mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00

* 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
|
|
import random
|
|
import struct
|
|
from typing import ByteString, Callable
|
|
import json
|
|
import pymem
|
|
from pymem import pattern
|
|
from pymem.exception import ProcessNotFound, ProcessError, MemoryReadError, WinAPIError
|
|
from dataclasses import dataclass
|
|
|
|
from ..locs import (orb_locations as orbs,
|
|
cell_locations as cells,
|
|
scout_locations as flies,
|
|
special_locations as specials,
|
|
orb_cache_locations as caches)
|
|
|
|
|
|
logger = logging.getLogger("MemoryReader")
|
|
|
|
|
|
# Some helpful constants.
|
|
sizeof_uint64 = 8
|
|
sizeof_uint32 = 4
|
|
sizeof_uint8 = 1
|
|
sizeof_float = 4
|
|
|
|
|
|
# *****************************************************************************
|
|
# **** This number must match (-> *ap-info-jak1* version) in ap-struct.gc! ****
|
|
# *****************************************************************************
|
|
expected_memory_version = 5
|
|
|
|
|
|
# IMPORTANT: OpenGOAL memory structures are particular about the alignment, in memory, of member elements according to
|
|
# their size in bits. The address for an N-bit field must be divisible by N. Use this class to define the memory offsets
|
|
# of important values in the struct. It will also do the byte alignment properly for you.
|
|
# See https://opengoal.dev/docs/reference/type_system/#arrays
|
|
@dataclass
|
|
class OffsetFactory:
|
|
current_offset: int = 0
|
|
|
|
def define(self, size: int, length: int = 1) -> int:
|
|
|
|
# If necessary, align current_offset to the current size first.
|
|
bytes_to_alignment = self.current_offset % size
|
|
if bytes_to_alignment != 0:
|
|
self.current_offset += (size - bytes_to_alignment)
|
|
|
|
# Increment current_offset so the next definition can be made.
|
|
offset_to_use = self.current_offset
|
|
self.current_offset += (size * length)
|
|
return offset_to_use
|
|
|
|
|
|
# Start defining important memory address offsets here. They must be in the same order, have the same sizes, and have
|
|
# the same lengths, as defined in `ap-info-jak1`.
|
|
offsets = OffsetFactory()
|
|
|
|
# Cell, Buzzer, and Special information.
|
|
next_cell_index_offset = offsets.define(sizeof_uint64)
|
|
next_buzzer_index_offset = offsets.define(sizeof_uint64)
|
|
next_special_index_offset = offsets.define(sizeof_uint64)
|
|
|
|
cells_checked_offset = offsets.define(sizeof_uint32, 101)
|
|
buzzers_checked_offset = offsets.define(sizeof_uint32, 112)
|
|
specials_checked_offset = offsets.define(sizeof_uint32, 32)
|
|
|
|
buzzers_received_offset = offsets.define(sizeof_uint8, 16)
|
|
specials_received_offset = offsets.define(sizeof_uint8, 32)
|
|
|
|
# Deathlink information.
|
|
death_count_offset = offsets.define(sizeof_uint32)
|
|
death_cause_offset = offsets.define(sizeof_uint8)
|
|
deathlink_enabled_offset = offsets.define(sizeof_uint8)
|
|
|
|
# Move Rando information.
|
|
next_orb_cache_index_offset = offsets.define(sizeof_uint64)
|
|
orb_caches_checked_offset = offsets.define(sizeof_uint32, 16)
|
|
moves_received_offset = offsets.define(sizeof_uint8, 16)
|
|
moverando_enabled_offset = offsets.define(sizeof_uint8)
|
|
|
|
# Orbsanity information.
|
|
orbsanity_option_offset = offsets.define(sizeof_uint8)
|
|
orbsanity_bundle_offset = offsets.define(sizeof_uint32)
|
|
collected_bundle_offset = offsets.define(sizeof_uint32, 17)
|
|
|
|
# Progression and Completion information.
|
|
fire_canyon_unlock_offset = offsets.define(sizeof_float)
|
|
mountain_pass_unlock_offset = offsets.define(sizeof_float)
|
|
lava_tube_unlock_offset = offsets.define(sizeof_float)
|
|
citizen_orb_amount_offset = offsets.define(sizeof_float)
|
|
oracle_orb_amount_offset = offsets.define(sizeof_float)
|
|
completion_goal_offset = offsets.define(sizeof_uint8)
|
|
completed_offset = offsets.define(sizeof_uint8)
|
|
|
|
# Text to display in the HUD (32 char max per string).
|
|
their_item_name_offset = offsets.define(sizeof_uint8, 32)
|
|
their_item_owner_offset = offsets.define(sizeof_uint8, 32)
|
|
my_item_name_offset = offsets.define(sizeof_uint8, 32)
|
|
my_item_finder_offset = offsets.define(sizeof_uint8, 32)
|
|
|
|
# Version of the memory struct, to cut down on mod/apworld version mismatches.
|
|
memory_version_offset = offsets.define(sizeof_uint32)
|
|
|
|
# Connection status to AP server (not the game!)
|
|
server_connection_offset = offsets.define(sizeof_uint8)
|
|
slot_name_offset = offsets.define(sizeof_uint8, 16)
|
|
slot_seed_offset = offsets.define(sizeof_uint8, 8)
|
|
|
|
# Trap information.
|
|
trap_duration_offset = offsets.define(sizeof_float)
|
|
|
|
# The End.
|
|
end_marker_offset = offsets.define(sizeof_uint8, 4)
|
|
|
|
|
|
# Can't believe this is easier to do in GOAL than Python but that's how it be sometimes.
|
|
def as_float(value: int) -> int:
|
|
return int(struct.unpack('f', value.to_bytes(sizeof_float, "little"))[0])
|
|
|
|
|
|
# "Jak" to be replaced by player name in the Client.
|
|
def autopsy(cause: int) -> str:
|
|
if cause in [1, 2, 3, 4]:
|
|
return random.choice(["Jak said goodnight.",
|
|
"Jak stepped into the light.",
|
|
"Jak gave Daxter his insect collection.",
|
|
"Jak did not follow Step 1."])
|
|
if cause == 5:
|
|
return "Jak fell into an endless pit."
|
|
if cause == 6:
|
|
return "Jak drowned in the spicy water."
|
|
if cause == 7:
|
|
return "Jak tried to tackle a Lurker Shark."
|
|
if cause == 8:
|
|
return "Jak hit 500 degrees."
|
|
if cause == 9:
|
|
return "Jak took a bath in a pool of dark eco."
|
|
if cause == 10:
|
|
return "Jak got bombarded with flaming 30-ton boulders."
|
|
if cause == 11:
|
|
return "Jak hit 800 degrees."
|
|
if cause == 12:
|
|
return "Jak ceased to be."
|
|
if cause == 13:
|
|
return "Jak got eaten by the dark eco plant."
|
|
if cause == 14:
|
|
return "Jak burned up."
|
|
if cause == 15:
|
|
return "Jak hit the ground hard."
|
|
if cause == 16:
|
|
return "Jak crashed the zoomer."
|
|
if cause == 17:
|
|
return "Jak got Flut Flut hurt."
|
|
if cause == 18:
|
|
return "Jak poisoned the whole darn catch."
|
|
if cause == 19:
|
|
return "Jak collided with too many obstacles."
|
|
return "Jak died."
|
|
|
|
|
|
class JakAndDaxterMemoryReader:
|
|
marker: ByteString
|
|
goal_address: int | None = None
|
|
connected: bool = False
|
|
initiated_connect: bool = False
|
|
|
|
# The memory reader just needs the game running.
|
|
gk_process: pymem.process = None
|
|
|
|
location_outbox: list[int] = []
|
|
outbox_index: int = 0
|
|
finished_game: bool = False
|
|
|
|
# Deathlink handling
|
|
deathlink_enabled: bool = False
|
|
send_deathlink: bool = False
|
|
cause_of_death: str = ""
|
|
death_count: int = 0
|
|
|
|
# Orbsanity handling
|
|
orbsanity_enabled: bool = False
|
|
orbs_paid: int = 0
|
|
|
|
# Game-related callbacks (inform the AP server of changes to game state)
|
|
inform_checked_location: Callable
|
|
inform_finished_game: Callable
|
|
inform_died: Callable
|
|
inform_toggled_deathlink: Callable
|
|
inform_traded_orbs: Callable
|
|
|
|
# Logging callbacks
|
|
# These will write to the provided logger, as well as the Client GUI with color markup.
|
|
log_error: Callable # Red
|
|
log_warn: Callable # Orange
|
|
log_success: Callable # Green
|
|
log_info: Callable # White (default)
|
|
|
|
def __init__(self,
|
|
location_check_callback: Callable,
|
|
finish_game_callback: Callable,
|
|
send_deathlink_callback: Callable,
|
|
toggle_deathlink_callback: Callable,
|
|
orb_trade_callback: Callable,
|
|
log_error_callback: Callable,
|
|
log_warn_callback: Callable,
|
|
log_success_callback: Callable,
|
|
log_info_callback: Callable,
|
|
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
|