mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 04:01:32 -06:00

SC2 client now relies almost entirely on the map file and server for the locations and just facilitates them, should make it significantly more resilient to objectives being added or removed * SC2: fix client crash on printjson messages with more [ than ] * SC2: move text to queue, that actually clears memory * SC2: Announce which mission is being loaded Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
878 lines
35 KiB
Python
878 lines
35 KiB
Python
from __future__ import annotations
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import asyncio
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import copy
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import ctypes
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import logging
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import multiprocessing
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import os.path
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import re
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import sys
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import typing
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import queue
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from pathlib import Path
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import nest_asyncio
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import sc2
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from sc2.bot_ai import BotAI
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from sc2.data import Race
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from sc2.main import run_game
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from sc2.player import Bot
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from MultiServer import mark_raw
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from Utils import init_logging, is_windows
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from worlds.sc2wol import SC2WoLWorld
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from worlds.sc2wol.Items import lookup_id_to_name, item_table
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from worlds.sc2wol.Locations import SC2WOL_LOC_ID_OFFSET
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from worlds.sc2wol.MissionTables import lookup_id_to_mission
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from worlds.sc2wol.Regions import MissionInfo
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if __name__ == "__main__":
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init_logging("SC2Client", exception_logger="Client")
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logger = logging.getLogger("Client")
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sc2_logger = logging.getLogger("Starcraft2")
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import colorama
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from NetUtils import ClientStatus, RawJSONtoTextParser
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from CommonClient import CommonContext, server_loop, ClientCommandProcessor, gui_enabled, get_base_parser
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nest_asyncio.apply()
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max_bonus: int = 8
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victory_modulo: int = 100
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class StarcraftClientProcessor(ClientCommandProcessor):
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ctx: SC2Context
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def _cmd_difficulty(self, difficulty: str = "") -> bool:
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"""Overrides the current difficulty set for the seed. Takes the argument casual, normal, hard, or brutal"""
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options = difficulty.split()
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num_options = len(options)
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difficulty_choice = options[0].lower()
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if num_options > 0:
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if difficulty_choice == "casual":
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self.ctx.difficulty_override = 0
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elif difficulty_choice == "normal":
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self.ctx.difficulty_override = 1
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elif difficulty_choice == "hard":
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self.ctx.difficulty_override = 2
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elif difficulty_choice == "brutal":
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self.ctx.difficulty_override = 3
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else:
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self.output("Unable to parse difficulty '" + options[0] + "'")
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return False
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self.output("Difficulty set to " + options[0])
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return True
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else:
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self.output("Difficulty needs to be specified in the command.")
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return False
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def _cmd_disable_mission_check(self) -> bool:
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"""Disables the check to see if a mission is available to play. Meant for co-op runs where one player can play
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the next mission in a chain the other player is doing."""
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self.ctx.missions_unlocked = True
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sc2_logger.info("Mission check has been disabled")
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return True
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def _cmd_play(self, mission_id: str = "") -> bool:
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"""Start a Starcraft 2 mission"""
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options = mission_id.split()
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num_options = len(options)
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if num_options > 0:
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mission_number = int(options[0])
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self.ctx.play_mission(mission_number)
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else:
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sc2_logger.info(
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"Mission ID needs to be specified. Use /unfinished or /available to view ids for available missions.")
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return False
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return True
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def _cmd_available(self) -> bool:
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"""Get what missions are currently available to play"""
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request_available_missions(self.ctx)
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return True
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def _cmd_unfinished(self) -> bool:
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"""Get what missions are currently available to play and have not had all locations checked"""
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request_unfinished_missions(self.ctx)
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return True
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@mark_raw
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def _cmd_set_path(self, path: str = '') -> bool:
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"""Manually set the SC2 install directory (if the automatic detection fails)."""
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if path:
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os.environ["SC2PATH"] = path
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check_mod_install()
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return True
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else:
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sc2_logger.warning("When using set_path, you must type the path to your SC2 install directory.")
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return False
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class SC2Context(CommonContext):
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command_processor = StarcraftClientProcessor
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game = "Starcraft 2 Wings of Liberty"
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items_handling = 0b111
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difficulty = -1
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all_in_choice = 0
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mission_req_table: typing.Dict[str, MissionInfo] = {}
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announcements = queue.Queue()
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sc2_run_task: typing.Optional[asyncio.Task] = None
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missions_unlocked: bool = False # allow launching missions ignoring requirements
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current_tooltip = None
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last_loc_list = None
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difficulty_override = -1
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mission_id_to_location_ids: typing.Dict[int, typing.List[int]] = {}
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raw_text_parser: RawJSONtoTextParser
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def __init__(self, *args, **kwargs):
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super(SC2Context, self).__init__(*args, **kwargs)
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self.raw_text_parser = RawJSONtoTextParser(self)
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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(SC2Context, self).server_auth(password_requested)
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await self.get_username()
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await self.send_connect()
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def on_package(self, cmd: str, args: dict):
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if cmd in {"Connected"}:
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self.difficulty = args["slot_data"]["game_difficulty"]
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self.all_in_choice = args["slot_data"]["all_in_map"]
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slot_req_table = args["slot_data"]["mission_req"]
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self.mission_req_table = {
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mission: MissionInfo(**slot_req_table[mission]) for mission in slot_req_table
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}
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self.build_location_to_mission_mapping()
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# Look for and set SC2PATH.
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# check_game_install_path() returns True if and only if it finds + sets SC2PATH.
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if "SC2PATH" not in os.environ and check_game_install_path():
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check_mod_install()
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def on_print_json(self, args: dict):
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if "receiving" in args and self.slot_concerns_self(args["receiving"]):
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relevant = True
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elif "item" in args and self.slot_concerns_self(args["item"].player):
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relevant = True
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else:
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relevant = False
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if relevant:
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self.announcements.put(self.raw_text_parser(copy.deepcopy(args["data"])))
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super(SC2Context, self).on_print_json(args)
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def run_gui(self):
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from kvui import GameManager, HoverBehavior, ServerToolTip
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from kivy.app import App
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from kivy.clock import Clock
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from kivy.uix.tabbedpanel import TabbedPanelItem
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from kivy.uix.gridlayout import GridLayout
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from kivy.lang import Builder
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from kivy.uix.label import Label
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from kivy.uix.button import Button
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from kivy.uix.floatlayout import FloatLayout
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from kivy.properties import StringProperty
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import Utils
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class HoverableButton(HoverBehavior, Button):
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pass
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class MissionButton(HoverableButton):
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tooltip_text = StringProperty("Test")
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ctx: SC2Context
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def __init__(self, *args, **kwargs):
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super(HoverableButton, self).__init__(*args, **kwargs)
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self.layout = FloatLayout()
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self.popuplabel = ServerToolTip(text=self.text)
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self.layout.add_widget(self.popuplabel)
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def on_enter(self):
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self.popuplabel.text = self.tooltip_text
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if self.ctx.current_tooltip:
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App.get_running_app().root.remove_widget(self.ctx.current_tooltip)
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if self.tooltip_text == "":
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self.ctx.current_tooltip = None
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else:
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App.get_running_app().root.add_widget(self.layout)
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self.ctx.current_tooltip = self.layout
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def on_leave(self):
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self.ctx.ui.clear_tooltip()
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@property
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def ctx(self) -> CommonContext:
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return App.get_running_app().ctx
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class MissionLayout(GridLayout):
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pass
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class MissionCategory(GridLayout):
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pass
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class SC2Manager(GameManager):
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logging_pairs = [
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("Client", "Archipelago"),
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("Starcraft2", "Starcraft2"),
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]
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base_title = "Archipelago Starcraft 2 Client"
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mission_panel = None
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last_checked_locations = {}
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mission_id_to_button = {}
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launching: typing.Union[bool, int] = False # if int -> mission ID
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refresh_from_launching = True
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first_check = True
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ctx: SC2Context
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def __init__(self, ctx):
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super().__init__(ctx)
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def clear_tooltip(self):
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if self.ctx.current_tooltip:
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App.get_running_app().root.remove_widget(self.ctx.current_tooltip)
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self.ctx.current_tooltip = None
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def build(self):
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container = super().build()
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panel = TabbedPanelItem(text="Starcraft 2 Launcher")
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self.mission_panel = panel.content = MissionLayout()
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self.tabs.add_widget(panel)
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Clock.schedule_interval(self.build_mission_table, 0.5)
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return container
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def build_mission_table(self, dt):
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if (not self.launching and (not self.last_checked_locations == self.ctx.checked_locations or
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not self.refresh_from_launching)) or self.first_check:
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self.refresh_from_launching = True
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self.mission_panel.clear_widgets()
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if self.ctx.mission_req_table:
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self.last_checked_locations = self.ctx.checked_locations.copy()
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self.first_check = False
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self.mission_id_to_button = {}
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categories = {}
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available_missions, unfinished_missions = calc_unfinished_missions(self.ctx)
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# separate missions into categories
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for mission in self.ctx.mission_req_table:
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if not self.ctx.mission_req_table[mission].category in categories:
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categories[self.ctx.mission_req_table[mission].category] = []
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categories[self.ctx.mission_req_table[mission].category].append(mission)
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for category in categories:
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category_panel = MissionCategory()
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category_panel.add_widget(
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Label(text=category, size_hint_y=None, height=50, outline_width=1))
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# Map is completed
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for mission in categories[category]:
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text = mission
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tooltip = ""
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# Map has uncollected locations
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if mission in unfinished_missions:
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text = f"[color=6495ED]{text}[/color]"
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tooltip = f"Uncollected locations:\n"
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tooltip += "\n".join([self.ctx.location_names[loc] for loc in
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self.ctx.locations_for_mission(mission)
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if loc in self.ctx.missing_locations])
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elif mission in available_missions:
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text = f"[color=FFFFFF]{text}[/color]"
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# Map requirements not met
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else:
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text = f"[color=a9a9a9]{text}[/color]"
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tooltip = f"Requires: "
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if len(self.ctx.mission_req_table[mission].required_world) > 0:
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tooltip += ", ".join(list(self.ctx.mission_req_table)[req_mission - 1] for
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req_mission in
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self.ctx.mission_req_table[mission].required_world)
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if self.ctx.mission_req_table[mission].number > 0:
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tooltip += " and "
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if self.ctx.mission_req_table[mission].number > 0:
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tooltip += f"{self.ctx.mission_req_table[mission].number} missions completed"
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mission_button = MissionButton(text=text, size_hint_y=None, height=50)
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mission_button.tooltip_text = tooltip
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mission_button.bind(on_press=self.mission_callback)
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self.mission_id_to_button[self.ctx.mission_req_table[mission].id] = mission_button
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category_panel.add_widget(mission_button)
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category_panel.add_widget(Label(text=""))
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self.mission_panel.add_widget(category_panel)
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elif self.launching:
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self.refresh_from_launching = False
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self.mission_panel.clear_widgets()
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self.mission_panel.add_widget(Label(text="Launching Mission: " +
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lookup_id_to_mission[self.launching]))
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if self.ctx.ui:
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self.ctx.ui.clear_tooltip()
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def mission_callback(self, button):
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if not self.launching:
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mission_id: int = list(self.mission_id_to_button.values()).index(button)
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self.ctx.play_mission(list(self.mission_id_to_button)
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[mission_id])
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self.launching = mission_id
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Clock.schedule_once(self.finish_launching, 10)
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def finish_launching(self, dt):
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self.launching = False
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self.ui = SC2Manager(self)
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self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
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Builder.load_file(Utils.local_path(os.path.dirname(SC2WoLWorld.__file__), "Starcraft2.kv"))
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async def shutdown(self):
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await super(SC2Context, self).shutdown()
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if self.sc2_run_task:
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self.sc2_run_task.cancel()
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def play_mission(self, mission_id):
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if self.missions_unlocked or \
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is_mission_available(self, mission_id):
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if self.sc2_run_task:
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if not self.sc2_run_task.done():
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sc2_logger.warning("Starcraft 2 Client is still running!")
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self.sc2_run_task.cancel() # doesn't actually close the game, just stops the python task
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if self.slot is None:
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sc2_logger.warning("Launching Mission without Archipelago authentication, "
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"checks will not be registered to server.")
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self.sc2_run_task = asyncio.create_task(starcraft_launch(self, mission_id),
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name="Starcraft 2 Launch")
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else:
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sc2_logger.info(
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f"{lookup_id_to_mission[mission_id]} is not currently unlocked. "
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f"Use /unfinished or /available to see what is available.")
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def build_location_to_mission_mapping(self):
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mission_id_to_location_ids: typing.Dict[int, typing.Set[int]] = {
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mission_info.id: set() for mission_info in self.mission_req_table.values()
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}
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for loc in self.server_locations:
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mission_id, objective = divmod(loc - SC2WOL_LOC_ID_OFFSET, victory_modulo)
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mission_id_to_location_ids[mission_id].add(objective)
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self.mission_id_to_location_ids = {mission_id: sorted(objectives) for mission_id, objectives in
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mission_id_to_location_ids.items()}
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def locations_for_mission(self, mission: str):
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mission_id: int = self.mission_req_table[mission].id
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objectives = self.mission_id_to_location_ids[self.mission_req_table[mission].id]
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for objective in objectives:
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yield SC2WOL_LOC_ID_OFFSET + mission_id * 100 + objective
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async def main():
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multiprocessing.freeze_support()
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parser = get_base_parser()
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parser.add_argument('--name', default=None, help="Slot Name to connect as.")
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args = parser.parse_args()
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ctx = SC2Context(args.connect, args.password)
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ctx.auth = args.name
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if ctx.server_task is None:
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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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await ctx.exit_event.wait()
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await ctx.shutdown()
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maps_table = [
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"ap_traynor01", "ap_traynor02", "ap_traynor03",
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"ap_thanson01", "ap_thanson02", "ap_thanson03a", "ap_thanson03b",
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"ap_ttychus01", "ap_ttychus02", "ap_ttychus03", "ap_ttychus04", "ap_ttychus05",
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"ap_ttosh01", "ap_ttosh02", "ap_ttosh03a", "ap_ttosh03b",
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"ap_thorner01", "ap_thorner02", "ap_thorner03", "ap_thorner04", "ap_thorner05s",
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"ap_tzeratul01", "ap_tzeratul02", "ap_tzeratul03", "ap_tzeratul04",
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"ap_tvalerian01", "ap_tvalerian02a", "ap_tvalerian02b", "ap_tvalerian03"
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]
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wol_default_categories = [
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"Mar Sara", "Mar Sara", "Mar Sara", "Colonist", "Colonist", "Colonist", "Colonist",
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"Artifact", "Artifact", "Artifact", "Artifact", "Artifact", "Covert", "Covert", "Covert", "Covert",
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"Rebellion", "Rebellion", "Rebellion", "Rebellion", "Rebellion", "Prophecy", "Prophecy", "Prophecy", "Prophecy",
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"Char", "Char", "Char", "Char"
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]
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def calculate_items(items):
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unit_unlocks = 0
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armory1_unlocks = 0
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armory2_unlocks = 0
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upgrade_unlocks = 0
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building_unlocks = 0
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merc_unlocks = 0
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lab_unlocks = 0
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protoss_unlock = 0
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minerals = 0
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vespene = 0
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supply = 0
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for item in items:
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data = lookup_id_to_name[item.item]
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if item_table[data].type == "Unit":
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unit_unlocks += (1 << item_table[data].number)
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elif item_table[data].type == "Upgrade":
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upgrade_unlocks += (1 << item_table[data].number)
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elif item_table[data].type == "Armory 1":
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armory1_unlocks += (1 << item_table[data].number)
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elif item_table[data].type == "Armory 2":
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armory2_unlocks += (1 << item_table[data].number)
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elif item_table[data].type == "Building":
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building_unlocks += (1 << item_table[data].number)
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elif item_table[data].type == "Mercenary":
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merc_unlocks += (1 << item_table[data].number)
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elif item_table[data].type == "Laboratory":
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lab_unlocks += (1 << item_table[data].number)
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elif item_table[data].type == "Protoss":
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protoss_unlock += (1 << item_table[data].number)
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elif item_table[data].type == "Minerals":
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minerals += item_table[data].number
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elif item_table[data].type == "Vespene":
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vespene += item_table[data].number
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elif item_table[data].type == "Supply":
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supply += item_table[data].number
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return [unit_unlocks, upgrade_unlocks, armory1_unlocks, armory2_unlocks, building_unlocks, merc_unlocks,
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lab_unlocks, protoss_unlock, minerals, vespene, supply]
|
|
|
|
|
|
def calc_difficulty(difficulty):
|
|
if difficulty == 0:
|
|
return 'C'
|
|
elif difficulty == 1:
|
|
return 'N'
|
|
elif difficulty == 2:
|
|
return 'H'
|
|
elif difficulty == 3:
|
|
return 'B'
|
|
|
|
return 'X'
|
|
|
|
|
|
async def starcraft_launch(ctx: SC2Context, mission_id: int):
|
|
sc2_logger.info(f"Launching {lookup_id_to_mission[mission_id]}. If game does not launch check log file for errors.")
|
|
|
|
with DllDirectory(None):
|
|
run_game(sc2.maps.get(maps_table[mission_id - 1]), [Bot(Race.Terran, ArchipelagoBot(ctx, mission_id),
|
|
name="Archipelago", fullscreen=True)], realtime=True)
|
|
|
|
|
|
class ArchipelagoBot(sc2.bot_ai.BotAI):
|
|
game_running: bool = False
|
|
mission_completed: bool = False
|
|
boni: typing.List[bool]
|
|
setup_done: bool
|
|
ctx: SC2Context
|
|
mission_id: int
|
|
|
|
can_read_game = False
|
|
|
|
last_received_update: int = 0
|
|
|
|
def __init__(self, ctx: SC2Context, mission_id):
|
|
self.setup_done = False
|
|
self.ctx = ctx
|
|
self.mission_id = mission_id
|
|
self.boni = [False for _ in range(max_bonus)]
|
|
|
|
super(ArchipelagoBot, self).__init__()
|
|
|
|
async def on_step(self, iteration: int):
|
|
game_state = 0
|
|
if not self.setup_done:
|
|
self.setup_done = True
|
|
start_items = calculate_items(self.ctx.items_received)
|
|
if self.ctx.difficulty_override >= 0:
|
|
difficulty = calc_difficulty(self.ctx.difficulty_override)
|
|
else:
|
|
difficulty = calc_difficulty(self.ctx.difficulty)
|
|
await self.chat_send("ArchipelagoLoad {} {} {} {} {} {} {} {} {} {} {} {} {}".format(
|
|
difficulty,
|
|
start_items[0], start_items[1], start_items[2], start_items[3], start_items[4],
|
|
start_items[5], start_items[6], start_items[7], start_items[8], start_items[9],
|
|
self.ctx.all_in_choice, start_items[10]))
|
|
self.last_received_update = len(self.ctx.items_received)
|
|
|
|
else:
|
|
if not self.ctx.announcements.empty():
|
|
message = self.ctx.announcements.get(timeout=1)
|
|
await self.chat_send("SendMessage " + message)
|
|
self.ctx.announcements.task_done()
|
|
|
|
# Archipelago reads the health
|
|
for unit in self.all_own_units():
|
|
if unit.health_max == 38281:
|
|
game_state = int(38281 - unit.health)
|
|
self.can_read_game = True
|
|
|
|
if iteration == 160 and not game_state & 1:
|
|
await self.chat_send("SendMessage Warning: Archipelago unable to connect or has lost connection to " +
|
|
"Starcraft 2 (This is likely a map issue)")
|
|
|
|
if self.last_received_update < len(self.ctx.items_received):
|
|
current_items = calculate_items(self.ctx.items_received)
|
|
await self.chat_send("UpdateTech {} {} {} {} {} {} {} {}".format(
|
|
current_items[0], current_items[1], current_items[2], current_items[3], current_items[4],
|
|
current_items[5], current_items[6], current_items[7]))
|
|
self.last_received_update = len(self.ctx.items_received)
|
|
|
|
if game_state & 1:
|
|
if not self.game_running:
|
|
print("Archipelago Connected")
|
|
self.game_running = True
|
|
|
|
if self.can_read_game:
|
|
if game_state & (1 << 1) and not self.mission_completed:
|
|
if self.mission_id != 29:
|
|
print("Mission Completed")
|
|
await self.ctx.send_msgs(
|
|
[{"cmd": 'LocationChecks',
|
|
"locations": [SC2WOL_LOC_ID_OFFSET + victory_modulo * self.mission_id]}])
|
|
self.mission_completed = True
|
|
else:
|
|
print("Game Complete")
|
|
await self.ctx.send_msgs([{"cmd": 'StatusUpdate', "status": ClientStatus.CLIENT_GOAL}])
|
|
self.mission_completed = True
|
|
|
|
for x, completed in enumerate(self.boni):
|
|
if not completed and game_state & (1 << (x + 2)):
|
|
await self.ctx.send_msgs(
|
|
[{"cmd": 'LocationChecks',
|
|
"locations": [SC2WOL_LOC_ID_OFFSET + victory_modulo * self.mission_id + x + 1]}])
|
|
self.boni[x] = True
|
|
|
|
else:
|
|
await self.chat_send("LostConnection - Lost connection to game.")
|
|
|
|
|
|
def request_unfinished_missions(ctx: SC2Context):
|
|
if ctx.mission_req_table:
|
|
message = "Unfinished Missions: "
|
|
unlocks = initialize_blank_mission_dict(ctx.mission_req_table)
|
|
unfinished_locations = initialize_blank_mission_dict(ctx.mission_req_table)
|
|
|
|
_, unfinished_missions = calc_unfinished_missions(ctx, unlocks=unlocks)
|
|
|
|
message += ", ".join(f"{mark_up_mission_name(ctx, mission, unlocks)}[{ctx.mission_req_table[mission].id}] " +
|
|
mark_up_objectives(
|
|
f"[{len(unfinished_missions[mission])}/"
|
|
f"{sum(1 for _ in ctx.locations_for_mission(mission))}]",
|
|
ctx, unfinished_locations, mission)
|
|
for mission in unfinished_missions)
|
|
|
|
if ctx.ui:
|
|
ctx.ui.log_panels['All'].on_message_markup(message)
|
|
ctx.ui.log_panels['Starcraft2'].on_message_markup(message)
|
|
else:
|
|
sc2_logger.info(message)
|
|
else:
|
|
sc2_logger.warning("No mission table found, you are likely not connected to a server.")
|
|
|
|
|
|
def calc_unfinished_missions(ctx: SC2Context, unlocks=None):
|
|
unfinished_missions = []
|
|
locations_completed = []
|
|
|
|
if not unlocks:
|
|
unlocks = initialize_blank_mission_dict(ctx.mission_req_table)
|
|
|
|
available_missions = calc_available_missions(ctx, unlocks)
|
|
|
|
for name in available_missions:
|
|
objectives = set(ctx.locations_for_mission(name))
|
|
if objectives:
|
|
objectives_completed = ctx.checked_locations & objectives
|
|
if len(objectives_completed) < len(objectives):
|
|
unfinished_missions.append(name)
|
|
locations_completed.append(objectives_completed)
|
|
|
|
else: # infer that this is the final mission as it has no objectives
|
|
unfinished_missions.append(name)
|
|
locations_completed.append(-1)
|
|
|
|
return available_missions, dict(zip(unfinished_missions, locations_completed))
|
|
|
|
|
|
def is_mission_available(ctx: SC2Context, mission_id_to_check):
|
|
unfinished_missions = calc_available_missions(ctx)
|
|
|
|
return any(mission_id_to_check == ctx.mission_req_table[mission].id for mission in unfinished_missions)
|
|
|
|
|
|
def mark_up_mission_name(ctx: SC2Context, mission, unlock_table):
|
|
"""Checks if the mission is required for game completion and adds '*' to the name to mark that."""
|
|
|
|
if ctx.mission_req_table[mission].completion_critical:
|
|
if ctx.ui:
|
|
message = "[color=AF99EF]" + mission + "[/color]"
|
|
else:
|
|
message = "*" + mission + "*"
|
|
else:
|
|
message = mission
|
|
|
|
if ctx.ui:
|
|
unlocks = unlock_table[mission]
|
|
|
|
if len(unlocks) > 0:
|
|
pre_message = f"[ref={list(ctx.mission_req_table).index(mission)}|Unlocks: "
|
|
pre_message += ", ".join(f"{unlock}({ctx.mission_req_table[unlock].id})" for unlock in unlocks)
|
|
pre_message += f"]"
|
|
message = pre_message + message + "[/ref]"
|
|
|
|
return message
|
|
|
|
|
|
def mark_up_objectives(message, ctx, unfinished_locations, mission):
|
|
formatted_message = message
|
|
|
|
if ctx.ui:
|
|
locations = unfinished_locations[mission]
|
|
|
|
pre_message = f"[ref={list(ctx.mission_req_table).index(mission) + 30}|"
|
|
pre_message += "<br>".join(location for location in locations)
|
|
pre_message += f"]"
|
|
formatted_message = pre_message + message + "[/ref]"
|
|
|
|
return formatted_message
|
|
|
|
|
|
def request_available_missions(ctx: SC2Context):
|
|
if ctx.mission_req_table:
|
|
message = "Available Missions: "
|
|
|
|
# Initialize mission unlock table
|
|
unlocks = initialize_blank_mission_dict(ctx.mission_req_table)
|
|
|
|
missions = calc_available_missions(ctx, unlocks)
|
|
message += \
|
|
", ".join(f"{mark_up_mission_name(ctx, mission, unlocks)}"
|
|
f"[{ctx.mission_req_table[mission].id}]"
|
|
for mission in missions)
|
|
|
|
if ctx.ui:
|
|
ctx.ui.log_panels['All'].on_message_markup(message)
|
|
ctx.ui.log_panels['Starcraft2'].on_message_markup(message)
|
|
else:
|
|
sc2_logger.info(message)
|
|
else:
|
|
sc2_logger.warning("No mission table found, you are likely not connected to a server.")
|
|
|
|
|
|
def calc_available_missions(ctx: SC2Context, unlocks=None):
|
|
available_missions = []
|
|
missions_complete = 0
|
|
|
|
# Get number of missions completed
|
|
for loc in ctx.checked_locations:
|
|
if loc % victory_modulo == 0:
|
|
missions_complete += 1
|
|
|
|
for name in ctx.mission_req_table:
|
|
# Go through the required missions for each mission and fill up unlock table used later for hover-over tooltips
|
|
if unlocks:
|
|
for unlock in ctx.mission_req_table[name].required_world:
|
|
unlocks[list(ctx.mission_req_table)[unlock - 1]].append(name)
|
|
|
|
if mission_reqs_completed(ctx, name, missions_complete):
|
|
available_missions.append(name)
|
|
|
|
return available_missions
|
|
|
|
|
|
def mission_reqs_completed(ctx: SC2Context, mission_name: str, missions_complete):
|
|
"""Returns a bool signifying if the mission has all requirements complete and can be done
|
|
|
|
Arguments:
|
|
ctx -- instance of SC2Context
|
|
locations_to_check -- the mission string name to check
|
|
missions_complete -- an int of how many missions have been completed
|
|
"""
|
|
if len(ctx.mission_req_table[mission_name].required_world) >= 1:
|
|
# A check for when the requirements are being or'd
|
|
or_success = False
|
|
|
|
# Loop through required missions
|
|
for req_mission in ctx.mission_req_table[mission_name].required_world:
|
|
req_success = True
|
|
|
|
# Check if required mission has been completed
|
|
if not (ctx.mission_req_table[list(ctx.mission_req_table)[req_mission - 1]].id *
|
|
victory_modulo + SC2WOL_LOC_ID_OFFSET) in ctx.checked_locations:
|
|
if not ctx.mission_req_table[mission_name].or_requirements:
|
|
return False
|
|
else:
|
|
req_success = False
|
|
|
|
# Recursively check required mission to see if it's requirements are met, in case !collect has been done
|
|
if not mission_reqs_completed(ctx, list(ctx.mission_req_table)[req_mission - 1], missions_complete):
|
|
if not ctx.mission_req_table[mission_name].or_requirements:
|
|
return False
|
|
else:
|
|
req_success = False
|
|
|
|
# If requirement check succeeded mark or as satisfied
|
|
if ctx.mission_req_table[mission_name].or_requirements and req_success:
|
|
or_success = True
|
|
|
|
if ctx.mission_req_table[mission_name].or_requirements:
|
|
# Return false if or requirements not met
|
|
if not or_success:
|
|
return False
|
|
|
|
# Check number of missions
|
|
if missions_complete >= ctx.mission_req_table[mission_name].number:
|
|
return True
|
|
else:
|
|
return False
|
|
else:
|
|
return True
|
|
|
|
|
|
def initialize_blank_mission_dict(location_table):
|
|
unlocks = {}
|
|
|
|
for mission in list(location_table):
|
|
unlocks[mission] = []
|
|
|
|
return unlocks
|
|
|
|
|
|
def check_game_install_path() -> bool:
|
|
# First thing: go to the default location for ExecuteInfo.
|
|
# An exception for Windows is included because it's very difficult to find ~\Documents if the user moved it.
|
|
if is_windows:
|
|
# The next five lines of utterly inscrutable code are brought to you by copy-paste from Stack Overflow.
|
|
# https://stackoverflow.com/questions/6227590/finding-the-users-my-documents-path/30924555#
|
|
import ctypes.wintypes
|
|
CSIDL_PERSONAL = 5 # My Documents
|
|
SHGFP_TYPE_CURRENT = 0 # Get current, not default value
|
|
|
|
buf = ctypes.create_unicode_buffer(ctypes.wintypes.MAX_PATH)
|
|
ctypes.windll.shell32.SHGetFolderPathW(None, CSIDL_PERSONAL, None, SHGFP_TYPE_CURRENT, buf)
|
|
documentspath = buf.value
|
|
einfo = str(documentspath / Path("StarCraft II\\ExecuteInfo.txt"))
|
|
else:
|
|
einfo = str(sc2.paths.get_home() / Path(sc2.paths.USERPATH[sc2.paths.PF]))
|
|
|
|
# Check if the file exists.
|
|
if os.path.isfile(einfo):
|
|
|
|
# Open the file and read it, picking out the latest executable's path.
|
|
with open(einfo) as f:
|
|
content = f.read()
|
|
if content:
|
|
base = re.search(r" = (.*)Versions", content).group(1)
|
|
if os.path.exists(base):
|
|
executable = sc2.paths.latest_executeble(Path(base).expanduser() / "Versions")
|
|
|
|
# Finally, check the path for an actual executable.
|
|
# If we find one, great. Set up the SC2PATH.
|
|
if os.path.isfile(executable):
|
|
sc2_logger.info(f"Found an SC2 install at {base}!")
|
|
sc2_logger.debug(f"Latest executable at {executable}.")
|
|
os.environ["SC2PATH"] = base
|
|
sc2_logger.debug(f"SC2PATH set to {base}.")
|
|
return True
|
|
else:
|
|
sc2_logger.warning(f"We may have found an SC2 install at {base}, but couldn't find {executable}.")
|
|
else:
|
|
sc2_logger.warning(f"{einfo} pointed to {base}, but we could not find an SC2 install there.")
|
|
else:
|
|
sc2_logger.warning(f"Couldn't find {einfo}. Please run /set_path with your SC2 install directory.")
|
|
return False
|
|
|
|
|
|
def check_mod_install() -> bool:
|
|
# Pull up the SC2PATH if set. If not, encourage the user to manually run /set_path.
|
|
try:
|
|
# Check inside the Mods folder for Archipelago.SC2Mod. If found, tell user. If not, tell user.
|
|
if os.path.isfile(modfile := (os.environ["SC2PATH"] / Path("Mods") / Path("Archipelago.SC2Mod"))):
|
|
sc2_logger.info(f"Archipelago mod found at {modfile}.")
|
|
return True
|
|
else:
|
|
sc2_logger.warning(f"Archipelago mod could not be found at {modfile}. Please install the mod file there.")
|
|
except KeyError:
|
|
sc2_logger.warning(f"SC2PATH isn't set. Please run /set_path with the path to your SC2 install.")
|
|
return False
|
|
|
|
|
|
class DllDirectory:
|
|
# Credit to Black Sliver for this code.
|
|
# More info: https://docs.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setdlldirectoryw
|
|
_old: typing.Optional[str] = None
|
|
_new: typing.Optional[str] = None
|
|
|
|
def __init__(self, new: typing.Optional[str]):
|
|
self._new = new
|
|
|
|
def __enter__(self):
|
|
old = self.get()
|
|
if self.set(self._new):
|
|
self._old = old
|
|
|
|
def __exit__(self, *args):
|
|
if self._old is not None:
|
|
self.set(self._old)
|
|
|
|
@staticmethod
|
|
def get() -> typing.Optional[str]:
|
|
if sys.platform == "win32":
|
|
n = ctypes.windll.kernel32.GetDllDirectoryW(0, None)
|
|
buf = ctypes.create_unicode_buffer(n)
|
|
ctypes.windll.kernel32.GetDllDirectoryW(n, buf)
|
|
return buf.value
|
|
# NOTE: other OS may support os.environ["LD_LIBRARY_PATH"], but this fix is windows-specific
|
|
return None
|
|
|
|
@staticmethod
|
|
def set(s: typing.Optional[str]) -> bool:
|
|
if sys.platform == "win32":
|
|
return ctypes.windll.kernel32.SetDllDirectoryW(s) != 0
|
|
# NOTE: other OS may support os.environ["LD_LIBRARY_PATH"], but this fix is windows-specific
|
|
return False
|
|
|
|
|
|
if __name__ == '__main__':
|
|
colorama.init()
|
|
asyncio.run(main())
|
|
colorama.deinit()
|