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