393 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			393 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# Based (read: copied almost wholesale and edited) off the FF1 Client.
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import asyncio
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import copy
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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 time
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import typing
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from asyncio import StreamReader, StreamWriter
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from typing import List
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import Utils
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from Utils import async_start
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from CommonClient import CommonContext, server_loop, gui_enabled, console_loop, ClientCommandProcessor, logger, \
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    get_base_parser
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from worlds.tloz.Items import item_game_ids
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from worlds.tloz.Locations import location_ids
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from worlds.tloz import Items, Locations, Rom
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SYSTEM_MESSAGE_ID = 0
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CONNECTION_TIMING_OUT_STATUS = "Connection timing out. Please restart your emulator, then restart connector_tloz.lua"
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CONNECTION_REFUSED_STATUS = "Connection Refused. Please start your emulator and make sure connector_tloz.lua is running"
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CONNECTION_RESET_STATUS = "Connection was reset. Please restart your emulator, then restart connector_tloz.lua"
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CONNECTION_TENTATIVE_STATUS = "Initial Connection Made"
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CONNECTION_CONNECTED_STATUS = "Connected"
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CONNECTION_INITIAL_STATUS = "Connection has not been initiated"
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DISPLAY_MSGS = True
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item_ids = item_game_ids
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location_ids = location_ids
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items_by_id = {id: item for item, id in item_ids.items()}
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locations_by_id = {id: location for location, id in location_ids.items()}
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class ZeldaCommandProcessor(ClientCommandProcessor):
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    def _cmd_nes(self):
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        """Check NES Connection State"""
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        if isinstance(self.ctx, ZeldaContext):
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            logger.info(f"NES Status: {self.ctx.nes_status}")
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    def _cmd_toggle_msgs(self):
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        """Toggle displaying messages in EmuHawk"""
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        global DISPLAY_MSGS
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        DISPLAY_MSGS = not DISPLAY_MSGS
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        logger.info(f"Messages are now {'enabled' if DISPLAY_MSGS else 'disabled'}")
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class ZeldaContext(CommonContext):
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    command_processor = ZeldaCommandProcessor
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    items_handling = 0b101  # get sent remote and starting items
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    # Infinite Hyrule compatibility
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    overworld_item = 0x5F
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    armos_item = 0x24
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    def __init__(self, server_address, password):
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        super().__init__(server_address, password)
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        self.bonus_items = []
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        self.nes_streams: (StreamReader, StreamWriter) = None
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        self.nes_sync_task = None
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        self.messages = {}
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        self.locations_array = None
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        self.nes_status = CONNECTION_INITIAL_STATUS
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        self.game = 'The Legend of Zelda'
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        self.awaiting_rom = False
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        self.shop_slots_left = 0
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        self.shop_slots_middle = 0
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        self.shop_slots_right = 0
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        self.shop_slots = [self.shop_slots_left, self.shop_slots_middle, self.shop_slots_right]
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        self.slot_data = dict()
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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(ZeldaContext, self).server_auth(password_requested)
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        if not self.auth:
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            self.awaiting_rom = True
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            logger.info('Awaiting connection to NES to get Player information')
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            return
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        await self.send_connect()
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    def _set_message(self, msg: str, msg_id: int):
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        if DISPLAY_MSGS:
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            self.messages[(time.time(), msg_id)] = msg
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    def on_package(self, cmd: str, args: dict):
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        if cmd == 'Connected':
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            self.slot_data = args.get("slot_data", {})
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            asyncio.create_task(parse_locations(self.locations_array, self, True))
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        elif cmd == 'Print':
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            msg = args['text']
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            if ': !' not in msg:
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                self._set_message(msg, SYSTEM_MESSAGE_ID)
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    def on_print_json(self, args: dict):
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        if self.ui:
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            self.ui.print_json(copy.deepcopy(args["data"]))
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        else:
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            text = self.jsontotextparser(copy.deepcopy(args["data"]))
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            logger.info(text)
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        relevant = args.get("type", None) in {"Hint", "ItemSend"}
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        if relevant:
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            item = args["item"]
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            # goes to this world
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            if self.slot_concerns_self(args["receiving"]):
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                relevant = True
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            # found in this world
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            elif self.slot_concerns_self(item.player):
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                relevant = True
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            # not related
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            else:
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                relevant = False
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            if relevant:
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                item = args["item"]
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                msg = self.raw_text_parser(copy.deepcopy(args["data"]))
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                self._set_message(msg, item.item)
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    def run_gui(self):
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        from kvui import GameManager
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        class ZeldaManager(GameManager):
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            logging_pairs = [
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                ("Client", "Archipelago")
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            ]
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            base_title = "Archipelago Zelda 1 Client"
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        self.ui = ZeldaManager(self)
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        self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
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def get_payload(ctx: ZeldaContext):
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    current_time = time.time()
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    bonus_items = [item for item in ctx.bonus_items]
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    return json.dumps(
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        {
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            "items": [item.item for item in ctx.items_received],
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            "messages": {f'{key[0]}:{key[1]}': value for key, value in ctx.messages.items()
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                         if key[0] > current_time - 10},
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            "shops": {
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                "left": ctx.shop_slots_left,
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                "middle": ctx.shop_slots_middle,
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                "right": ctx.shop_slots_right
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            },
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            "bonusItems": bonus_items
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        }
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    )
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def reconcile_shops(ctx: ZeldaContext):
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    checked_location_names = [ctx.location_names.lookup_in_game(location) for location in ctx.checked_locations]
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    shops = [location for location in checked_location_names if "Shop" in location]
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    left_slots = [shop for shop in shops if "Left" in shop]
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    middle_slots = [shop for shop in shops if "Middle" in shop]
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    right_slots = [shop for shop in shops if "Right" in shop]
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    for shop in left_slots:
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        ctx.shop_slots_left |= get_shop_bit_from_name(shop)
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    for shop in middle_slots:
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        ctx.shop_slots_middle |= get_shop_bit_from_name(shop)
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    for shop in right_slots:
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        ctx.shop_slots_right |= get_shop_bit_from_name(shop)
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def get_shop_bit_from_name(location_name):
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    if "Potion" in location_name:
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        return Rom.potion_shop
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    elif "Arrow" in location_name:
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        return Rom.arrow_shop
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    elif "Shield" in location_name:
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        return Rom.shield_shop
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    elif "Ring" in location_name:
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        return Rom.ring_shop
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    elif "Candle" in location_name:
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        return Rom.candle_shop
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    elif "Take" in location_name:
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        return Rom.take_any
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    return 0  # this should never be hit
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async def parse_locations(locations_array, ctx: ZeldaContext, force: bool, zone="None"):
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    if locations_array == ctx.locations_array and not force:
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        return
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    else:
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        # print("New values")
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        ctx.locations_array = locations_array
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        locations_checked = []
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        location = None
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        for location in ctx.missing_locations:
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            location_name = ctx.location_names.lookup_in_game(location)
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            if location_name in Locations.overworld_locations and zone == "overworld":
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                status = locations_array[Locations.major_location_offsets[location_name]]
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                if location_name == "Ocean Heart Container":
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                    status = locations_array[ctx.overworld_item]
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                if location_name == "Armos Knights":
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                    status = locations_array[ctx.armos_item]
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                if status & 0x10:
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                    ctx.locations_checked.add(location)
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                    locations_checked.append(location)
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            elif location_name in Locations.underworld1_locations and zone == "underworld1":
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                status = locations_array[Locations.floor_location_game_offsets_early[location_name]]
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                if status & 0x10:
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                    ctx.locations_checked.add(location)
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                    locations_checked.append(location)
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            elif location_name in Locations.underworld2_locations and zone == "underworld2":
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                status = locations_array[Locations.floor_location_game_offsets_late[location_name]]
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                if status & 0x10:
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                    ctx.locations_checked.add(location)
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                    locations_checked.append(location)
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            elif (location_name in Locations.shop_locations or "Take" in location_name) and zone == "caves":
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                shop_bit = get_shop_bit_from_name(location_name)
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                slot = 0
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                context_slot = 0
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                if "Left" in location_name:
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                    slot = "slot1"
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                    context_slot = 0
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                elif "Middle" in location_name:
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                    slot = "slot2"
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                    context_slot = 1
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                elif "Right" in location_name:
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                    slot = "slot3"
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                    context_slot = 2
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                if locations_array[slot] & shop_bit > 0:
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                    locations_checked.append(location)
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                    ctx.shop_slots[context_slot] |= shop_bit
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                if locations_array["takeAnys"] and locations_array["takeAnys"] >= 4:
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                    if "Take Any" in location_name:
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                        short_name = None
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                        if "Left" in location_name:
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                            short_name = "TakeAnyLeft"
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                        elif "Middle" in location_name:
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                            short_name = "TakeAnyMiddle"
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                        elif "Right" in location_name:
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                            short_name = "TakeAnyRight"
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                        if short_name is not None:
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                            item_code = ctx.slot_data[short_name]
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                            if item_code > 0:
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                                ctx.bonus_items.append(item_code)
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                            locations_checked.append(location)
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        if locations_checked:
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            await ctx.send_msgs([
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                {"cmd": "LocationChecks",
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                 "locations": locations_checked}
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            ])
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async def nes_sync_task(ctx: ZeldaContext):
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    logger.info("Starting nes connector. Use /nes for status information")
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    while not ctx.exit_event.is_set():
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        error_status = None
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        if ctx.nes_streams:
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            (reader, writer) = ctx.nes_streams
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            msg = get_payload(ctx).encode()
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            writer.write(msg)
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            writer.write(b'\n')
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            try:
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                await asyncio.wait_for(writer.drain(), timeout=1.5)
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                try:
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                    # Data will return a dict with up to two fields:
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                    # 1. A keepalive response of the Players Name (always)
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                    # 2. An array representing the memory values of the locations area (if in game)
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                    data = await asyncio.wait_for(reader.readline(), timeout=5)
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                    data_decoded = json.loads(data.decode())
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                    if data_decoded["overworldHC"] is not None:
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                        ctx.overworld_item = data_decoded["overworldHC"]
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                    if data_decoded["overworldPB"] is not None:
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                        ctx.armos_item = data_decoded["overworldPB"]
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                    if data_decoded['gameMode'] == 19 and ctx.finished_game == False:
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                        await ctx.send_msgs([
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                            {"cmd": "StatusUpdate",
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                             "status": 30}
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                        ])
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                        ctx.finished_game = True
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                    if ctx.game is not None and 'overworld' in data_decoded:
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                        # Not just a keep alive ping, parse
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                        asyncio.create_task(parse_locations(data_decoded['overworld'], ctx, False, "overworld"))
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                    if ctx.game is not None and 'underworld1' in data_decoded:
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                        asyncio.create_task(parse_locations(data_decoded['underworld1'], ctx, False, "underworld1"))
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                    if ctx.game is not None and 'underworld2' in data_decoded:
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                        asyncio.create_task(parse_locations(data_decoded['underworld2'], ctx, False, "underworld2"))
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                    if ctx.game is not None and 'caves' in data_decoded:
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                        asyncio.create_task(parse_locations(data_decoded['caves'], ctx, False, "caves"))
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                    if not ctx.auth:
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                        ctx.auth = ''.join([chr(i) for i in data_decoded['playerName'] if i != 0])
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                        if ctx.auth == '':
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                            logger.info("Invalid ROM detected. No player name built into the ROM. Please regenerate"
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                                        "the ROM using the same link but adding your slot name")
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                        if ctx.awaiting_rom:
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                            await ctx.server_auth(False)
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                    reconcile_shops(ctx)
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                except asyncio.TimeoutError:
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                    logger.debug("Read Timed Out, Reconnecting")
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                    error_status = CONNECTION_TIMING_OUT_STATUS
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                    writer.close()
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                    ctx.nes_streams = None
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                except ConnectionResetError as e:
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                    logger.debug("Read failed due to Connection Lost, Reconnecting")
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                    error_status = CONNECTION_RESET_STATUS
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                    writer.close()
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                    ctx.nes_streams = None
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            except TimeoutError:
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                logger.debug("Connection Timed Out, Reconnecting")
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                error_status = CONNECTION_TIMING_OUT_STATUS
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                writer.close()
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                ctx.nes_streams = None
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            except ConnectionResetError:
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                logger.debug("Connection Lost, Reconnecting")
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                error_status = CONNECTION_RESET_STATUS
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                writer.close()
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                ctx.nes_streams = None
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            if ctx.nes_status == CONNECTION_TENTATIVE_STATUS:
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                if not error_status:
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                    logger.info("Successfully Connected to NES")
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                    ctx.nes_status = CONNECTION_CONNECTED_STATUS
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                else:
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                    ctx.nes_status = f"Was tentatively connected but error occured: {error_status}"
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            elif error_status:
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                ctx.nes_status = error_status
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                logger.info("Lost connection to nes and attempting to reconnect. Use /nes for status updates")
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        else:
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            try:
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                logger.debug("Attempting to connect to NES")
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                ctx.nes_streams = await asyncio.wait_for(asyncio.open_connection("localhost", 52980), timeout=10)
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                ctx.nes_status = CONNECTION_TENTATIVE_STATUS
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            except TimeoutError:
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                logger.debug("Connection Timed Out, Trying Again")
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                ctx.nes_status = CONNECTION_TIMING_OUT_STATUS
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                continue
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            except ConnectionRefusedError:
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                logger.debug("Connection Refused, Trying Again")
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                ctx.nes_status = CONNECTION_REFUSED_STATUS
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                continue
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if __name__ == '__main__':
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    # Text Mode to use !hint and such with games that have no text entry
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    Utils.init_logging("ZeldaClient")
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    options = Utils.get_options()
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    DISPLAY_MSGS = options["tloz_options"]["display_msgs"]
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    async def run_game(romfile: str) -> None:
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        auto_start = typing.cast(typing.Union[bool, str],
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                                 Utils.get_options()["tloz_options"].get("rom_start", True))
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        if auto_start is True:
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            import webbrowser
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            webbrowser.open(romfile)
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        elif isinstance(auto_start, str) and os.path.isfile(auto_start):
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            subprocess.Popen([auto_start, romfile],
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                             stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
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    async def main(args):
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        if args.diff_file:
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            import Patch
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            logging.info("Patch file was supplied. Creating nes rom..")
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            meta, romfile = Patch.create_rom_file(args.diff_file)
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            if "server" in meta:
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                args.connect = meta["server"]
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            logging.info(f"Wrote rom file to {romfile}")
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            async_start(run_game(romfile))
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        ctx = ZeldaContext(args.connect, args.password)
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        ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
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        if gui_enabled:
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            ctx.run_gui()
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        ctx.run_cli()
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        ctx.nes_sync_task = asyncio.create_task(nes_sync_task(ctx), name="NES Sync")
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        await ctx.exit_event.wait()
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        ctx.server_address = None
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        await ctx.shutdown()
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        if ctx.nes_sync_task:
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            await ctx.nes_sync_task
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    import colorama
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    parser = get_base_parser()
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    parser.add_argument('diff_file', default="", type=str, nargs="?",
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                        help='Path to a Archipelago Binary Patch file')
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    args = parser.parse_args()
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    colorama.init()
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    asyncio.run(main(args))
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    colorama.deinit()
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