Archipelago/worlds/cv64/client.py

219 lines
11 KiB
Python

from typing import TYPE_CHECKING, Set
from .locations import base_id
from .text import cv64_text_wrap, cv64_string_to_bytearray
from NetUtils import ClientStatus
import worlds._bizhawk as bizhawk
import base64
from worlds._bizhawk.client import BizHawkClient
if TYPE_CHECKING:
from worlds._bizhawk.context import BizHawkClientContext
class Castlevania64Client(BizHawkClient):
game = "Castlevania 64"
system = "N64"
patch_suffix = ".apcv64"
self_induced_death = False
received_deathlinks = 0
death_causes = []
currently_shopping = False
local_checked_locations: Set[int]
def __init__(self) -> None:
super().__init__()
self.local_checked_locations = set()
async def validate_rom(self, ctx: "BizHawkClientContext") -> bool:
from CommonClient import logger
try:
# Check ROM name/patch version
game_names = await bizhawk.read(ctx.bizhawk_ctx, [(0x20, 0x14, "ROM"), (0xBFBFD0, 12, "ROM")])
if game_names[0].decode("ascii") != "CASTLEVANIA ":
return False
if game_names[1] == b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00':
logger.info("ERROR: You appear to be running an unpatched version of Castlevania 64. "
"You need to generate a patch file and use it to create a patched ROM.")
return False
if game_names[1].decode("ascii") != "ARCHIPELAGO1":
logger.info("ERROR: The patch file used to create this ROM is not compatible with "
"this client. Double check your client version against the version being "
"used by the generator.")
return False
except UnicodeDecodeError:
return False
except bizhawk.RequestFailedError:
return False # Should verify on the next pass
ctx.game = self.game
ctx.items_handling = 0b001
ctx.want_slot_data = False
ctx.watcher_timeout = 0.125
return True
async def set_auth(self, ctx: "BizHawkClientContext") -> None:
auth_raw = (await bizhawk.read(ctx.bizhawk_ctx, [(0xBFBFE0, 16, "ROM")]))[0]
ctx.auth = base64.b64encode(auth_raw).decode("utf-8")
def on_package(self, ctx: "BizHawkClientContext", cmd: str, args: dict) -> None:
if cmd != "Bounced":
return
if "tags" not in args:
return
if "DeathLink" in args["tags"] and args["data"]["source"] != ctx.slot_info[ctx.slot].name:
self.received_deathlinks += 1
if "cause" in args["data"]:
cause = args["data"]["cause"]
# Truncate the death cause message at 120 characters.
if len(cause) > 120:
cause = cause[0:120]
else:
cause = f"{args['data']['source']} killed you!"
self.death_causes.append(cause)
async def game_watcher(self, ctx: "BizHawkClientContext") -> None:
try:
read_state = await bizhawk.read(ctx.bizhawk_ctx, [(0x342084, 4, "RDRAM"),
(0x389BDE, 6, "RDRAM"),
(0x389BE4, 224, "RDRAM"),
(0x389EFB, 1, "RDRAM"),
(0x389EEF, 1, "RDRAM"),
(0xBFBFDE, 2, "ROM")])
game_state = int.from_bytes(read_state[0], "big")
save_struct = read_state[2]
written_deathlinks = int.from_bytes(bytearray(read_state[1][4:6]), "big")
deathlink_induced_death = int.from_bytes(bytearray(read_state[1][0:1]), "big")
cutscene_value = int.from_bytes(read_state[3], "big")
current_menu = int.from_bytes(read_state[4], "big")
num_received_items = int.from_bytes(bytearray(save_struct[0xDA:0xDC]), "big")
rom_flags = int.from_bytes(read_state[5], "big")
# Make sure we are in the Gameplay or Credits states before detecting sent locations and/or DeathLinks.
# If we are in any other state, such as the Game Over state, set self_induced_death to false, so we can once
# again send a DeathLink once we are back in the Gameplay state.
if game_state not in [0x00000002, 0x0000000B]:
self.self_induced_death = False
return
# Enable DeathLink if the bit for it is set in our ROM flags.
if "DeathLink" not in ctx.tags and rom_flags & 0x0100:
await ctx.update_death_link(True)
# Scout the Renon shop locations if the shopsanity flag is written in the ROM.
if rom_flags & 0x0001 and ctx.locations_info == {}:
await ctx.send_msgs([{
"cmd": "LocationScouts",
"locations": [base_id + i for i in range(0x1C8, 0x1CF)],
"create_as_hint": 0
}])
# Send a DeathLink if we died on our own independently of receiving another one.
if "DeathLink" in ctx.tags and save_struct[0xA4] & 0x80 and not self.self_induced_death and not \
deathlink_induced_death:
self.self_induced_death = True
if save_struct[0xA4] & 0x08:
# Special death message for dying while having the Vamp status.
await ctx.send_death(f"{ctx.player_names[ctx.slot]} became a vampire and drank your blood!")
else:
await ctx.send_death(f"{ctx.player_names[ctx.slot]} perished. Dracula has won!")
# Write any DeathLinks received along with the corresponding death cause starting with the oldest.
# To minimize Bizhawk Write jank, the DeathLink write will be prioritized over the item received one.
if self.received_deathlinks and not self.self_induced_death and not written_deathlinks:
death_text, num_lines = cv64_text_wrap(self.death_causes[0], 96)
await bizhawk.write(ctx.bizhawk_ctx, [(0x389BE3, [0x01], "RDRAM"),
(0x389BDF, [0x11], "RDRAM"),
(0x18BF98, bytearray([0xA2, 0x0B]) +
cv64_string_to_bytearray(death_text, False), "RDRAM"),
(0x18C097, [num_lines], "RDRAM")])
self.received_deathlinks -= 1
del self.death_causes[0]
else:
# If the game hasn't received all items yet, the received item struct doesn't contain an item, the
# current number of received items still matches what we read before, and there are no open text boxes,
# then fill it with the next item and write the "item from player" text in its buffer. The game will
# increment the number of received items on its own.
if num_received_items < len(ctx.items_received):
next_item = ctx.items_received[num_received_items]
if next_item.flags & 0b001:
text_color = bytearray([0xA2, 0x0C])
elif next_item.flags & 0b010:
text_color = bytearray([0xA2, 0x0A])
elif next_item.flags & 0b100:
text_color = bytearray([0xA2, 0x0B])
else:
text_color = bytearray([0xA2, 0x02])
# Get the item's player's name. If it's longer than 40 characters, truncate it at 40.
# 35 should be the max number of characters in a server player name right now (16 for the original
# name + 16 for the alias + 3 for the added parenthesis and space), but if it ever goes higher it
# should be future-proofed now. No need to truncate CV64 items names because its longest item name
# gets nowhere near the limit.
player_name = ctx.player_names[next_item.player]
if len(player_name) > 40:
player_name = player_name[0:40]
received_text, num_lines = cv64_text_wrap(f"{ctx.item_names.lookup_in_game(next_item.item)}\n"
f"from {player_name}", 96)
await bizhawk.guarded_write(ctx.bizhawk_ctx,
[(0x389BE1, [next_item.item & 0xFF], "RDRAM"),
(0x18C0A8, text_color + cv64_string_to_bytearray(received_text, False),
"RDRAM"),
(0x18C1A7, [num_lines], "RDRAM")],
[(0x389BE1, [0x00], "RDRAM"), # Remote item reward buffer
(0x389CBE, save_struct[0xDA:0xDC], "RDRAM"), # Received items
(0x342891, [0x02], "RDRAM")]) # Textbox state
flag_bytes = bytearray(save_struct[0x00:0x44]) + bytearray(save_struct[0x90:0x9F])
locs_to_send = set()
# Check for set location flags.
for byte_i, byte in enumerate(flag_bytes):
for i in range(8):
and_value = 0x80 >> i
if byte & and_value != 0:
flag_id = byte_i * 8 + i
location_id = flag_id + base_id
if location_id in ctx.server_locations:
locs_to_send.add(location_id)
# Send locations if there are any to send.
if locs_to_send != self.local_checked_locations:
self.local_checked_locations = locs_to_send
if locs_to_send is not None:
await ctx.send_msgs([{
"cmd": "LocationChecks",
"locations": list(locs_to_send)
}])
# Check the menu value to see if we are in Renon's shop, and set currently_shopping to True if we are.
if current_menu == 0xA:
self.currently_shopping = True
# If we are currently shopping, and the current menu value is 0 (meaning we just left the shop), hint the
# un-bought shop locations that have progression.
if current_menu == 0 and self.currently_shopping:
await ctx.send_msgs([{
"cmd": "LocationScouts",
"locations": [loc for loc, n_item in ctx.locations_info.items() if n_item.flags & 0b001],
"create_as_hint": 2
}])
self.currently_shopping = False
# Send game clear if we're in either any ending cutscene or the credits state.
if not ctx.finished_game and (0x26 <= int(cutscene_value) <= 0x2E or game_state == 0x0000000B):
await ctx.send_msgs([{
"cmd": "StatusUpdate",
"status": ClientStatus.CLIENT_GOAL
}])
except bizhawk.RequestFailedError:
# Exit handler and return to main loop to reconnect.
pass