.VOID_RAY_PRISMATIC_RANGE), CompatItemHolder(item_names.CARRIER_REPAIR_DRONES), CompatItemHolder(item_names.TEMPEST_DISINTEGRATION), CompatItemHolder(item_names.ARBITER_VESSEL_OF_THE_CONCLAVE), CompatItemHolder(item_names.MOTHERSHIP_INTEGRATED_POWER), # Other items CompatItemHolder(item_names.ASCENDANT_ARCHON_MERGE), CompatItemHolder(item_names.DARK_TEMPLAR_ARCHON_MERGE), CompatItemHolder(item_names.SPORE_CRAWLER_BIO_BONUS), } def compat_item_to_network_items(compat_item: CompatItemHolder) -> typing.List[NetworkItem]: item_id = get_full_item_list()[compat_item.name].code network_item = NetworkItem(item_id, 0, 0, 0) return compat_item.quantity * [network_item] def calculate_items(ctx: SC2Context) -> typing.Dict[SC2Race, typing.List[int]]: items = ctx.items_received.copy() item_list = get_full_item_list() def create_network_item(item_name: str) -> NetworkItem: return NetworkItem(item_list[item_name].code, 0, 0, 0) # Items unlocked in earlier generator versions by default (Prophecy defaults, war council, rebalances) if ctx.slot_data_version < 3: for compat_item in API2_TO_API3_COMPAT_ITEMS: items.extend(compat_item_to_network_items(compat_item)) if ctx.slot_data_version < 4: for compat_item in API3_TO_API4_COMPAT_ITEMS: items.extend(compat_item_to_network_items(compat_item)) received_item_ids = set(item.item for item in ctx.items_received) if item_list[item_names.GHOST_RESOURCE_EFFICIENCY].code in received_item_ids: items.append(create_network_item(item_names.GHOST_BARGAIN_BIN_PRICES)) if item_list[item_names.SPECTRE_RESOURCE_EFFICIENCY].code in received_item_ids: items.append(create_network_item(item_names.SPECTRE_BARGAIN_BIN_PRICES)) if item_list[item_names.ROGUE_FORCES].code in received_item_ids: items.append(create_network_item(item_names.UNRESTRICTED_MUTATION)) if item_list[item_names.SCOUT_RESOURCE_EFFICIENCY].code in received_item_ids: items.append(create_network_item(item_names.SCOUT_SUPPLY_EFFICIENCY)) if item_list[item_names.REAVER_RESOURCE_EFFICIENCY].code in received_item_ids: items.append(create_network_item(item_names.REAVER_BARGAIN_BIN_PRICES)) # API < 4 Orbital Command Count (Deprecated item) orbital_command_count: int = 0 network_item: NetworkItem accumulators: typing.Dict[SC2Race, typing.List[int]] = { race: [0 for element in item_type_enum_class if element.flag_word >= 0] for race, item_type_enum_class in race_to_item_type.items() } # Protoss Shield grouped item specific logic shields_from_ground_upgrade: int = 0 shields_from_air_upgrade: int = 0 for network_item in items: name = lookup_id_to_name.get(network_item.item) if name is None: continue item_data: ItemData = item_list[name] if item_data.type.flag_word < 0: continue # exists exactly once if item_data.quantity == 1 or name in item_name_groups[ItemGroupNames.UNRELEASED_ITEMS]: accumulators[item_data.race][item_data.type.flag_word] |= 1 << item_data.number # exists multiple times elif item_data.quantity > 1: flaggroup = item_data.type.flag_word # Generic upgrades apply only to Weapon / Armor upgrades if item_data.number >= 0: accumulators[item_data.race][flaggroup] += 1 << item_data.number else: if name == item_names.PROGRESSIVE_PROTOSS_GROUND_UPGRADE: shields_from_ground_upgrade += 1 if name == item_names.PROGRESSIVE_PROTOSS_AIR_UPGRADE: shields_from_air_upgrade += 1 for bundled_number in get_bundle_upgrade_member_numbers(name): accumulators[item_data.race][flaggroup] += 1 << bundled_number # Regen bio-steel nerf with API3 - undo for older games if ctx.slot_data_version < 3 and name == item_names.PROGRESSIVE_REGENERATIVE_BIO_STEEL: current_level = (accumulators[item_data.race][flaggroup] >> item_data.number) % 4 if current_level == 2: # Switch from level 2 to level 3 for compatibility accumulators[item_data.race][flaggroup] += 1 << item_data.number # sum # Fillers, deprecated items else: if name == item_names.PROGRESSIVE_ORBITAL_COMMAND: orbital_command_count += 1 elif item_data.type == ZergItemType.Level: accumulators[item_data.race][item_data.type.flag_word] += item_data.number elif name == item_names.STARTING_MINERALS: accumulators[item_data.race][item_data.type.flag_word] += ctx.minerals_per_item elif name == item_names.STARTING_VESPENE: accumulators[item_data.race][item_data.type.flag_word] += ctx.vespene_per_item elif name == item_names.STARTING_SUPPLY: accumulators[item_data.race][item_data.type.flag_word] += ctx.starting_supply_per_item elif name == item_names.UPGRADE_RESEARCH_COST: accumulators[item_data.race][item_data.type.flag_word] += ctx.research_cost_reduction_per_item else: accumulators[item_data.race][item_data.type.flag_word] += 1 # Fix Shields from generic upgrades by unit class (Maximum of ground/air upgrades) if shields_from_ground_upgrade > 0 or shields_from_air_upgrade > 0: shield_upgrade_level = max(shields_from_ground_upgrade, shields_from_air_upgrade) shield_upgrade_item = item_list[item_names.PROGRESSIVE_PROTOSS_SHIELDS] for _ in range(0, shield_upgrade_level): accumulators[shield_upgrade_item.race][shield_upgrade_item.type.flag_word] += 1 << shield_upgrade_item.number # Deprecated Orbital Command handling (Backwards compatibility): if orbital_command_count > 0: orbital_command_replacement_items: typing.List[str] = [ item_names.COMMAND_CENTER_SCANNER_SWEEP, item_names.COMMAND_CENTER_MULE, item_names.COMMAND_CENTER_EXTRA_SUPPLIES, item_names.PLANETARY_FORTRESS_ORBITAL_MODULE ] replacement_item_ids = [get_full_item_list()[item_name].code for item_name in orbital_command_replacement_items] if sum(item_id in replacement_item_ids for item_id in items) > 0: logger.warning(inspect.cleandoc(""" Both old Orbital Command and its replacements are present in the world. Skipping compatibility handling. """)) else: # None of replacement items are present # L1: MULE and Scanner Sweep scanner_sweep_data = get_full_item_list()[item_names.COMMAND_CENTER_SCANNER_SWEEP] mule_data = get_full_item_list()[item_names.COMMAND_CENTER_MULE] accumulators[scanner_sweep_data.race][scanner_sweep_data.type.flag_word] += 1 << scanner_sweep_data.number accumulators[mule_data.race][mule_data.type.flag_word] += 1 << mule_data.number if orbital_command_count >= 2: # L2 MULE and Scanner Sweep usable even in Planetary Fortress Mode planetary_orbital_module_data = get_full_item_list()[item_names.PLANETARY_FORTRESS_ORBITAL_MODULE] accumulators[planetary_orbital_module_data.race][planetary_orbital_module_data.type.flag_word] += \ 1 << planetary_orbital_module_data.number # Upgrades from completed missions if ctx.generic_upgrade_missions > 0: total_missions = sum(len(column) for campaign in ctx.custom_mission_order for layout in campaign.layouts for column in layout.missions) num_missions = int((ctx.generic_upgrade_missions / 100) * total_missions) completed = len([mission_id for mission_id in ctx.mission_id_to_location_ids if ctx.is_mission_completed(mission_id)]) upgrade_count = min(completed // num_missions, ctx.max_upgrade_level) if num_missions > 0 else ctx.max_upgrade_level upgrade_count = min(upgrade_count, WEAPON_ARMOR_UPGRADE_MAX_LEVEL) # Equivalent to "Progressive Weapon/Armor Upgrade" item global_upgrades: typing.Set[str] = upgrade_included_names[GenericUpgradeItems.option_bundle_all] for global_upgrade in global_upgrades: race = get_full_item_list()[global_upgrade].race upgrade_flaggroup = race_to_item_type[race]["Upgrade"].flag_word for bundled_number in get_bundle_upgrade_member_numbers(global_upgrade): accumulators[race][upgrade_flaggroup] += upgrade_count << bundled_number return accumulators def get_bundle_upgrade_member_numbers(bundled_item: str) -> typing.List[int]: upgrade_elements: typing.List[str] = upgrade_bundles[bundled_item] if bundled_item in (item_names.PROGRESSIVE_PROTOSS_GROUND_UPGRADE, item_names.PROGRESSIVE_PROTOSS_AIR_UPGRADE): # Shields are handled as a maximum of those two upgrade_elements = [item_name for item_name in upgrade_elements if item_name != item_names.PROGRESSIVE_PROTOSS_SHIELDS] return [get_full_item_list()[item_name].number for item_name in upgrade_elements] def calc_difficulty(difficulty: int): if difficulty == 0: return 'C' elif difficulty == 1: return 'N' elif difficulty == 2: return 'H' elif difficulty == 3: return 'B' return 'X' def get_kerrigan_level(ctx: SC2Context, items: typing.Dict[SC2Race, typing.List[int]], missions_beaten: int) -> int: item_value = items[SC2Race.ZERG][ZergItemType.Level.flag_word] mission_value = missions_beaten * ctx.kerrigan_levels_per_mission_completed if ctx.kerrigan_levels_per_mission_completed_cap != -1: mission_value = min(mission_value, ctx.kerrigan_levels_per_mission_completed_cap) total_value = item_value + mission_value if ctx.kerrigan_total_level_cap != -1: total_value = min(total_value, ctx.kerrigan_total_level_cap) return total_value def calculate_kerrigan_options(ctx: SC2Context) -> int: result = 0 # Bits 0, 1 # Kerrigan unit available if ctx.kerrigan_presence in kerrigan_unit_available: result |= 1 << 0 # Bit 2 # Kerrigan primal status by map if ctx.kerrigan_primal_status == KerriganPrimalStatus.option_vanilla: result |= 1 << 2 return result def caclulate_soa_options(ctx: SC2Context, mission: SC2Mission) -> int: """ Pack SOA options into a single integer with bitflags. 0b000011 = SOA presence 0b000100 = SOA in no-builds 0b011000 = Passives presence 0b100000 = PAssives in no-builds """ result = 0 # Bits 0, 1 # SoA Calldowns available soa_presence_value = 0 if is_mission_in_soa_presence(ctx.spear_of_adun_presence, mission): soa_presence_value = 3 result |= soa_presence_value << 0 # Bit 2 # SoA Calldowns for no-builds if ctx.spear_of_adun_present_in_no_build == SpearOfAdunPresentInNoBuild.option_true: result |= 1 << 2 # Bits 3,4 # Autocasts soa_autocasts_presence_value = 0 if is_mission_in_soa_presence(ctx.spear_of_adun_passive_ability_presence, mission, SpearOfAdunPassiveAbilityPresence): soa_autocasts_presence_value = 3 # Guardian Shell breaks without SoA on version 4+, but can be generated without SoA on version 3 if ctx.slot_data_version < 4 and MissionFlag.Protoss in mission.flags: soa_autocasts_presence_value = 3 result |= soa_autocasts_presence_value << 3 # Bit 5 # Autocasts in no-builds if ctx.spear_of_adun_passive_present_in_no_build == SpearOfAdunPassivesPresentInNoBuild.option_true: result |= 1 << 5 return result def calculate_generic_upgrade_options(ctx: SC2Context) -> int: result = 0 # Bits 0,1 # Research mode research_mode_value = 0 if ctx.generic_upgrade_research == GenericUpgradeResearch.option_vanilla: research_mode_value = 0 elif ctx.generic_upgrade_research == GenericUpgradeResearch.option_auto_in_no_build: research_mode_value = 1 elif ctx.generic_upgrade_research == GenericUpgradeResearch.option_auto_in_build: research_mode_value = 2 elif ctx.generic_upgrade_research == GenericUpgradeResearch.option_always_auto: research_mode_value = 3 result |= research_mode_value << 0 # Bit 2 # Speedup if ctx.generic_upgrade_research_speedup == GenericUpgradeResearchSpeedup.option_true: result |= 1 << 2 return result def calculate_trade_options(ctx: SC2Context) -> int: result = 0 # Bit 0 # Trade enabled if ctx.trade_enabled: result |= 1 << 0 # Bit 1 # Workers allowed if ctx.trade_workers_allowed == VoidTradeWorkers.option_true: result |= 1 << 1 return result def kerrigan_primal(ctx: SC2Context, kerrigan_level: int) -> bool: if ctx.kerrigan_primal_status == KerriganPrimalStatus.option_always_zerg: return True elif ctx.kerrigan_primal_status == KerriganPrimalStatus.option_always_human: return False elif ctx.kerrigan_primal_status == KerriganPrimalStatus.option_level_35: return kerrigan_level >= 35 elif ctx.kerrigan_primal_status == KerriganPrimalStatus.option_half_completion: total_missions = len(ctx.mission_id_to_location_ids) completed = sum(ctx.is_mission_completed(mission_id) for mission_id in ctx.mission_id_to_location_ids) return completed >= (total_missions / 2) elif ctx.kerrigan_primal_status == KerriganPrimalStatus.option_item: codes = [item.item for item in ctx.items_received] return get_full_item_list()[item_names.KERRIGAN_PRIMAL_FORM].code in codes return False def get_mission_variant(mission_id: int) -> int: mission_flags = lookup_id_to_mission[mission_id].flags if MissionFlag.RaceSwap not in mission_flags: return 0 if MissionFlag.Terran in mission_flags: return 1 elif MissionFlag.Zerg in mission_flags: return 2 elif MissionFlag.Protoss in mission_flags: return 3 return 0 def get_item_flag_word(item_name: str) -> int: return get_full_item_list()[item_name].type.flag_word async def starcraft_launch(ctx: SC2Context, mission_id: int): sc2_logger.info(f"Launching {lookup_id_to_mission[mission_id].mission_name}. If game does not launch check log file for errors.") with DllDirectory(None): run_game( bot.maps.get(lookup_id_to_mission[mission_id].map_file), [Bot(Race.Terran, ArchipelagoBot(ctx, mission_id), name="Archipelago", fullscreen=not SC2World.settings.game_windowed_mode)], realtime=True, ) class ArchipelagoBot(bot.bot_ai.BotAI): __slots__ = [ 'game_running', 'mission_completed', 'boni', 'setup_done', 'ctx', 'mission_id', 'want_close', 'can_read_game', 'last_received_update', 'last_trade_cargo', 'last_supply_used' ] ctx: SC2Context # defined in bot_ai_internal.py; seems to be mis-annotated as a float and later re-annotated as an int supply_used: int def __init__(self, ctx: SC2Context, mission_id: int): self.game_running = False self.mission_completed = False self.want_close = False self.can_read_game = False self.last_received_update: int = 0 self.last_trade_cargo: set = set() self.last_supply_used: int = 0 self.trade_reply_cooldown: int = 0 self.setup_done = False self.ctx = ctx self.ctx.last_bot = self self.mission_id = mission_id self.boni = [False for _ in range(MAX_BONUS)] super(ArchipelagoBot, self).__init__() async def on_step(self, iteration: int): if self.want_close: self.want_close = False await self._client.leave() return game_state = 0 if not self.setup_done: self.setup_done = True mission = lookup_id_to_mission[self.mission_id] start_items = calculate_items(self.ctx) missions_beaten = self.missions_beaten_count() kerrigan_level = get_kerrigan_level(self.ctx, start_items, missions_beaten) kerrigan_options = calculate_kerrigan_options(self.ctx) soa_options = caclulate_soa_options(self.ctx, mission) generic_upgrade_options = calculate_generic_upgrade_options(self.ctx) trade_options = calculate_trade_options(self.ctx) mission_variant = get_mission_variant(self.mission_id) # 0/1/2/3 for unchanged/Terran/Zerg/Protoss nova_fallback: bool if MissionFlag.Nova in mission.flags: nova_fallback = self.ctx.use_nova_nco_fallback elif MissionFlag.WoLNova in mission.flags: nova_fallback = self.ctx.use_nova_wol_fallback else: nova_fallback = False uncollected_objectives: typing.List[int] = self.get_uncollected_objectives() if self.ctx.difficulty_override >= 0: difficulty = calc_difficulty(self.ctx.difficulty_override) else: difficulty = calc_difficulty(self.ctx.difficulty) if self.ctx.game_speed_override >= 0: game_speed = self.ctx.game_speed_override else: game_speed = self.ctx.game_speed await self.chat_send( "?SetOptions" f" {difficulty}" f" {generic_upgrade_options}" f" {self.ctx.all_in_choice}" f" {game_speed}" f" {self.ctx.disable_forced_camera}" f" {self.ctx.skip_cutscenes}" f" {kerrigan_options}" f" {self.ctx.grant_story_tech}" f" {self.ctx.take_over_ai_allies}" f" {soa_options}" f" {self.ctx.mission_order}" f" {int(nova_fallback)}" f" {self.ctx.grant_story_levels}" f" {self.ctx.enable_morphling}" f" {mission_variant}" f" {trade_options}" f" {self.ctx.difficulty_damage_modifier}" f" {self.ctx.mercenary_highlanders}" # TODO: Possibly rework it into unit options in the next cycle f" {self.ctx.war_council_nerfs}" ) await self.update_resources(start_items) await self.update_terran_tech(start_items) await self.update_zerg_tech(start_items, kerrigan_level) await self.update_protoss_tech(start_items) await self.update_misc_tech(start_items) await self.update_colors() if uncollected_objectives: await self.chat_send("?UncollectedLocations {}".format( functools.reduce(lambda a, b: a + " " + b, [str(x) for x in uncollected_objectives]) )) await self.chat_send("?LoadFinished") self.last_received_update = len(self.ctx.items_received) else: if self.ctx.pending_color_update: await self.update_colors() if not self.ctx.announcements.empty(): message = self.ctx.announcements.get(timeout=1) await self.chat_send("?SendMessage " + message) self.ctx.announcements.task_done() # Archipelago reads the health controller1_state = 0 controller2_state = 0 for unit in self.all_own_units(): if unit.health_max == CONTROLLER_HEALTH: controller1_state = int(CONTROLLER_HEALTH - unit.health) self.can_read_game = True elif unit.health_max == CONTROLLER2_HEALTH: controller2_state = int(CONTROLLER2_HEALTH - unit.health) self.can_read_game = True elif unit.name == TRADE_UNIT: # Handle Void Trade requests # Check for orders (for buildings this is usually research or training) if not unit.is_idle and not self.ctx.trade_underway: button = unit.orders[0].ability.button_name if button == TRADE_SEND_BUTTON and len(self.last_trade_cargo) > 0: units_to_send: typing.List[str] = [] non_ap_units: typing.Set[str] = set() for passenger in self.last_trade_cargo: # Alternatively passenger._type_data.name but passenger.name seems to always match unit_name = passenger.name if unit_name.startswith("AP_"): units_to_send.append(normalized_unit_types.get(unit_name, unit_name)) else: non_ap_units.add(unit_name) if len(non_ap_units) > 0: sc2_logger.info(f"Void Trade tried to send non-AP units: {', '.join(non_ap_units)}") self.ctx.trade_response = "?TradeFail Void Trade rejected: Trade contains invalid units." self.ctx.trade_underway = True else: self.ctx.trade_response = None self.ctx.trade_underway = True async_start(self.ctx.trade_send(units_to_send)) elif button == TRADE_RECEIVE_1_BUTTON: self.ctx.trade_underway = True if self.supply_used != self.last_supply_used: self.ctx.trade_response = None async_start(self.ctx.trade_receive(1)) else: self.ctx.trade_response = "?TradeFail Void Trade rejected: Not enough supply." elif button == TRADE_RECEIVE_5_BUTTON: self.ctx.trade_underway = True if self.supply_used != self.last_supply_used: self.ctx.trade_response = None async_start(self.ctx.trade_receive(5)) else: self.ctx.trade_response = "?TradeFail Void Trade rejected: Not enough supply." elif not unit.is_idle and self.trade_reply_cooldown > 0: self.trade_reply_cooldown -= 1 elif unit.is_idle and self.trade_reply_cooldown > 0: self.trade_reply_cooldown = 0 self.ctx.trade_response = None self.ctx.trade_underway = False else: # The API returns no passengers for researching/training buildings, # so we need to buffer the passengers each frame self.last_trade_cargo = unit.passengers # SC2 has no good means of detecting when a unit is queued while supply capped, # so a supply buffer here is the best we can do self.last_supply_used = self.supply_used game_state = controller1_state + (controller2_state << 15) if iteration == 160 and not game_state & 1: await self.chat_send("?SendMessage Warning: Archipelago unable to connect or has lost connection to " + "Starcraft 2 (This is likely a map issue)") if self.last_received_update < len(self.ctx.items_received): current_items = calculate_items(self.ctx) missions_beaten = self.missions_beaten_count() kerrigan_level = get_kerrigan_level(self.ctx, current_items, missions_beaten) await self.update_resources(current_items) await self.update_terran_tech(current_items) await self.update_zerg_tech(current_items, kerrigan_level) await self.update_protoss_tech(current_items) await self.update_misc_tech(current_items) self.last_received_update = len(self.ctx.items_received) if game_state & 1: if not self.game_running: print("Archipelago Connected") self.game_running = True if self.can_read_game: if game_state & (1 << 1) and not self.mission_completed: victory_locations = [get_location_id(self.mission_id, 0)] send_victory = ( self.mission_id in self.ctx.final_mission_ids and len(self.ctx.final_locations) == len(self.ctx.checked_locations.union(victory_locations).intersection(self.ctx.final_locations)) ) # Old slots don't have locations on goal if not send_victory or self.ctx.slot_data_version >= 4: sc2_logger.info("Mission Completed") location_ids = self.ctx.mission_id_to_location_ids[self.mission_id] victory_locations += sorted([ get_location_id(self.mission_id, location_id) for location_id in location_ids if (location_id % VICTORY_MODULO) >= VICTORY_CACHE_OFFSET ]) await self.ctx.send_msgs( [{"cmd": 'LocationChecks', "locations": victory_locations}]) self.mission_completed = True if send_victory: print("Game Complete") await self.ctx.send_msgs([{"cmd": 'StatusUpdate', "status": ClientStatus.CLIENT_GOAL}]) self.mission_completed = True self.ctx.finished_game = True for x, completed in enumerate(self.boni): if not completed and game_state & (1 << (x + 2)): await self.ctx.send_msgs( [{"cmd": 'LocationChecks', "locations": [get_location_id(self.mission_id, x + 1)]}]) self.boni[x] = True # Send Void Trade results if self.ctx.trade_response is not None and self.trade_reply_cooldown == 0: await self.chat_send(self.ctx.trade_response) # Wait an arbitrary amount of frames before trying again self.trade_reply_cooldown = 60 else: await self.chat_send("?SendMessage LostConnection - Lost connection to game.") def get_uncollected_objectives(self) -> typing.List[int]: result = [ location % VICTORY_MODULO for location in self.ctx.uncollected_locations_in_mission(lookup_id_to_mission[self.mission_id]) if (location % VICTORY_MODULO) < VICTORY_CACHE_OFFSET ] return result def missions_beaten_count(self) -> int: return len([location for location in self.ctx.checked_locations if location % VICTORY_MODULO == 0]) async def update_colors(self): await self.chat_send("?SetColor rr " + str(self.ctx.player_color_raynor)) await self.chat_send("?SetColor ks " + str(self.ctx.player_color_zerg)) await self.chat_send("?SetColor pz " + str(self.ctx.player_color_zerg_primal)) await self.chat_send("?SetColor da " + str(self.ctx.player_color_protoss)) await self.chat_send("?SetColor nova " + str(self.ctx.player_color_nova)) self.ctx.pending_color_update = False async def update_resources(self, current_items: typing.Dict[SC2Race, typing.List[int]]): DEFAULT_MAX_SUPPLY = 200 max_supply_amount = max( DEFAULT_MAX_SUPPLY + ( current_items[SC2Race.ANY][get_item_flag_word(item_names.MAX_SUPPLY)] * self.ctx.maximum_supply_per_item ) - ( current_items[SC2Race.ANY][get_item_flag_word(item_names.REDUCED_MAX_SUPPLY)] * self.ctx.maximum_supply_reduction_per_item ), self.ctx.lowest_maximum_supply, ) await self.chat_send("?GiveResources {} {} {} {}".format( current_items[SC2Race.ANY][get_item_flag_word(item_names.STARTING_MINERALS)], current_items[SC2Race.ANY][get_item_flag_word(item_names.STARTING_VESPENE)], current_items[SC2Race.ANY][get_item_flag_word(item_names.STARTING_SUPPLY)], max_supply_amount - DEFAULT_MAX_SUPPLY, )) async def update_terran_tech(self, current_items: typing.Dict[SC2Race, typing.List[int]]): terran_items = current_items[SC2Race.TERRAN] await self.chat_send("?GiveTerranTech " + " ".join(map(str, terran_items))) async def update_zerg_tech(self, current_items: typing.Dict[SC2Race, typing.List[int]], kerrigan_level: int): zerg_items = current_items[SC2Race.ZERG] zerg_items = [value for index, value in enumerate(zerg_items) if index not in [ZergItemType.Level.flag_word, ZergItemType.Primal_Form.flag_word]] kerrigan_primal_by_items = kerrigan_primal(self.ctx, kerrigan_level) kerrigan_primal_bot_value = 1 if kerrigan_primal_by_items else 0 await self.chat_send(f"?GiveZergTech {kerrigan_level} {kerrigan_primal_bot_value} " + ' '.join(map(str, zerg_items))) async def update_protoss_tech(self, current_items: typing.Dict[SC2Race, typing.List[int]]): protoss_items = current_items[SC2Race.PROTOSS] await self.chat_send("?GiveProtossTech " + " ".join(map(str, protoss_items))) async def update_misc_tech(self, current_items: typing.Dict[SC2Race, typing.List[int]]): await self.chat_send("?GiveMiscTech {} {} {}".format( current_items[SC2Race.ANY][get_item_flag_word(item_names.BUILDING_CONSTRUCTION_SPEED)], current_items[SC2Race.ANY][get_item_flag_word(item_names.UPGRADE_RESEARCH_SPEED)], current_items[SC2Race.ANY][get_item_flag_word(item_names.UPGRADE_RESEARCH_COST)], )) def calc_unfinished_nodes( ctx: SC2Context ) -> typing.Tuple[typing.List[int], typing.Dict[int, typing.List[int]], typing.List[int], typing.Set[int]]: unfinished_missions: typing.Set[int] = set() available_missions, available_layouts, available_campaigns = calc_available_nodes(ctx) for mission_id in available_missions: objectives = set(ctx.locations_for_mission_id(mission_id)) if objectives: objectives_completed = ctx.checked_locations & objectives if len(objectives_completed) < len(objectives): unfinished_missions.add(mission_id) return available_missions, available_layouts, available_campaigns, unfinished_missions def is_mission_available(ctx: SC2Context, mission_id_to_check: int) -> bool: available_missions, _, _ = calc_available_nodes(ctx) return mission_id_to_check in available_missions def calc_available_nodes(ctx: SC2Context) -> typing.Tuple[typing.List[int], typing.Dict[int, typing.List[int]], typing.List[int]]: beaten_missions: typing.Set[int] = {mission_id for mission_id in ctx.mission_id_to_entry_rules if ctx.is_mission_completed(mission_id)} received_items = compute_received_items(ctx) mission_order_objects: typing.List[MissionOrderObjectSlotData] = [] parent_objects: typing.List[typing.List[MissionOrderObjectSlotData]] = [] for campaign in ctx.custom_mission_order: mission_order_objects.append(campaign) parent_objects.append([]) for layout in campaign.layouts: mission_order_objects.append(layout) parent_objects.append([campaign]) for column in layout.missions: for mission in column: if mission.mission_id == -1: continue mission_order_objects.append(mission) parent_objects.append([campaign, layout]) candidate_accessible_objects: typing.List[MissionOrderObjectSlotData] = [ mission_order_object for mission_order_object in mission_order_objects if mission_order_object.entry_rule.is_accessible(beaten_missions, received_items) ] accessible_objects: typing.List[MissionOrderObjectSlotData] = [] while len(candidate_accessible_objects) > 0: accessible_missions: typing.List[MissionSlotData] = [mission_order_object for mission_order_object in accessible_objects if isinstance(mission_order_object, MissionSlotData)] beaten_accessible_missions: typing.Set[int] = {mission.mission_id for mission in accessible_missions if mission.mission_id in beaten_missions} accessible_objects_to_add: typing.List[MissionOrderObjectSlotData] = [] for mission_order_object in candidate_accessible_objects: if ( mission_order_object.entry_rule.is_accessible(beaten_accessible_missions, received_items) and all([ parent_object.entry_rule.is_accessible(beaten_accessible_missions, received_items) for parent_object in parent_objects[mission_order_objects.index(mission_order_object)] ]) ): accessible_objects_to_add.append(mission_order_object) if len(accessible_objects_to_add) > 0: accessible_objects.extend(accessible_objects_to_add) candidate_accessible_objects = [ mission_order_object for mission_order_object in candidate_accessible_objects if mission_order_object not in accessible_objects_to_add ] else: break accessible_missions: typing.List[MissionSlotData] = [mission_order_object for mission_order_object in accessible_objects if isinstance(mission_order_object, MissionSlotData)] beaten_accessible_missions: typing.Set[int] = {mission.mission_id for mission in accessible_missions if mission.mission_id in beaten_missions} for mission_order_object in mission_order_objects: # re-generate tooltip accessibility for sub_rule in mission_order_object.entry_rule.sub_rules: sub_rule.was_accessible = False mission_order_object.entry_rule.is_accessible(beaten_accessible_missions, received_items) available_missions: typing.List[int] = [ mission_order_object.mission_id for mission_order_object in accessible_objects if isinstance(mission_order_object, MissionSlotData) ] available_campaign_objects: typing.List[CampaignSlotData] = [ mission_order_object for mission_order_object in accessible_objects if isinstance(mission_order_object, CampaignSlotData) ] available_campaigns: typing.List[int] = [ campaign_idx for campaign_idx, campaign in enumerate(ctx.custom_mission_order) if campaign in available_campaign_objects ] available_layout_objects: typing.List[LayoutSlotData] = [ mission_order_object for mission_order_object in accessible_objects if isinstance(mission_order_object, LayoutSlotData) ] available_layouts: typing.Dict[int, typing.List[int]] = { campaign_idx: [ layout_idx for layout_idx, layout in enumerate(campaign.layouts) if layout in available_layout_objects ] for campaign_idx, campaign in enumerate(ctx.custom_mission_order) } return available_missions, available_layouts, available_campaigns def compute_received_items(ctx: SC2Context) -> typing.Counter[int]: received_items: typing.Counter[int] = collections.Counter() for network_item in ctx.items_received: received_items[network_item.item] += 1 return received_items def check_game_install_path() -> bool: # First thing: go to the default location for ExecuteInfo. # An exception for Windows is included because it's very difficult to find ~\Documents if the user moved it. if is_windows: # The next five lines of utterly inscrutable code are brought to you by copy-paste from Stack Overflow. # https://stackoverflow.com/questions/6227590/finding-the-users-my-documents-path/30924555# import ctypes.wintypes CSIDL_PERSONAL = 5 # My Documents SHGFP_TYPE_CURRENT = 0 # Get current, not default value buf = ctypes.create_unicode_buffer(ctypes.wintypes.MAX_PATH) ctypes.windll.shell32.SHGetFolderPathW(None, CSIDL_PERSONAL, None, SHGFP_TYPE_CURRENT, buf) documentspath: str = buf.value einfo = str(documentspath / Path("StarCraft II\\ExecuteInfo.txt")) else: einfo = str(bot.paths.get_home() / Path(bot.paths.USERPATH[bot.paths.PF])) # Check if the file exists. if os.path.isfile(einfo): # Open the file and read it, picking out the latest executable's path. with open(einfo) as f: content = f.read() if content: search_result = re.search(r" = (.*)Versions", content) if not search_result: sc2_logger.warning(f"Found {einfo}, but it was empty. Run SC2 through the Blizzard launcher, " "then try again.") return False base = search_result.group(1) if os.path.exists(base): executable = bot.paths.latest_executeble(Path(base).expanduser() / "Versions") # Finally, check the path for an actual executable. # If we find one, great. Set up the SC2PATH. if os.path.isfile(executable): sc2_logger.info(f"Found an SC2 install at {base}!") sc2_logger.debug(f"Latest executable at {executable}.") os.environ["SC2PATH"] = base sc2_logger.debug(f"SC2PATH set to {base}.") return True else: sc2_logger.warning(f"We may have found an SC2 install at {base}, but couldn't find {executable}.") else: sc2_logger.warning(f"{einfo} pointed to {base}, but we could not find an SC2 install there.") else: sc2_logger.warning(f"Couldn't find {einfo}. Run SC2 through the Blizzard launcher, then try again. " f"If that fails, please run /set_path with your SC2 install directory.") return False def is_mod_installed_correctly() -> bool: """Searches for all required files.""" if "SC2PATH" not in os.environ: check_game_install_path() sc2_path: str = os.environ["SC2PATH"] mapdir = sc2_path / Path('Maps/ArchipelagoCampaign') mods = ["ArchipelagoCore", "ArchipelagoPlayer", "ArchipelagoPlayerSuper", "ArchipelagoPatches", "ArchipelagoTriggers", "ArchipelagoPlayerWoL", "ArchipelagoPlayerHotS", "ArchipelagoPlayerLotV", "ArchipelagoPlayerLotVPrologue", "ArchipelagoPlayerNCO"] modfiles = [sc2_path / Path("Mods/" + mod + ".SC2Mod") for mod in mods] wol_required_maps: typing.List[str] = ["WoL" + os.sep + mission.map_file + ".SC2Map" for mission in SC2Mission if mission.campaign in (SC2Campaign.WOL, SC2Campaign.PROPHECY)] hots_required_maps: typing.List[str] = ["HotS" + os.sep + mission.map_file + ".SC2Map" for mission in campaign_mission_table[SC2Campaign.HOTS]] lotv_required_maps: typing.List[str] = ["LotV" + os.sep + mission.map_file + ".SC2Map" for mission in SC2Mission if mission.campaign in (SC2Campaign.LOTV, SC2Campaign.PROLOGUE, SC2Campaign.EPILOGUE)] nco_required_maps: typing.List[str] = ["NCO" + os.sep + mission.map_file + ".SC2Map" for mission in campaign_mission_table[SC2Campaign.NCO]] required_maps = wol_required_maps + hots_required_maps + lotv_required_maps + nco_required_maps needs_files = False # Check for maps. missing_maps: typing.List[str] = [] for mapfile in required_maps: if not os.path.isfile(mapdir / mapfile): missing_maps.append(mapfile) if len(missing_maps) >= 19: sc2_logger.warning(f"All map files missing from {mapdir}.") needs_files = True elif len(missing_maps) > 0: for map in missing_maps: sc2_logger.debug(f"Missing {map} from {mapdir}.") sc2_logger.warning(f"Missing {len(missing_maps)} map files.") needs_files = True else: # Must be no maps missing sc2_logger.debug(f"All maps found in {mapdir}.") # Check for mods. for modfile in modfiles: if os.path.isfile(modfile) or os.path.isdir(modfile): sc2_logger.debug(f"Archipelago mod found at {modfile}.") else: sc2_logger.warning(f"Archipelago mod could not be found at {modfile}.") needs_files = True # Final verdict. if needs_files: sc2_logger.warning("Required files are missing. Run /download_data to acquire them.") return False else: sc2_logger.debug("All map/mod files are properly installed.") return True class DllDirectory: # Credit to Black Sliver for this code. # More info: https://docs.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setdlldirectoryw _old: typing.Optional[str] = None _new: typing.Optional[str] = None def __init__(self, new: typing.Optional[str]): self._new = new def __enter__(self): old = self.get() if self.set(self._new): self._old = old def __exit__(self, *args): if self._old is not None: self.set(self._old) @staticmethod def get() -> typing.Optional[str]: if sys.platform == "win32": n = ctypes.windll.kernel32.GetDllDirectoryW(0, None) buf = ctypes.create_unicode_buffer(n) ctypes.windll.kernel32.GetDllDirectoryW(n, buf) return buf.value # NOTE: other OS may support os.environ["LD_LIBRARY_PATH"], but this fix is windows-specific return None @staticmethod def set(s: typing.Optional[str]) -> bool: if sys.platform == "win32": return ctypes.windll.kernel32.SetDllDirectoryW(s) != 0 # NOTE: other OS may support os.environ["LD_LIBRARY_PATH"], but this fix is windows-specific return False def download_latest_release_zip( owner: str, repo: str, api_version: str, metadata: typing.Optional[str] = None, force_download=False ) -> typing.Tuple[str, typing.Optional[str]]: """Downloads the latest release of a GitHub repo to the current directory as a .zip file.""" import requests headers = {"Accept": 'application/vnd.github.v3+json'} url = f"https://api.github.com/repos/{owner}/{repo}/releases/tags/{api_version}" try: r1 = requests.get(url, headers=headers) if r1.status_code == 200: latest_metadata = r1.json() cleanup_downloaded_metadata(latest_metadata) latest_metadata = str(latest_metadata) # sc2_logger.info(f"Latest version: {latest_metadata}.") else: sc2_logger.warning(f"Status code: {r1.status_code}") sc2_logger.warning("Failed to reach GitHub. Could not find download link.") sc2_logger.warning(f"text: {r1.text}") return "", metadata if (force_download is False) and (metadata == latest_metadata): sc2_logger.info("Latest version already installed.") return "", metadata sc2_logger.info(f"Attempting to download latest version of API version {api_version} of {repo}.") download_url = r1.json()["assets"][0]["browser_download_url"] r2 = requests.get(download_url, headers=headers) if r2.status_code == 200 and zipfile.is_zipfile(io.BytesIO(r2.content)): tempdir = tempfile.gettempdir() file = tempdir + os.sep + f"{repo}.zip" with open(file, "wb") as fh: fh.write(r2.content) sc2_logger.info(f"Successfully downloaded {repo}.zip. Installing...") return file, latest_metadata else: sc2_logger.warning(f"Status code: {r2.status_code}") sc2_logger.warning("Download failed.") sc2_logger.warning(f"text: {r2.text}") return "", metadata except requests.ConnectionError: sc2_logger.warning("Failed to reach GitHub. Could not find download link.") return "", metadata def cleanup_downloaded_metadata(medatada_json: dict) -> None: for asset in medatada_json['assets']: del asset['download_count'] def is_mod_update_available(owner: str, repo: str, api_version: str, metadata: str) -> bool: import requests headers = {"Accept": 'application/vnd.github.v3+json'} url = f"https://api.github.com/repos/{owner}/{repo}/releases/tags/{api_version}" try: r1 = requests.get(url, headers=headers) if r1.status_code == 200: latest_metadata = r1.json() cleanup_downloaded_metadata(latest_metadata) latest_metadata = str(latest_metadata) if metadata != latest_metadata: return True else: return False else: sc2_logger.warning("Failed to reach GitHub while checking for updates.") sc2_logger.warning(f"Status code: {r1.status_code}") sc2_logger.warning(f"text: {r1.text}") return False except requests.ConnectionError: sc2_logger.warning("Failed to reach GitHub while checking for updates.") return False def get_location_offset(mission_id: int) -> int: return SC2WOL_LOC_ID_OFFSET if mission_id <= SC2Mission.ALL_IN.id \ else (SC2HOTS_LOC_ID_OFFSET - SC2Mission.ALL_IN.id * VICTORY_MODULO) def get_location_id(mission_id: int, objective_id: int) -> int: return get_location_offset(mission_id) + mission_id * VICTORY_MODULO + objective_id _has_forced_save = False def force_settings_save_on_close() -> None: """ Settings has an existing auto-save feature, but it only triggers if a new key was introduced. Force it to mark things as changed by introducing a new key and then cleaning up. """ global _has_forced_save if _has_forced_save: return SC2World.settings.update({'invalid_attribute': True}) del SC2World.settings.invalid_attribute _has_forced_save = True def launch(*args: str): colorama.just_fix_windows_console() asyncio.run(main(args)) colorama.deinit()