SC2: client revamp (#967)
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>
This commit is contained in:
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@ -152,8 +152,9 @@ class CommonContext:
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# locations
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locations_checked: typing.Set[int] # local state
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locations_scouted: typing.Set[int]
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missing_locations: typing.Set[int]
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missing_locations: typing.Set[int] # server state
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checked_locations: typing.Set[int] # server state
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server_locations: typing.Set[int] # all locations the server knows of, missing_location | checked_locations
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locations_info: typing.Dict[int, NetworkItem]
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# internals
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@ -184,8 +185,9 @@ class CommonContext:
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self.locations_checked = set() # local state
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self.locations_scouted = set()
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self.items_received = []
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self.missing_locations = set()
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self.missing_locations = set() # server state
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self.checked_locations = set() # server state
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self.server_locations = set() # all locations the server knows of, missing_location | checked_locations
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self.locations_info = {}
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self.input_queue = asyncio.Queue()
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@ -634,6 +636,7 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
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# when /missing is used for the client side view of what is missing.
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ctx.missing_locations = set(args["missing_locations"])
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ctx.checked_locations = set(args["checked_locations"])
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ctx.server_locations = ctx.missing_locations | ctx. checked_locations
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elif cmd == 'ReceivedItems':
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start_index = args["index"]
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@ -1,31 +1,31 @@
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from __future__ import annotations
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import multiprocessing
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import logging
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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.main import run_game
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from sc2.data import Race
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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 worlds.sc2wol.Regions import MissionInfo
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from worlds.sc2wol.MissionTables import lookup_id_to_mission
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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 import SC2WoLWorld
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from pathlib import Path
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import re
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from MultiServer import mark_raw
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import ctypes
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import sys
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from Utils import init_logging, is_windows
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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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@ -35,10 +35,12 @@ sc2_logger = logging.getLogger("Starcraft2")
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import colorama
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from NetUtils import *
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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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@ -98,13 +100,13 @@ class StarcraftClientProcessor(ClientCommandProcessor):
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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.checked_locations, self.ctx.mission_req_table, self.ctx.ui)
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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.checked_locations, self.ctx.mission_req_table, self.ctx.ui, self.ctx)
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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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@ -125,18 +127,19 @@ class SC2Context(CommonContext):
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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 = None
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items_rec_to_announce = []
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rec_announce_pos = 0
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items_sent_to_announce = []
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sent_announce_pos = 0
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announcements = []
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announcement_pos = 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 = False
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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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@ -149,30 +152,32 @@ class SC2Context(CommonContext):
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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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# Compatibility for 0.3.2 server data.
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if "category" not in next(iter(slot_req_table)):
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for i, mission_data in enumerate(slot_req_table.values()):
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mission_data["category"] = wol_default_categories[i]
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for mission in slot_req_table:
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self.mission_req_table[mission] = MissionInfo(**slot_req_table[mission])
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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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if cmd in {"PrintJSON"}:
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if "receiving" in args:
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if self.slot_concerns_self(args["receiving"]):
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self.announcements.append(args["data"])
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return
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if "item" in args:
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if self.slot_concerns_self(args["item"].player):
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self.announcements.append(args["data"])
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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, fade_in_animation
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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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@ -190,6 +195,7 @@ class SC2Context(CommonContext):
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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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@ -210,10 +216,7 @@ class SC2Context(CommonContext):
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self.ctx.current_tooltip = self.layout
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def on_leave(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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self.ctx.ui.clear_tooltip()
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@property
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def ctx(self) -> CommonContext:
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@ -235,13 +238,20 @@ class SC2Context(CommonContext):
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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 = False
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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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@ -256,7 +266,7 @@ class SC2Context(CommonContext):
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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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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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@ -267,12 +277,7 @@ class SC2Context(CommonContext):
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self.mission_id_to_button = {}
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categories = {}
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available_missions = []
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unfinished_locations = initialize_blank_mission_dict(self.ctx.mission_req_table)
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unfinished_missions = calc_unfinished_missions(self.ctx.checked_locations,
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self.ctx.mission_req_table,
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self.ctx, available_missions=available_missions,
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unfinished_locations=unfinished_locations)
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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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for category in categories:
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category_panel = MissionCategory()
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category_panel.add_widget(Label(text=category, size_hint_y=None, height=50, outline_width=1))
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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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@ -295,7 +301,9 @@ class SC2Context(CommonContext):
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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(location for location in unfinished_locations[mission])
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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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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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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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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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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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self.ctx.play_mission(list(self.mission_id_to_button.keys())
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[list(self.mission_id_to_button.values()).index(button)])
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self.launching = True
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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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@ -349,7 +361,7 @@ class SC2Context(CommonContext):
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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(mission_id, self.checked_locations, self.mission_req_table):
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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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@ -358,12 +370,29 @@ class SC2Context(CommonContext):
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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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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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@ -459,11 +488,7 @@ def calc_difficulty(difficulty):
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return 'X'
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async def starcraft_launch(ctx: SC2Context, mission_id):
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ctx.rec_announce_pos = len(ctx.items_rec_to_announce)
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ctx.sent_announce_pos = len(ctx.items_sent_to_announce)
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ctx.announcements_pos = len(ctx.announcements)
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async def starcraft_launch(ctx: SC2Context, mission_id: int):
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sc2_logger.info(f"Launching {lookup_id_to_mission[mission_id]}. If game does not launch check log file for errors.")
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with DllDirectory(None):
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@ -472,32 +497,29 @@ async def starcraft_launch(ctx: SC2Context, mission_id):
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class ArchipelagoBot(sc2.bot_ai.BotAI):
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game_running = False
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mission_completed = False
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first_bonus = False
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second_bonus = False
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third_bonus = False
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fourth_bonus = False
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fifth_bonus = False
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sixth_bonus = False
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seventh_bonus = False
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eight_bonus = False
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ctx: SC2Context = None
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mission_id = 0
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game_running: bool = False
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mission_completed: bool = False
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boni: typing.List[bool]
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setup_done: bool
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ctx: SC2Context
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mission_id: int
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can_read_game = False
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last_received_update = 0
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last_received_update: int = 0
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def __init__(self, ctx: SC2Context, mission_id):
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self.setup_done = False
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self.ctx = ctx
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self.mission_id = mission_id
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self.boni = [False for _ in range(max_bonus)]
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super(ArchipelagoBot, self).__init__()
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async def on_step(self, iteration: int):
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game_state = 0
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if iteration == 0:
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if not self.setup_done:
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self.setup_done = True
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start_items = calculate_items(self.ctx.items_received)
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if self.ctx.difficulty_override >= 0:
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difficulty = calc_difficulty(self.ctx.difficulty_override)
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@ -511,36 +533,10 @@ class ArchipelagoBot(sc2.bot_ai.BotAI):
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self.last_received_update = len(self.ctx.items_received)
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else:
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if self.ctx.announcement_pos < len(self.ctx.announcements):
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index = 0
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message = ""
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while index < len(self.ctx.announcements[self.ctx.announcement_pos]):
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message += self.ctx.announcements[self.ctx.announcement_pos][index]["text"]
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index += 1
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index = 0
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start_rem_pos = -1
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# Remove unneeded [Color] tags
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while index < len(message):
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if message[index] == '[':
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start_rem_pos = index
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index += 1
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elif message[index] == ']' and start_rem_pos > -1:
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temp_msg = ""
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if start_rem_pos > 0:
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temp_msg = message[:start_rem_pos]
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if index < len(message) - 1:
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temp_msg += message[index + 1:]
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message = temp_msg
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index += start_rem_pos - index
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start_rem_pos = -1
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else:
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index += 1
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if not self.ctx.announcements.empty():
|
||||
message = self.ctx.announcements.get(timeout=1)
|
||||
await self.chat_send("SendMessage " + message)
|
||||
self.ctx.announcement_pos += 1
|
||||
self.ctx.announcements.task_done()
|
||||
|
||||
# Archipelago reads the health
|
||||
for unit in self.all_own_units():
|
||||
|
@ -568,169 +564,97 @@ class ArchipelagoBot(sc2.bot_ai.BotAI):
|
|||
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 + 100 * self.mission_id]}])
|
||||
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
|
||||
|
||||
if game_state & (1 << 2) and not self.first_bonus:
|
||||
print("1st Bonus Collected")
|
||||
await self.ctx.send_msgs(
|
||||
[{"cmd": 'LocationChecks',
|
||||
"locations": [SC2WOL_LOC_ID_OFFSET + 100 * self.mission_id + 1]}])
|
||||
self.first_bonus = True
|
||||
|
||||
if not self.second_bonus and game_state & (1 << 3):
|
||||
print("2nd Bonus Collected")
|
||||
await self.ctx.send_msgs(
|
||||
[{"cmd": 'LocationChecks',
|
||||
"locations": [SC2WOL_LOC_ID_OFFSET + 100 * self.mission_id + 2]}])
|
||||
self.second_bonus = True
|
||||
|
||||
if not self.third_bonus and game_state & (1 << 4):
|
||||
print("3rd Bonus Collected")
|
||||
await self.ctx.send_msgs(
|
||||
[{"cmd": 'LocationChecks',
|
||||
"locations": [SC2WOL_LOC_ID_OFFSET + 100 * self.mission_id + 3]}])
|
||||
self.third_bonus = True
|
||||
|
||||
if not self.fourth_bonus and game_state & (1 << 5):
|
||||
print("4th Bonus Collected")
|
||||
await self.ctx.send_msgs(
|
||||
[{"cmd": 'LocationChecks',
|
||||
"locations": [SC2WOL_LOC_ID_OFFSET + 100 * self.mission_id + 4]}])
|
||||
self.fourth_bonus = True
|
||||
|
||||
if not self.fifth_bonus and game_state & (1 << 6):
|
||||
print("5th Bonus Collected")
|
||||
await self.ctx.send_msgs(
|
||||
[{"cmd": 'LocationChecks',
|
||||
"locations": [SC2WOL_LOC_ID_OFFSET + 100 * self.mission_id + 5]}])
|
||||
self.fifth_bonus = True
|
||||
|
||||
if not self.sixth_bonus and game_state & (1 << 7):
|
||||
print("6th Bonus Collected")
|
||||
await self.ctx.send_msgs(
|
||||
[{"cmd": 'LocationChecks',
|
||||
"locations": [SC2WOL_LOC_ID_OFFSET + 100 * self.mission_id + 6]}])
|
||||
self.sixth_bonus = True
|
||||
|
||||
if not self.seventh_bonus and game_state & (1 << 8):
|
||||
print("6th Bonus Collected")
|
||||
await self.ctx.send_msgs(
|
||||
[{"cmd": 'LocationChecks',
|
||||
"locations": [SC2WOL_LOC_ID_OFFSET + 100 * self.mission_id + 7]}])
|
||||
self.seventh_bonus = True
|
||||
|
||||
if not self.eight_bonus and game_state & (1 << 9):
|
||||
print("6th Bonus Collected")
|
||||
await self.ctx.send_msgs(
|
||||
[{"cmd": 'LocationChecks',
|
||||
"locations": [SC2WOL_LOC_ID_OFFSET + 100 * self.mission_id + 8]}])
|
||||
self.eight_bonus = 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 calc_objectives_completed(mission, missions_info, locations_done, unfinished_locations, ctx):
|
||||
objectives_complete = 0
|
||||
|
||||
if missions_info[mission].extra_locations > 0:
|
||||
for i in range(missions_info[mission].extra_locations):
|
||||
if (missions_info[mission].id * 100 + SC2WOL_LOC_ID_OFFSET + i) in locations_done:
|
||||
objectives_complete += 1
|
||||
else:
|
||||
unfinished_locations[mission].append(ctx.location_names[
|
||||
missions_info[mission].id * 100 + SC2WOL_LOC_ID_OFFSET + i])
|
||||
|
||||
return objectives_complete
|
||||
|
||||
else:
|
||||
return -1
|
||||
|
||||
|
||||
def request_unfinished_missions(locations_done, location_table, ui, ctx):
|
||||
if location_table:
|
||||
def request_unfinished_missions(ctx: SC2Context):
|
||||
if ctx.mission_req_table:
|
||||
message = "Unfinished Missions: "
|
||||
unlocks = initialize_blank_mission_dict(location_table)
|
||||
unfinished_locations = initialize_blank_mission_dict(location_table)
|
||||
unlocks = initialize_blank_mission_dict(ctx.mission_req_table)
|
||||
unfinished_locations = initialize_blank_mission_dict(ctx.mission_req_table)
|
||||
|
||||
unfinished_missions = calc_unfinished_missions(locations_done, location_table, ctx, unlocks=unlocks,
|
||||
unfinished_locations=unfinished_locations)
|
||||
_, unfinished_missions = calc_unfinished_missions(ctx, unlocks=unlocks)
|
||||
|
||||
message += ", ".join(f"{mark_up_mission_name(mission, location_table, ui,unlocks)}[{location_table[mission].id}] " +
|
||||
message += ", ".join(f"{mark_up_mission_name(ctx, mission, unlocks)}[{ctx.mission_req_table[mission].id}] " +
|
||||
mark_up_objectives(
|
||||
f"[{unfinished_missions[mission]}/{location_table[mission].extra_locations}]",
|
||||
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 ui:
|
||||
ui.log_panels['All'].on_message_markup(message)
|
||||
ui.log_panels['Starcraft2'].on_message_markup(message)
|
||||
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(locations_done, locations, ctx, unlocks=None, unfinished_locations=None,
|
||||
available_missions=[]):
|
||||
def calc_unfinished_missions(ctx: SC2Context, unlocks=None):
|
||||
unfinished_missions = []
|
||||
locations_completed = []
|
||||
|
||||
if not unlocks:
|
||||
unlocks = initialize_blank_mission_dict(locations)
|
||||
unlocks = initialize_blank_mission_dict(ctx.mission_req_table)
|
||||
|
||||
if not unfinished_locations:
|
||||
unfinished_locations = initialize_blank_mission_dict(locations)
|
||||
|
||||
if len(available_missions) > 0:
|
||||
available_missions = []
|
||||
|
||||
available_missions.extend(calc_available_missions(locations_done, locations, unlocks))
|
||||
available_missions = calc_available_missions(ctx, unlocks)
|
||||
|
||||
for name in available_missions:
|
||||
if not locations[name].extra_locations == -1:
|
||||
objectives_completed = calc_objectives_completed(name, locations, locations_done, unfinished_locations, ctx)
|
||||
|
||||
if objectives_completed < locations[name].extra_locations:
|
||||
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:
|
||||
else: # infer that this is the final mission as it has no objectives
|
||||
unfinished_missions.append(name)
|
||||
locations_completed.append(-1)
|
||||
|
||||
return {unfinished_missions[i]: locations_completed[i] for i in range(len(unfinished_missions))}
|
||||
return available_missions, dict(zip(unfinished_missions, locations_completed))
|
||||
|
||||
|
||||
def is_mission_available(mission_id_to_check, locations_done, locations):
|
||||
unfinished_missions = calc_available_missions(locations_done, locations)
|
||||
def is_mission_available(ctx: SC2Context, mission_id_to_check):
|
||||
unfinished_missions = calc_available_missions(ctx)
|
||||
|
||||
return any(mission_id_to_check == locations[mission].id for mission in unfinished_missions)
|
||||
return any(mission_id_to_check == ctx.mission_req_table[mission].id for mission in unfinished_missions)
|
||||
|
||||
|
||||
def mark_up_mission_name(mission, location_table, ui, unlock_table):
|
||||
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 location_table[mission].completion_critical:
|
||||
if ui:
|
||||
if ctx.mission_req_table[mission].completion_critical:
|
||||
if ctx.ui:
|
||||
message = "[color=AF99EF]" + mission + "[/color]"
|
||||
else:
|
||||
message = "*" + mission + "*"
|
||||
else:
|
||||
message = mission
|
||||
|
||||
if ui:
|
||||
if ctx.ui:
|
||||
unlocks = unlock_table[mission]
|
||||
|
||||
if len(unlocks) > 0:
|
||||
pre_message = f"[ref={list(location_table).index(mission)}|Unlocks: "
|
||||
pre_message += ", ".join(f"{unlock}({location_table[unlock].id})" for unlock in unlocks)
|
||||
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]"
|
||||
|
||||
|
@ -743,7 +667,7 @@ def mark_up_objectives(message, ctx, unfinished_locations, mission):
|
|||
if ctx.ui:
|
||||
locations = unfinished_locations[mission]
|
||||
|
||||
pre_message = f"[ref={list(ctx.mission_req_table).index(mission)+30}|"
|
||||
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]"
|
||||
|
@ -751,90 +675,91 @@ def mark_up_objectives(message, ctx, unfinished_locations, mission):
|
|||
return formatted_message
|
||||
|
||||
|
||||
def request_available_missions(locations_done, location_table, ui):
|
||||
if location_table:
|
||||
def request_available_missions(ctx: SC2Context):
|
||||
if ctx.mission_req_table:
|
||||
message = "Available Missions: "
|
||||
|
||||
# Initialize mission unlock table
|
||||
unlocks = initialize_blank_mission_dict(location_table)
|
||||
unlocks = initialize_blank_mission_dict(ctx.mission_req_table)
|
||||
|
||||
missions = calc_available_missions(locations_done, location_table, unlocks)
|
||||
missions = calc_available_missions(ctx, unlocks)
|
||||
message += \
|
||||
", ".join(f"{mark_up_mission_name(mission, location_table, ui, unlocks)}[{location_table[mission].id}]"
|
||||
", ".join(f"{mark_up_mission_name(ctx, mission, unlocks)}"
|
||||
f"[{ctx.mission_req_table[mission].id}]"
|
||||
for mission in missions)
|
||||
|
||||
if ui:
|
||||
ui.log_panels['All'].on_message_markup(message)
|
||||
ui.log_panels['Starcraft2'].on_message_markup(message)
|
||||
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(locations_done, locations, unlocks=None):
|
||||
def calc_available_missions(ctx: SC2Context, unlocks=None):
|
||||
available_missions = []
|
||||
missions_complete = 0
|
||||
|
||||
# Get number of missions completed
|
||||
for loc in locations_done:
|
||||
if loc % 100 == 0:
|
||||
for loc in ctx.checked_locations:
|
||||
if loc % victory_modulo == 0:
|
||||
missions_complete += 1
|
||||
|
||||
for name in locations:
|
||||
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 locations[name].required_world:
|
||||
unlocks[list(locations)[unlock-1]].append(name)
|
||||
for unlock in ctx.mission_req_table[name].required_world:
|
||||
unlocks[list(ctx.mission_req_table)[unlock - 1]].append(name)
|
||||
|
||||
if mission_reqs_completed(name, missions_complete, locations_done, locations):
|
||||
if mission_reqs_completed(ctx, name, missions_complete):
|
||||
available_missions.append(name)
|
||||
|
||||
return available_missions
|
||||
|
||||
|
||||
def mission_reqs_completed(location_to_check, missions_complete, locations_done, locations):
|
||||
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
|
||||
|
||||
Keyword arguments:
|
||||
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
|
||||
locations_done -- a list of the location ids that have been complete
|
||||
locations -- a dict of MissionInfo for mission requirements for this world"""
|
||||
if len(locations[location_to_check].required_world) >= 1:
|
||||
"""
|
||||
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 locations[location_to_check].required_world:
|
||||
for req_mission in ctx.mission_req_table[mission_name].required_world:
|
||||
req_success = True
|
||||
|
||||
# Check if required mission has been completed
|
||||
if not (locations[list(locations)[req_mission-1]].id * 100 + SC2WOL_LOC_ID_OFFSET) in locations_done:
|
||||
if not locations[location_to_check].or_requirements:
|
||||
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(list(locations)[req_mission-1], missions_complete, locations_done,
|
||||
locations):
|
||||
if not locations[location_to_check].or_requirements:
|
||||
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 locations[location_to_check].or_requirements and req_success:
|
||||
if ctx.mission_req_table[mission_name].or_requirements and req_success:
|
||||
or_success = True
|
||||
|
||||
if locations[location_to_check].or_requirements:
|
||||
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 >= locations[location_to_check].number:
|
||||
if missions_complete >= ctx.mission_req_table[mission_name].number:
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
@ -929,7 +854,7 @@ class DllDirectory:
|
|||
self.set(self._old)
|
||||
|
||||
@staticmethod
|
||||
def get() -> str:
|
||||
def get() -> typing.Optional[str]:
|
||||
if sys.platform == "win32":
|
||||
n = ctypes.windll.kernel32.GetDllDirectoryW(0, None)
|
||||
buf = ctypes.create_unicode_buffer(n)
|
||||
|
|
2
Utils.py
2
Utils.py
|
@ -35,7 +35,7 @@ class Version(typing.NamedTuple):
|
|||
build: int
|
||||
|
||||
|
||||
__version__ = "0.3.4"
|
||||
__version__ = "0.3.5"
|
||||
version_tuple = tuplize_version(__version__)
|
||||
|
||||
is_linux = sys.platform.startswith("linux")
|
||||
|
|
|
@ -69,8 +69,8 @@ vanilla_mission_req_table = {
|
|||
"Zero Hour": MissionInfo(3, 4, [2], "Mar Sara", completion_critical=True),
|
||||
"Evacuation": MissionInfo(4, 4, [3], "Colonist"),
|
||||
"Outbreak": MissionInfo(5, 3, [4], "Colonist"),
|
||||
"Safe Haven": MissionInfo(6, 1, [5], "Colonist", number=7),
|
||||
"Haven's Fall": MissionInfo(7, 1, [5], "Colonist", number=7),
|
||||
"Safe Haven": MissionInfo(6, 4, [5], "Colonist", number=7),
|
||||
"Haven's Fall": MissionInfo(7, 4, [5], "Colonist", number=7),
|
||||
"Smash and Grab": MissionInfo(8, 5, [3], "Artifact", completion_critical=True),
|
||||
"The Dig": MissionInfo(9, 4, [8], "Artifact", number=8, completion_critical=True),
|
||||
"The Moebius Factor": MissionInfo(10, 9, [9], "Artifact", number=11, completion_critical=True),
|
||||
|
|
|
@ -43,6 +43,7 @@ class SC2WoLWorld(World):
|
|||
locked_locations: typing.List[str]
|
||||
location_cache: typing.List[Location]
|
||||
mission_req_table = {}
|
||||
required_client_version = 0, 3, 5
|
||||
|
||||
def __init__(self, world: MultiWorld, player: int):
|
||||
super(SC2WoLWorld, self).__init__(world, player)
|
||||
|
|
Loading…
Reference in New Issue