mirror of
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* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled. * Jak 1: Wrote Regions, Rules, init. Untested. * Jak 1: Fixed mistakes, need better understanding of Entrances. * Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated. * Jak 1: Add Scout Fly Locations, code and style cleanup. * Jak 1: Add Scout Flies to Regions. * Jak 1: Add version info. * Jak 1: Reduced code smell. * Jak 1: Fixed UT bugs, added Free The Sages as Locations. * Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances. * Jak 1: Add some one-ways, adjust scout fly offset. * Jak 1: Found Scout Fly ID's for first 4 maps. * Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse. * Jak 1: Fixed a few things. Four maps to go. * Jak 1: Last of the scout flies mapped! * Jak 1: simplify citadel sages logic. * Jak 1: WebWorld setup, some documentation. * Jak 1: Initial checkin of Client. Removed the colon from the game name. * Jak 1: Refactored client into components, working on async communication between the client and the game. * Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory. * Jak 1: There's magic in the air... * Jak 1: Fixed bug translating scout fly ID's. * Jak 1: Make the REPL a little more verbose, easier to debug. * Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't. * Jak 1: Update Documentation. * Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops. * Jak 1: Simplified startup process, updated docs, prayed. * Jak 1: quick fix to settings. * Jak and Daxter: Implement New Game (#1) * Jak 1: Initial commit: Cell Locations, Items, and Regions modeled. * Jak 1: Wrote Regions, Rules, init. Untested. * Jak 1: Fixed mistakes, need better understanding of Entrances. * Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated. * Jak 1: Add Scout Fly Locations, code and style cleanup. * Jak 1: Add Scout Flies to Regions. * Jak 1: Add version info. * Jak 1: Reduced code smell. * Jak 1: Fixed UT bugs, added Free The Sages as Locations. * Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances. * Jak 1: Add some one-ways, adjust scout fly offset. * Jak 1: Found Scout Fly ID's for first 4 maps. * Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse. * Jak 1: Fixed a few things. Four maps to go. * Jak 1: Last of the scout flies mapped! * Jak 1: simplify citadel sages logic. * Jak 1: WebWorld setup, some documentation. * Jak 1: Initial checkin of Client. Removed the colon from the game name. * Jak 1: Refactored client into components, working on async communication between the client and the game. * Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory. * Jak 1: There's magic in the air... * Jak 1: Fixed bug translating scout fly ID's. * Jak 1: Make the REPL a little more verbose, easier to debug. * Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't. * Jak 1: Update Documentation. * Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops. * Jak 1: Simplified startup process, updated docs, prayed. * Jak 1: quick fix to settings. * Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3) * Jak 1: Update to 0.4.6. Decouple locations from items, support filler items. * Jak 1: Total revamp of Items. This is where everything broke. * Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders. * Jak 1: correct regions/rules, account for sequential oracle/miner locations. * Jak 1: make nicer strings. * Jak 1: Add logic for finished game. First full run complete! * Jak 1: update group names. * Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update * Jak 1: Overhaul of regions, rules, and special locations. Updated game info page. * Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners. * Alpha Updates (#15) * Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs. * Jak 1: Update setup guide. * Jak 1: Load title screen, save states of in/outboxes. * Logging Update (#16) * Jak 1: Separate info and debug logs. * Jak 1: Update world info to refer to Archipelago Options menu. * Deathlink (#18) * Jak 1: Implement Deathlink. TODO: make it optional... * Jak 1: Issue a proper send-event for deathlink deaths. * Jak 1: Added cause of death to deathlink, fixed typo. * Jak 1: Make Deathlink toggleable. * Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink. * Jak 1: Fix death text in client logger. * Move Randomizer (#26) * Finally remove debug-segment text, update Python imports to relative paths. * HUGE refactor to Regions/Rules to support move rando, first hub area coded. * More refactoring. * Another refactor - may squash. * Fix some Rules, reuse some code by returning key regions from build_regions. * More regions added. A couple of TODOs. * Fixed trade logic, added LPC regions. * Added Spider, Snowy, Boggy. Fixed Misty's orbs. * Fix circular import, assert orb counts per level, fix a few naming errors. * Citadel added, missing locs and connections fixed. First move rando seed generated. * Add Move Rando to Options class. * Fixed rules for prerequisite moves. * Implement client functionality for move rando, add blurbs to game info page. * Fix wrong address for cache checks. * Fix byte alignment of offsets, refactor read_memory for better code reuse. * Refactor memory offsets and add some unit tests. * Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations. * Move rando fixes (#29) * Fix virtual regions in Snowy. Fix some GMC problems. * Fix Deathlink on sunken slides. * Removed unncessary code causing build failure. * Orbsanity (#32) * My big dumb shortcut: a 2000 item array. * A better idea: bundle orbs as a numerical option and make array variable size. * Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic. * Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option. * Per-level Orbsanity implemented w/ orb bundle factory. * Implement Orbsanity for client, fix some things up for regions. * Fix location name/id mappings. * Fix client orb collection on connection. * Fix minor Deathlink bug, add Update instructions. * Finishing Touches (#36) * Set up connector level thresholds, completion goal choices. * Send AP sender/recipient info to game via client. * Slight refactors. * Refactor option checking, add DataStorage handling of traded orbs. * Update instructions to change order of load/connect. * Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region. * Need some height move to get LPC sunken chamber cell. * Rename completion_condition to jak_completion_condition (#41) * The Afterparty (#42) * Fixes to Jak client, rules, options, and more. * Post-rebase fixes. * Remove orbsanity reset code, optimize game text in client. * More game text optimization. * Added more specific troubleshooting/setup instructions. * Add known issue about large releases taking time. (Dodge 6,666th commit.) * Remove "Bundle of", Add location name groups, set better default RootDirectory for new players. * Make orb trade amounts configurable, make orbsanity defaults more reasonable. * Add HUD info to doc. * Exempt's Code Review Updates (#43) * Round 1 of code review updates, the easy stuff. * Factor options checking away from region/rule creation. * Code review updates round 2, more complex stuff. * Code review updates round 3: the mental health annihilator * Code review updates part 4: redemption. * More code review feedback, simplifying code, etc. * Added a host.yaml option to override friendly limits, plus a couple of code review updates. * Added singleplayer limits, player names to enforcement rules. * Updated friendly limits to be more strict, optimized recalculate logic. * Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher * Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT. * Fix deathlink reset stalls on a busy client. (#47) * Jak & Daxter Client : queue game text messages to get items faster during release (#48) * queue game text messages to write them during the main_tick function and empty the message queue faster during release * wrap comment for code style character limit Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * remove useless blank line Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * whitespace code style Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * Move JsonMessageData dataclass outside of ReplClient class for code clarity --------- Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * Item Classifications (and REPL fixes) (#49) * Changes to item classifications * Bugfixes to power cell thresholds. * Fix bugs in item_type_helper. * Refactor 100 cell door to pass unit tests. * Quick fix to ReplClient. * Not so quick fix to ReplClient. * Display friendly limits in options tooltips. * Use math.ceil like a normal person. * Missed a space. * Fix non-accessibility due to bad orb calculation. * Updated documentation. * More Options, More Docs, More Tests (#51) * Reorder cell counts, require punch for Klaww. * Friendlier friendly friendlies. * Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language. * Increased breadth of unit tests. * Clean imports of unit tests. * Create OptionGroups. * Fix region rule bug with Punch for Klaww. * Include Punch For Klaww in slot data. * Update worlds/jakanddaxter/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Temper and Harden Text Client (#52) * Provide config path so OpenGOAL can use mod-specific saves and settings. * Add versioning to MemoryReader. Harden the client against user errors. * Updated comments. * Add Deathlink as a "statement of intent" to the YAML. Small updates to client. * Revert deathlink changes. * Update error message. * Added color markup to log messages printed in text client. * Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously. * Refactor MemoryReader callbacks from main_tick to constructor. * Make callback names more... informative. * Give users explicit instructions in error messages. * Stellar Messaging (#54) * Use new ap-messenger functions for text writing. * Remove Powershell requirement, bump memory version to 3. * Error message update w/ instructions for game crash. * Create no console window for gk. * ISO Data Enhancement (#58) * Add iso-path as argument to GOAL compiler. # Conflicts: # worlds/jakanddaxter/Client.py * More resilient handling of iso_path. * Fixed scout fly ID mismatches. * Corrected iso_data subpath. * Update memory version to 4. * Docs update for iso_data. * Auto Detect OpenGOAL Install (#63) * Auto detect OpenGOAL install path. Also fix Deathlink on server connection. * Updated docs, add instructions to error messages. * Slight tweak to error text. * J&D : add per region location groups (#64) * add per region power cells location group * add per region scout flies location group * add per zone orb bundle groups (I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication) * guess who forgot 9 very important characters in each line of the last commit * Rearrange location group names, quick fix to client error handling. * Fix pycharm warnings. * Fix more pycharm warnings. * Light cleanup: fix icons, add bug report page, remove py 3.8 code. * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Code review updates on comments, tooltips, and type hints. * Update type hint for lists in regions. * Missed todo removal. * More type hint updates. * Small region updates for location accessibility, small updates to world guide and README.md. * Add GMC scout fly location group. * Improved sanitization of game text. * Traps 2 (#70) * Add trap items, relevant options, and citadel orb caches. * Update REPL to send traps to game. * Fix item counter. * Allow player to select which traps to use. * Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5. * Alter some trap names. * Update world doc. * Add health trap. * Added 3 more trap types. * Protect against empty trap list. * Reword traps paragraph in world doc. * Another update to trap paragraph. * Concisify trap option docstring. * Timestamp on game log file. * Update client to handle waiting on title screen. * Send slot name and seed to game. * Use self.random instead. * Update setup doc for new title screen. * Quick clarification of orb caches in world doc. * Sanitize slot info earlier. * Added to and improved unit tests. * Light cleanup on world. * Optimizations to movement rules, docs: known issues update. * Quick fixes for beta 0.5.0 release: template options and LPC logic. * Quick fix to spoiler counts. * Reorganize world guide for faster navigation. * Fix links. * Update HUD section. * Found a way to render apostrophes in item names. * March Refactors (#77) * Reorg imports, small fix to Rock Village movement. * Fix wait-on-title message never going to ready message. * Colorama init fix. * Swap trap list for a dictionary of trap weights. * The more laws, the less justice. * Quick readability update. * Have memory reader provide instructions for slow booting games. * Revert some things. * Update setup_en.md * Update HUD mode lingo for combined msgs. * Remade launcher icon, sized correctly. * I don't know why I can't be satisfied with things. * Apply suggestions from Scipio Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Properly use the settings API instead of Utils. * Newline on requirements.txt. * Add __init__ files for frozen builds. * Replace an ap_inform function with a CommonClient built-in. * Resize icon to match kivymd expected size. * First round of Treble code reviews. * Second round of Treble code reviews. * Third round of Treble code reviews. * Missed an unncessary if condition. * Missed unnecessary comments. * Fourth round of Treble code reviews. * Switch trap dictionary to OptionCounter. * Use existing slot name/seed from network protocol. * Violet code review updates. * Violet code review updates part 2. * Refactor to avoid floating imports (Violet part 3). * Found a few more valid characters for messaging. * Move tests out of init, add colon to game name (now that it's safe). * But don't include those chars for file text. * Implement Vi suggestion on webhost-capable friendly limits. * Revert "Implement Vi suggestion on webhost-capable friendly limits." This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86. * Rename all files for PEP8. * Refactor how maximums work on webhost. * Fix rogue UT. * Don't rush. * Fix client post-PEP8. --------- Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com> Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com> Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
601 lines
28 KiB
Python
601 lines
28 KiB
Python
# Python standard libraries
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import asyncio
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import json
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import logging
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import os
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import subprocess
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import sys
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from asyncio import Task
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from datetime import datetime
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from logging import Logger
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from typing import Awaitable
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# Misc imports
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import colorama
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import pymem
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from pymem.exception import ProcessNotFound
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# Archipelago imports
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import ModuleUpdate
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import Utils
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from CommonClient import ClientCommandProcessor, CommonContext, server_loop, gui_enabled
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from NetUtils import ClientStatus
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# Jak imports
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from .game_id import jak1_name
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from .options import EnableOrbsanity
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from .agents.memory_reader import JakAndDaxterMemoryReader
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from .agents.repl_client import JakAndDaxterReplClient
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from . import JakAndDaxterWorld
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ModuleUpdate.update()
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logger = logging.getLogger("JakClient")
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all_tasks: set[Task] = set()
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def create_task_log_exception(awaitable: Awaitable) -> asyncio.Task:
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async def _log_exception(a):
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try:
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return await a
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except Exception as e:
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logger.exception(e)
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finally:
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all_tasks.remove(task)
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task = asyncio.create_task(_log_exception(awaitable))
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all_tasks.add(task)
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return task
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class JakAndDaxterClientCommandProcessor(ClientCommandProcessor):
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ctx: "JakAndDaxterContext"
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# The command processor is not async so long-running operations like the /repl connect command
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# (which takes 10-15 seconds to compile the game) have to be requested with user-initiated flags.
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# The flags are checked by the agents every main_tick.
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def _cmd_repl(self, *arguments: str):
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"""Sends a command to the OpenGOAL REPL. Arguments:
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- connect : connect the client to the REPL (goalc).
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- status : check internal status of the REPL."""
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if arguments:
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if arguments[0] == "connect":
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self.ctx.on_log_info(logger, "This may take a bit... Wait for the success audio cue before continuing!")
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self.ctx.repl.initiated_connect = True
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if arguments[0] == "status":
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create_task_log_exception(self.ctx.repl.print_status())
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def _cmd_memr(self, *arguments: str):
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"""Sends a command to the Memory Reader. Arguments:
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- connect : connect the memory reader to the game process (gk).
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- status : check the internal status of the Memory Reader."""
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if arguments:
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if arguments[0] == "connect":
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self.ctx.memr.initiated_connect = True
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if arguments[0] == "status":
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create_task_log_exception(self.ctx.memr.print_status())
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class JakAndDaxterContext(CommonContext):
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game = jak1_name
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items_handling = 0b111 # Full item handling
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command_processor = JakAndDaxterClientCommandProcessor
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# We'll need two agents working in tandem to handle two-way communication with the game.
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# The REPL Client will handle the server->game direction by issuing commands directly to the running game.
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# But the REPL cannot send information back to us, it only ingests information we send it.
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# Luckily OpenGOAL sets up memory addresses to write to, that AutoSplit can read from, for speedrunning.
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# We'll piggyback off this system with a Memory Reader, and that will handle the game->server direction.
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repl: JakAndDaxterReplClient
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memr: JakAndDaxterMemoryReader
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# And two associated tasks, so we have handles on them.
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repl_task: asyncio.Task
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memr_task: asyncio.Task
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# Storing some information for writing save slot identifiers.
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slot_seed: str
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def __init__(self, server_address: str | None, password: str | None) -> None:
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self.repl = JakAndDaxterReplClient(self.on_log_error,
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self.on_log_warn,
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self.on_log_success,
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self.on_log_info)
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self.memr = JakAndDaxterMemoryReader(self.on_location_check,
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self.on_finish_check,
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self.on_deathlink_check,
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self.on_deathlink_toggle,
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self.on_orb_trade,
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self.on_log_error,
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self.on_log_warn,
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self.on_log_success,
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self.on_log_info)
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# self.repl.load_data()
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# self.memr.load_data()
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super().__init__(server_address, password)
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def run_gui(self):
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from kvui import GameManager
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class JakAndDaxterManager(GameManager):
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logging_pairs = [
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("Client", "Archipelago")
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]
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base_title = "Jak and Daxter ArchipelaGOAL Client"
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self.ui = JakAndDaxterManager(self)
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self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
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async def server_auth(self, password_requested: bool = False):
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if password_requested and not self.password:
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await super(JakAndDaxterContext, self).server_auth(password_requested)
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await self.get_username()
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self.tags = set()
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await self.send_connect()
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def on_package(self, cmd: str, args: dict):
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if cmd == "RoomInfo":
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self.slot_seed = args["seed_name"]
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if cmd == "Connected":
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slot_data = args["slot_data"]
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orbsanity_option = slot_data["enable_orbsanity"]
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if orbsanity_option == EnableOrbsanity.option_per_level:
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orbsanity_bundle = slot_data["level_orbsanity_bundle_size"]
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elif orbsanity_option == EnableOrbsanity.option_global:
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orbsanity_bundle = slot_data["global_orbsanity_bundle_size"]
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else:
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orbsanity_bundle = 1
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# Connected packet is unaware of starting inventory or if player is returning to an existing game.
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# Set initial_item_count to 0, see below comments for more info.
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if not self.repl.received_initial_items and self.repl.initial_item_count < 0:
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self.repl.initial_item_count = 0
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create_task_log_exception(
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self.repl.setup_options(orbsanity_option,
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orbsanity_bundle,
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slot_data["fire_canyon_cell_count"],
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slot_data["mountain_pass_cell_count"],
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slot_data["lava_tube_cell_count"],
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slot_data["citizen_orb_trade_amount"],
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slot_data["oracle_orb_trade_amount"],
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slot_data["trap_effect_duration"],
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slot_data["jak_completion_condition"],
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self.auth[:16], # The slot name
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self.slot_seed[:8]))
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# Because Orbsanity and the orb traders in the game are intrinsically linked, we need the server
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# to track our trades at all times to support async play. "Retrieved" will tell us the orbs we lost,
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# while "ReceivedItems" will tell us the orbs we gained. This will give us the correct balance.
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if orbsanity_option in [EnableOrbsanity.option_per_level, EnableOrbsanity.option_global]:
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async def get_orb_balance():
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await self.send_msgs([{"cmd": "Get", "keys": [f"jakanddaxter_{self.auth}_orbs_paid"]}])
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create_task_log_exception(get_orb_balance())
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# Tell the server if Deathlink is enabled or disabled in the in-game options.
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# This allows us to "remember" the user's choice.
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self.on_deathlink_toggle()
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if cmd == "Retrieved":
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if f"jakanddaxter_{self.auth}_orbs_paid" in args["keys"]:
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orbs_traded = args["keys"][f"jakanddaxter_{self.auth}_orbs_paid"]
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orbs_traded = orbs_traded if orbs_traded is not None else 0
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create_task_log_exception(self.repl.subtract_traded_orbs(orbs_traded))
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if cmd == "ReceivedItems":
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# If you have a starting inventory or are returning to a game where you have items, a ReceivedItems will be
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# in the same network packet as Connected. This guarantees it is the first of any ReceivedItems we process.
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# In this case, we should set the initial_item_count to > 0, even if already set to 0 by Connected, as well
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# as the received_initial_items flag. Finally, use send_connection_status to tell the player to wait while
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# we process the initial items. However, we will skip all this if there was no initial ReceivedItems and
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# the REPL indicates it already handled any initial items (0 or otherwise).
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if not self.repl.received_initial_items and not self.repl.processed_initial_items:
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self.repl.received_initial_items = True
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self.repl.initial_item_count = len(args["items"])
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create_task_log_exception(self.repl.send_connection_status("wait"))
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# This enumeration should run on every ReceivedItems packet,
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# regardless of it being on initial connection or midway through a game.
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for index, item in enumerate(args["items"], start=args["index"]):
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logger.debug(f"index: {str(index)}, item: {str(item)}")
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self.repl.item_inbox[index] = item
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async def json_to_game_text(self, args: dict):
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if "type" in args and args["type"] in {"ItemSend"}:
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my_item_name: str | None = None
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my_item_finder: str | None = None
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their_item_name: str | None = None
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their_item_owner: str | None = None
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item = args["item"]
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recipient = args["receiving"]
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# Receiving an item from the server.
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if self.slot_concerns_self(recipient):
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my_item_name = self.item_names.lookup_in_game(item.item)
|
|
|
|
# Did we find it, or did someone else?
|
|
if self.slot_concerns_self(item.player):
|
|
my_item_finder = "MYSELF"
|
|
else:
|
|
my_item_finder = self.player_names[item.player]
|
|
|
|
# Sending an item to the server.
|
|
if self.slot_concerns_self(item.player):
|
|
their_item_name = self.item_names.lookup_in_slot(item.item, recipient)
|
|
|
|
# Does it belong to us, or to someone else?
|
|
if self.slot_concerns_self(recipient):
|
|
their_item_owner = "MYSELF"
|
|
else:
|
|
their_item_owner = self.player_names[recipient]
|
|
|
|
# Write to game display.
|
|
self.repl.queue_game_text(my_item_name, my_item_finder, their_item_name, their_item_owner)
|
|
|
|
# Even though N items come in as 1 ReceivedItems packet, there are still N PrintJson packets to process,
|
|
# and they all arrive before the ReceivedItems packet does. Defer processing of these packets as
|
|
# async tasks to speed up large releases of items.
|
|
def on_print_json(self, args: dict) -> None:
|
|
create_task_log_exception(self.json_to_game_text(args))
|
|
super(JakAndDaxterContext, self).on_print_json(args)
|
|
|
|
# We need to do a little more than just use CommonClient's on_deathlink.
|
|
def on_deathlink(self, data: dict):
|
|
if self.memr.deathlink_enabled:
|
|
self.repl.received_deathlink = True
|
|
super().on_deathlink(data)
|
|
|
|
# We don't need an ap_inform function because check_locations solves that need.
|
|
def on_location_check(self, location_ids: list[int]):
|
|
create_task_log_exception(self.check_locations(location_ids))
|
|
|
|
# CommonClient has no finished_game function, so we will have to craft our own. TODO - Update if that changes.
|
|
async def ap_inform_finished_game(self):
|
|
if not self.finished_game and self.memr.finished_game:
|
|
message = [{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}]
|
|
await self.send_msgs(message)
|
|
self.finished_game = True
|
|
|
|
def on_finish_check(self):
|
|
create_task_log_exception(self.ap_inform_finished_game())
|
|
|
|
# We need to do a little more than just use CommonClient's send_death.
|
|
async def ap_inform_deathlink(self):
|
|
if self.memr.deathlink_enabled:
|
|
player = self.player_names[self.slot] if self.slot is not None else "Jak"
|
|
death_text = self.memr.cause_of_death.replace("Jak", player)
|
|
await self.send_death(death_text)
|
|
self.on_log_warn(logger, death_text)
|
|
|
|
# Reset all flags, but leave the death count alone.
|
|
self.memr.send_deathlink = False
|
|
self.memr.cause_of_death = ""
|
|
|
|
def on_deathlink_check(self):
|
|
create_task_log_exception(self.ap_inform_deathlink())
|
|
|
|
# We don't need an ap_inform function because update_death_link solves that need.
|
|
def on_deathlink_toggle(self):
|
|
create_task_log_exception(self.update_death_link(self.memr.deathlink_enabled))
|
|
|
|
# Orb trades are situations unique to Jak, so we have to craft our own function.
|
|
async def ap_inform_orb_trade(self, orbs_changed: int):
|
|
if self.memr.orbsanity_enabled:
|
|
await self.send_msgs([{"cmd": "Set",
|
|
"key": f"jakanddaxter_{self.auth}_orbs_paid",
|
|
"default": 0,
|
|
"want_reply": False,
|
|
"operations": [{"operation": "add", "value": orbs_changed}]
|
|
}])
|
|
|
|
def on_orb_trade(self, orbs_changed: int):
|
|
create_task_log_exception(self.ap_inform_orb_trade(orbs_changed))
|
|
|
|
def _markup_panels(self, msg: str, c: str = None):
|
|
color = self.jsontotextparser.color_codes[c] if c else None
|
|
message = f"[color={color}]{msg}[/color]" if c else msg
|
|
|
|
self.ui.log_panels["Archipelago"].on_message_markup(message)
|
|
self.ui.log_panels["All"].on_message_markup(message)
|
|
|
|
def on_log_error(self, lg: Logger, message: str):
|
|
lg.error(message)
|
|
if self.ui:
|
|
self._markup_panels(message, "red")
|
|
|
|
def on_log_warn(self, lg: Logger, message: str):
|
|
lg.warning(message)
|
|
if self.ui:
|
|
self._markup_panels(message, "orange")
|
|
|
|
def on_log_success(self, lg: Logger, message: str):
|
|
lg.info(message)
|
|
if self.ui:
|
|
self._markup_panels(message, "green")
|
|
|
|
def on_log_info(self, lg: Logger, message: str):
|
|
lg.info(message)
|
|
if self.ui:
|
|
self._markup_panels(message)
|
|
|
|
async def run_repl_loop(self):
|
|
while True:
|
|
await self.repl.main_tick()
|
|
await asyncio.sleep(0.1)
|
|
|
|
async def run_memr_loop(self):
|
|
while True:
|
|
await self.memr.main_tick()
|
|
await asyncio.sleep(0.1)
|
|
|
|
|
|
def find_root_directory(ctx: JakAndDaxterContext):
|
|
|
|
# The path to this file is platform-dependent.
|
|
if Utils.is_windows:
|
|
appdata = os.getenv("APPDATA")
|
|
settings_path = os.path.normpath(f"{appdata}/OpenGOAL-Launcher/settings.json")
|
|
elif Utils.is_linux:
|
|
home = os.path.expanduser("~")
|
|
settings_path = os.path.normpath(f"{home}/.config/OpenGOAL-Launcher/settings.json")
|
|
elif Utils.is_macos:
|
|
home = os.path.expanduser("~")
|
|
settings_path = os.path.normpath(f"{home}/Library/Application Support/OpenGOAL-Launcher/settings.json")
|
|
else:
|
|
ctx.on_log_error(logger, f"Unknown operating system: {sys.platform}!")
|
|
return
|
|
|
|
# Boilerplate messages that all error messages in this function should have.
|
|
err_title = "Unable to locate the ArchipelaGOAL install directory"
|
|
alt_instructions = (f"Please verify that OpenGOAL and ArchipelaGOAL are installed properly. "
|
|
f"If the problem persists, follow these steps:\n"
|
|
f" Run the OpenGOAL Launcher, click Jak and Daxter > Features > Mods > ArchipelaGOAL.\n"
|
|
f" Then click Advanced > Open Game Data Folder.\n"
|
|
f" Go up one folder, then copy this path.\n"
|
|
f" Run the Archipelago Launcher, click Open host.yaml.\n"
|
|
f" Set the value of 'jakanddaxter_options > root_directory' to this path.\n"
|
|
f" Replace all backslashes in the path with forward slashes.\n"
|
|
f" Set the value of 'jakanddaxter_options > auto_detect_root_directory' to false, "
|
|
f"then save and close the host.yaml file.\n"
|
|
f" Close all launchers, games, clients, and console windows, then restart Archipelago.")
|
|
|
|
if not os.path.exists(settings_path):
|
|
msg = (f"{err_title}: the OpenGOAL settings file does not exist.\n"
|
|
f"{alt_instructions}")
|
|
ctx.on_log_error(logger, msg)
|
|
return
|
|
|
|
with open(settings_path, "r") as f:
|
|
load = json.load(f)
|
|
|
|
jak1_installed = load["games"]["Jak 1"]["isInstalled"]
|
|
if not jak1_installed:
|
|
msg = (f"{err_title}: The OpenGOAL Launcher is missing a normal install of Jak 1!\n"
|
|
f"{alt_instructions}")
|
|
ctx.on_log_error(logger, msg)
|
|
return
|
|
|
|
mod_sources = load["games"]["Jak 1"]["modsInstalledVersion"]
|
|
if mod_sources is None:
|
|
msg = (f"{err_title}: No mod sources have been configured in the OpenGOAL Launcher!\n"
|
|
f"{alt_instructions}")
|
|
ctx.on_log_error(logger, msg)
|
|
return
|
|
|
|
# Mods can come from multiple user-defined sources.
|
|
# Make no assumptions about where ArchipelaGOAL comes from, we should find it ourselves.
|
|
archipelagoal_source = None
|
|
for src in mod_sources:
|
|
for mod in mod_sources[src].keys():
|
|
if mod == "archipelagoal":
|
|
archipelagoal_source = src
|
|
# Using this file, we could verify the right version is installed, but we don't need to.
|
|
if archipelagoal_source is None:
|
|
msg = (f"{err_title}: The ArchipelaGOAL mod is not installed in the OpenGOAL Launcher!\n"
|
|
f"{alt_instructions}")
|
|
ctx.on_log_error(logger, msg)
|
|
return
|
|
|
|
# This is just the base OpenGOAL directory, we need to go deeper.
|
|
base_path = load["installationDir"]
|
|
mod_relative_path = f"features/jak1/mods/{archipelagoal_source}/archipelagoal"
|
|
mod_path = os.path.normpath(
|
|
os.path.join(
|
|
os.path.normpath(base_path),
|
|
os.path.normpath(mod_relative_path)))
|
|
|
|
return mod_path
|
|
|
|
|
|
async def run_game(ctx: JakAndDaxterContext):
|
|
|
|
# These may already be running. If they are not running, try to start them.
|
|
# TODO - Support other OS's. 1: Pymem is Windows-only. 2: on Linux, there's no ".exe."
|
|
gk_running = False
|
|
try:
|
|
pymem.Pymem("gk.exe") # The GOAL Kernel
|
|
gk_running = True
|
|
except ProcessNotFound:
|
|
ctx.on_log_warn(logger, "Game not running, attempting to start.")
|
|
|
|
goalc_running = False
|
|
try:
|
|
pymem.Pymem("goalc.exe") # The GOAL Compiler and REPL
|
|
goalc_running = True
|
|
except ProcessNotFound:
|
|
ctx.on_log_warn(logger, "Compiler not running, attempting to start.")
|
|
|
|
try:
|
|
auto_detect_root_directory = JakAndDaxterWorld.settings.auto_detect_root_directory
|
|
if auto_detect_root_directory:
|
|
root_path = find_root_directory(ctx)
|
|
else:
|
|
root_path = JakAndDaxterWorld.settings.root_directory
|
|
|
|
# Always trust your instincts... the user may not have entered their root_directory properly.
|
|
# We don't have to do this check if the root directory was auto-detected.
|
|
if "/" not in root_path:
|
|
msg = (f"The ArchipelaGOAL root directory contains no path. (Are you missing forward slashes?)\n"
|
|
f"Please check your host.yaml file.\n"
|
|
f"Verify the value of 'jakanddaxter_options > root_directory' is a valid existing path, "
|
|
f"and all backslashes have been replaced with forward slashes.")
|
|
ctx.on_log_error(logger, msg)
|
|
return
|
|
|
|
# Start by checking the existence of the root directory provided in the host.yaml file (or found automatically).
|
|
root_path = os.path.normpath(root_path)
|
|
if not os.path.exists(root_path):
|
|
msg = (f"The ArchipelaGOAL root directory does not exist, unable to locate the Game and Compiler.\n"
|
|
f"Please check your host.yaml file.\n"
|
|
f"If the value of 'jakanddaxter_options > auto_detect_root_directory' is true, verify that OpenGOAL "
|
|
f"is installed properly.\n"
|
|
f"If it is false, check the value of 'jakanddaxter_options > root_directory'. "
|
|
f"Verify it is a valid existing path, and all backslashes have been replaced with forward slashes.")
|
|
ctx.on_log_error(logger, msg)
|
|
return
|
|
|
|
# Now double-check the existence of the two executables we need.
|
|
gk_path = os.path.join(root_path, "gk.exe")
|
|
goalc_path = os.path.join(root_path, "goalc.exe")
|
|
if not os.path.exists(gk_path) or not os.path.exists(goalc_path):
|
|
msg = (f"The Game and Compiler could not be found in the ArchipelaGOAL root directory.\n"
|
|
f"Please check your host.yaml file.\n"
|
|
f"If the value of 'jakanddaxter_options > auto_detect_root_directory' is true, verify that OpenGOAL "
|
|
f"is installed properly.\n"
|
|
f"If it is false, check the value of 'jakanddaxter_options > root_directory'. "
|
|
f"Verify it is a valid existing path, and all backslashes have been replaced with forward slashes.")
|
|
ctx.on_log_error(logger, msg)
|
|
return
|
|
|
|
# Now we can FINALLY attempt to start the programs.
|
|
if not gk_running:
|
|
# Per-mod saves and settings are stored outside the ArchipelaGOAL root folder, so we have to traverse
|
|
# a relative path, normalize it, and pass it in as an argument to gk. This folder will be created if
|
|
# it does not exist.
|
|
config_relative_path = "../_settings/archipelagoal"
|
|
config_path = os.path.normpath(
|
|
os.path.join(
|
|
root_path,
|
|
os.path.normpath(config_relative_path)))
|
|
|
|
# The game freezes if text is inadvertently selected in the stdout/stderr data streams. Let's pipe those
|
|
# streams to a file, and let's not clutter the screen with another console window.
|
|
timestamp = datetime.now().strftime("%Y_%m_%d_%H_%M_%S")
|
|
log_path = os.path.join(Utils.user_path("logs"), f"JakAndDaxterGame_{timestamp}.txt")
|
|
log_path = os.path.normpath(log_path)
|
|
with open(log_path, "w") as log_file:
|
|
gk_process = subprocess.Popen(
|
|
[gk_path, "--game", "jak1",
|
|
"--config-path", config_path,
|
|
"--", "-v", "-boot", "-fakeiso", "-debug"],
|
|
stdout=log_file,
|
|
stderr=log_file,
|
|
creationflags=subprocess.CREATE_NO_WINDOW)
|
|
|
|
if not goalc_running:
|
|
# For the OpenGOAL Compiler, the existence of the "data" subfolder indicates you are running it from
|
|
# a built package. This subfolder is treated as its proj_path.
|
|
proj_path = os.path.join(root_path, "data")
|
|
if os.path.exists(proj_path):
|
|
|
|
# Look for "iso_data" path to automate away an oft-forgotten manual step of mod updates.
|
|
# All relative paths should start from root_path and end with "jak1".
|
|
goalc_args = []
|
|
possible_relative_paths = {
|
|
"../../../../../active/jak1/data/iso_data/jak1",
|
|
"./data/iso_data/jak1",
|
|
}
|
|
|
|
for iso_relative_path in possible_relative_paths:
|
|
iso_path = os.path.normpath(
|
|
os.path.join(
|
|
root_path,
|
|
os.path.normpath(iso_relative_path)))
|
|
|
|
if os.path.exists(iso_path):
|
|
goalc_args = [goalc_path, "--game", "jak1", "--proj-path", proj_path, "--iso-path", iso_path]
|
|
logger.debug(f"iso_data folder found: {iso_path}")
|
|
break
|
|
else:
|
|
logger.debug(f"iso_data folder not found, continuing: {iso_path}")
|
|
|
|
if not goalc_args:
|
|
msg = (f"The iso_data folder could not be found.\n"
|
|
f"Please follow these steps:\n"
|
|
f" Run the OpenGOAL Launcher, click Jak and Daxter > Advanced > Open Game Data Folder.\n"
|
|
f" Copy the iso_data folder from this location.\n"
|
|
f" Click Jak and Daxter > Features > Mods > ArchipelaGOAL > Advanced > "
|
|
f"Open Game Data Folder.\n"
|
|
f" Paste the iso_data folder in this location.\n"
|
|
f" Click Advanced > Compile. When this is done, click Continue.\n"
|
|
f" Close all launchers, games, clients, and console windows, then restart Archipelago.\n"
|
|
f"(See Setup Guide for more details.)")
|
|
ctx.on_log_error(logger, msg)
|
|
return
|
|
|
|
# The non-existence of the "data" subfolder indicates you are running it from source, as a developer.
|
|
# The compiler will traverse upward to find the project path on its own. It will also assume your
|
|
# "iso_data" folder is at the root of your repository. Therefore, we don't need any of those arguments.
|
|
else:
|
|
goalc_args = [goalc_path, "--game", "jak1"]
|
|
|
|
# This needs to be a new console. The REPL console cannot share a window with any other process.
|
|
goalc_process = subprocess.Popen(goalc_args, creationflags=subprocess.CREATE_NEW_CONSOLE)
|
|
|
|
except AttributeError as e:
|
|
if " " in e.args[0]:
|
|
# YAML keys in Host.yaml ought to contain no spaces, which means this is a much more important error.
|
|
ctx.on_log_error(logger, e.args[0])
|
|
else:
|
|
ctx.on_log_error(logger,
|
|
f"Host.yaml does not contain {e.args[0]}, unable to locate game executables.")
|
|
return
|
|
except FileNotFoundError as e:
|
|
msg = (f"The following path could not be found: {e.filename}\n"
|
|
f"Please check your host.yaml file.\n"
|
|
f"If the value of 'jakanddaxter_options > auto_detect_root_directory' is true, verify that OpenGOAL "
|
|
f"is installed properly.\n"
|
|
f"If it is false, check the value of 'jakanddaxter_options > root_directory'."
|
|
f"Verify it is a valid existing path, and all backslashes have been replaced with forward slashes.")
|
|
ctx.on_log_error(logger, msg)
|
|
return
|
|
|
|
# Auto connect the repl and memr agents. Sleep 5 because goalc takes just a little bit of time to load,
|
|
# and it's not something we can await.
|
|
ctx.on_log_info(logger, "This may take a bit... Wait for the game's title sequence before continuing!")
|
|
await asyncio.sleep(5)
|
|
ctx.repl.initiated_connect = True
|
|
ctx.memr.initiated_connect = True
|
|
|
|
|
|
async def main():
|
|
Utils.init_logging("JakAndDaxterClient", exception_logger="Client")
|
|
|
|
ctx = JakAndDaxterContext(None, None)
|
|
ctx.server_task = asyncio.create_task(server_loop(ctx), name="server loop")
|
|
ctx.repl_task = create_task_log_exception(ctx.run_repl_loop())
|
|
ctx.memr_task = create_task_log_exception(ctx.run_memr_loop())
|
|
|
|
if gui_enabled:
|
|
ctx.run_gui()
|
|
ctx.run_cli()
|
|
|
|
# Find and run the game (gk) and compiler/repl (goalc).
|
|
create_task_log_exception(run_game(ctx))
|
|
await ctx.exit_event.wait()
|
|
await ctx.shutdown()
|
|
|
|
|
|
def launch():
|
|
# use colorama to display colored text highlighting
|
|
colorama.just_fix_windows_console()
|
|
asyncio.run(main())
|
|
colorama.deinit()
|