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main.py
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907 lines (757 loc) · 31.7 KB
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# Libraries and Core Files
import logging
import random
import sys
# This needs to be before the other imports in case they decide to log things when imported
import log_init
# This sets up console and file logging (should only be called once)
log_init.initialize_logging()
logger = logging.getLogger(__name__)
import area.baaj
import area.besaid
import area.boats
import area.djose
import area.dream_zan
import area.gagazet
import area.guadosalam
import area.home
import area.kilika
import area.luca
import area.mac_temple
import area.mac_woods
import area.miihen
import area.moonflow
import area.mrr
import area.ne_armor
import area.rescue_yuna
import area.sin
import area.thunder_plains
import area.zanarkand
import battle.boss
import battle.main
import blitz
import config
import load_game
import logs
import memory.main
import nemesis.arena_battles
import nemesis.arena_prep
import nemesis.changes
import pathing
import reset
import rng_track
import save_sphere
import screen
import vars
import xbox
from gamestate import game
FFXC = xbox.controller_handle()
def configuration_setup():
game_vars = vars.vars_handle()
# Open the config file and parse game configuration
# This may overwrite configuration above
config_data = config.open_config()
# gamestate
game.state = config_data.get("gamestate", "none")
game.step = config_data.get("step_counter", 1)
if game.state == "Luca" and game.step == 3:
game_length = "Testing Blitzball only"
elif game.state != "none": # Loading a save file, no RNG manip here
game_vars.rng_seed_num_set(255)
game_length = "Loading mid point for testing."
elif game_vars.rng_mode() == "set":
game_length = f"Full Run, set seed: [{game_vars.rng_seed_num()}]"
elif game_vars.rng_mode() == "preferred":
game_vars.rng_seed_num_set(random.choice(game_vars.rng_preferred_array()))
game_length = f"Full Run, favored seed: {game_vars.rng_seed_num()}"
# Full run starting from New Game, random seed
else:
game_vars.rng_seed_num_set(random.choice(range(256)))
# Current WR is on seed 160 for both any% and CSR%
game_length = f"Full Run, random seed: {game_vars.rng_seed_num()}"
logger.info(f"Game type will be: {game_length}")
if game_vars.get_battle_speedup():
logger.warning(
"THIS RUN IS USING AUTOMATIC 4X BATTLE SPEEDUP. ONLY USE FOR TESTING."
)
def memory_setup():
# Initiate memory reading, after we know the game is open.
while not memory.main.start():
pass
# Main
if memory.main.get_map not in [23, 348, 349]:
reset.reset_to_main_menu()
logger.info("Game start screen")
def rng_seed_setup():
game_vars = vars.vars_handle()
# Using Rossy's FFX.exe fix, this allows us to choose the RNG seed we want. From 0-255
if game_vars.game_is_patched():
memory.main.set_rng_seed(game_vars.rng_seed_num())
rng_seed = memory.main.rng_seed()
logger.info(f"---RNG seed: {rng_seed}")
if game.state == "none":
# record the RNG seed on full runs.
logs.next_stats(rng_seed)
logs.write_stats("RNG seed:")
logs.write_stats(rng_seed)
def load_game_state():
# loading from a save file
load_game.load_into_game(gamestate=game.state, step_counter=game.step)
game.start_time = logs.time_stamp()
def maybe_create_save(save_num: int):
game_vars = vars.vars_handle()
if game_vars.create_saves():
save_sphere.touch_and_save(
save_num=save_num, game_state=game.state, step_count=game.step
)
def perform_TAS():
game_vars = vars.vars_handle()
# Original seed for when looping
rng_seed_orig = game_vars.rng_seed_num()
blitz_loops = 0
max_loops = 12 # TODO: Move into config.yaml?
while game.state != "End":
try:
if game_vars.rng_seed_num() >= 256:
game.state = "End"
# Start of the game, start of Dream Zanarkand section
if game.state == "none" and game.step == 1:
logger.info("New Game 1 function initiated.")
area.dream_zan.new_game(game.state)
logger.info("New Game 1 function complete.")
game_vars.set_csr(True)
logger.info("Variables initialized.")
game.state = "DreamZan"
game.step = 1
if game.state == "DreamZan":
if game.step == 1:
memory.main.wait_frames(30 * 0.5)
logger.info("New Game 2 function initiated.")
area.dream_zan.new_game_2()
game.start_time = logs.time_stamp()
logs.write_stats("Start time:")
logs.write_stats(str(game.start_time))
# reset reference timestamp so that log output is synced to run time
log_init.reset_logging_time_reference()
logger.info("Timer starts now.")
area.dream_zan.listen_story()
# game.state, game.step = reset.mid_run_reset()
# Start of the game, up through the start of Sinspawn Ammes fight
area.dream_zan.ammes_battle()
game.step = 2
if game.step == 2:
battle.boss.ammes()
game.step = 3
if game.step == 3:
area.dream_zan.after_ammes()
# Sin drops us near Baaj temple.
game.state = "Baaj"
game.step = 1
maybe_create_save(save_num=20)
if game.state == "Baaj":
if game.step == 1:
logger.info("Starting Baaj temple section")
area.baaj.entrance()
game.step = 2
if game.step == 2:
area.baaj.baaj_puzzle()
game.step = 3
if game.step == 3:
area.baaj.klikk_fight()
game.step = 4
maybe_create_save(save_num=21)
if game.step == 4:
# Klikk fight done. Now to wait for the Al Bhed ship.
logger.info("Al Bhed boat part 1")
area.baaj.ab_boat_1()
game.step = 5
if game.step == 5:
area.baaj.ab_swimming_1()
game.step = 6
if game.step == 6:
logger.info("Underwater Airship section")
area.baaj.ab_swimming_2()
game.state = "Besaid"
game.step = 1
if game.state == "Besaid":
if game.step == 1:
area.besaid.beach()
game.step = 2
# maybe_create_save(save_num=22)
if game.step == 2:
area.besaid.trials()
game.step = 3
if game.step == 3:
area.besaid.leaving()
game.state = "Boat1"
game.step = 1
if game.state == "Boat1":
area.boats.ss_liki()
area.kilika.arrival()
game.state = "Kilika"
maybe_create_save(save_num=23)
if game.state == "Kilika":
if game.step == 1:
area.kilika.forest_1()
game.step = 3
if game.step == 3:
area.kilika.trials()
area.kilika.trials_end()
game.step = 4
if game.step == 4:
area.kilika.forest_3()
game.step = 5
if game.step == 5:
game.step = 1
game.state = "Boat2"
if game.state == "Boat2":
area.boats.ss_winno()
game.state = "Boat3"
if game.state == "Boat3":
area.boats.ss_winno_2()
game.state = "Luca"
if game.state == "Luca":
if game.step == 1:
area.luca.arrival()
game.step = 2
if game.step == 2:
end_time = logs.time_stamp()
total_time = end_time - game.start_time
logger.info(f"Pre-Blitz time: {total_time}")
logs.write_stats("Pre Blitz time:")
logs.write_stats(total_time)
game.step = 3
maybe_create_save(save_num=24)
if game.step == 3:
area.luca.blitz_start()
game.step = 4
if game.step == 4:
logger.info("----- Blitz Start")
force_blitz_win = game_vars.get_force_blitz_win()
blitz.blitz_main(force_blitz_win)
logger.info("----- Blitz End")
if not game_vars.csr():
xbox.await_save()
if game_vars.loop_blitz() and blitz_loops < max_loops:
FFXC.set_neutral()
logger.info("-------------")
logger.info("- Resetting -")
logger.info("-------------")
screen.await_turn()
game.state, game.step = reset.mid_run_reset()
blitz_loops += 1
elif game_vars.blitz_loss_reset() and not game_vars.get_blitz_win():
FFXC.set_neutral()
logger.info("------------------------------")
logger.info("- Resetting - Lost Blitzball -")
logger.info("------------------------------")
screen.await_turn()
game.state, game.step = reset.mid_run_reset()
else:
logger.info("--------------")
logger.info("- Post-Blitz -")
logger.info("--------------")
game.step = 5
if game.step == 5:
area.luca.after_blitz()
game.step = 1
game.state = "Miihen"
maybe_create_save(save_num=25)
# Just to make sure we set this variable somewhere.
if game.state == "Miihen":
if game.step == 1:
return_array = area.miihen.arrival()
self_destruct = area.miihen.arrival_2(
return_array[0], return_array[1], return_array[2]
)
game.step = 2
if game.step == 2:
area.miihen.mid_point()
logger.info("End of Mi'ihen mid point section.")
area.miihen.low_road(
return_array[0], return_array[1], return_array[2]
)
# Report duration at the end of Mi'ihen section for all runs.
end_time = logs.time_stamp()
total_time = end_time - game.start_time
logger.info(f"Mi'ihen End timer is: {total_time}")
logs.write_stats("Miihen End time:")
logs.write_stats(total_time)
game.state = "MRR"
game.step = 1
if game.state == "MRR":
if game.step == 1:
area.mrr.arrival()
area.mrr.main_path()
if memory.main.game_over():
game.state = "game_over_error"
game.step = 2
maybe_create_save(save_num=27)
if game.step == 2:
area.mrr.battle_site()
area.mrr.gui_and_aftermath()
end_time = logs.time_stamp()
total_time = end_time - game.start_time
logger.info(f"End of Battle Site timer is: {total_time}")
logs.write_stats("Djose-Start time:")
logs.write_stats(total_time)
game.state = "Djose"
game.step = 1
maybe_create_save(save_num=28)
if game.state == "Djose":
if game.step == 1:
area.djose.path()
game.step = 2
if game.step == 2:
area.djose.temple()
area.djose.trials()
game.step = 3
if game_vars.create_saves():
while not pathing.set_movement([66, -227]):
pass
maybe_create_save(save_num=29)
if game.step == 3:
area.djose.leaving_djose()
game.step = 1
game.state = "Moonflow"
if game.state == "Moonflow":
if game.step == 1:
area.moonflow.arrival()
area.moonflow.south_bank()
game.step = 2
maybe_create_save(save_num=30)
if game.step == 2:
area.moonflow.north_bank()
game.step = 1
game.state = "Guadosalam"
if game_vars.create_saves():
while memory.main.get_map() != 243:
FFXC.set_movement(1, 1)
maybe_create_save(save_num=31)
while memory.main.get_map() != 135:
FFXC.set_movement(1, -1)
FFXC.set_neutral()
memory.main.wait_frames(1)
memory.main.await_control()
if game.state == "Guadosalam":
if game.step == 1:
area.guadosalam.arrival()
area.guadosalam.after_speech()
game.step = 2
# maybe_create_save(save_num=32)
if game.step == 2:
area.guadosalam.guado_skip()
game.step = 1
game.state = "ThunderPlains"
if game.state == "ThunderPlains":
if game.step == 1:
area.thunder_plains.south_pathing()
game.step = 2
# maybe_create_save(save_num=33)
if game.step == 2:
area.thunder_plains.agency()
game.step = 3
if game.step == 3:
area.thunder_plains.north_pathing()
game.state = "Macalania"
game.step = 1
maybe_create_save(save_num=34)
if game.state == "Macalania":
if game.step == 1:
area.mac_woods.arrival(False)
game.step = 2
maybe_create_save(save_num=35)
if game.step == 2:
area.mac_woods.lake_road()
area.mac_woods.lake_road_2()
game.step = 3
if game.step == 3:
area.mac_woods.lake()
area.mac_temple.approach()
game.step = 4
maybe_create_save(save_num=36)
if game.step == 4:
area.mac_temple.arrival()
area.mac_temple.start_seymour_fight()
area.mac_temple.seymour_fight()
game.step = 5
if game.step == 5:
area.mac_temple.trials()
game.step = 6
maybe_create_save(save_num=37)
if game.step == 6:
area.mac_temple.escape()
game.step = 7
maybe_create_save(save_num=38)
if game.step == 7:
area.mac_temple.under_lake()
game.step = 1
game.state = "Home"
if game_vars.create_saves():
memory.main.click_to_control()
maybe_create_save(save_num=39)
# Home section
if game.state == "Home":
if game.step == 1:
area.home.desert()
game.step = 2
maybe_create_save(save_num=40)
if game.step == 2:
area.home.find_summoners()
game.step = 1
game.state = "rescue_yuna"
maybe_create_save(save_num=41)
# Rescuing Yuna
if game.state == "rescue_yuna":
if game.step == 1:
area.rescue_yuna.pre_evrae()
battle.boss.evrae()
area.rescue_yuna.guards()
game.step = 2
if game.step == 2:
area.rescue_yuna.trials()
area.rescue_yuna.trials_end()
game.step = 3
if game.step == 3:
area.rescue_yuna.via_purifico()
game.step = 4
maybe_create_save(save_num=42)
if game.step == 4:
area.rescue_yuna.evrae_altana()
game.step = 5
maybe_create_save(save_num=43)
if game.step == 5:
area.rescue_yuna.seymour_natus()
game.state = "Gagazet"
if game_vars.nemesis():
game.step = 10
else:
game.step = 1
if game_vars.create_saves():
FFXC.set_movement(0, -1)
memory.main.await_event()
FFXC.set_neutral()
memory.main.await_control()
maybe_create_save(save_num=44)
FFXC.set_movement(1, 1)
memory.main.await_event()
FFXC.set_neutral()
# Gagazet section
if game.state == "Gagazet":
if game.step == 1:
area.gagazet.calm_lands()
area.gagazet.defender_x()
logger.debug(f"Determining next decision")
advance_pre_x, advance_post_x = rng_track.nea_track()
if advance_post_x in [0, 1]:
logger.info(f"Straight to NEA area: {advance_post_x}")
game.step = 2
else:
logger.info(f"B&Y battle before NEA: {advance_post_x}")
game.step = 3
if game.step == 2:
if game_vars.try_for_ne():
manip_time_1 = logs.time_stamp()
logger.debug("Mark 1")
area.ne_armor.to_hidden_cave()
logger.debug("Mark 2")
area.ne_armor.drop_hunt()
logger.debug("Mark 3")
area.ne_armor.return_to_gagazet()
manip_time_2 = logs.time_stamp()
try:
manip_time = manip_time_2 - manip_time_1
logger.info(f"NEA Manip duration: {str(manip_time)}")
logs.write_stats("NEA Manip duration:")
logs.write_stats(manip_time)
except:
pass
game.step = 3
if game.step == 3:
area.gagazet.to_the_ronso()
if game_vars.ne_armor() == 255:
area.ne_armor.loop_back_from_ronso()
game.step = 2
else:
area.gagazet.gagazet_gates()
game.step = 4
if game.step == 4:
area.gagazet.flux()
game.step = 5
maybe_create_save(save_num=45)
if game.step == 5:
area.gagazet.dream()
game.step = 6
if game.step == 6:
area.gagazet.cave()
area.gagazet.wrap_up()
game.step = 1
game.state = "Zanarkand"
maybe_create_save(save_num=46)
# Zanarkand section
if game.state == "Zanarkand":
if game.step == 1:
area.zanarkand.arrival()
game.step = 2
if game.step == 2:
area.zanarkand.trials()
game.step = 3
if game.step == 3:
area.zanarkand.sanctuary_keeper()
game.step = 4
maybe_create_save(save_num=47)
if game.step == 4:
area.zanarkand.yunalesca()
game.step = 5
if game.step == 5:
area.zanarkand.post_yunalesca()
game.step = 1
game.state = "Sin"
maybe_create_save(save_num=48)
# Sin section
if game.state == "Sin":
if game.step == 1:
area.sin.making_plans()
game.step = 2
# maybe_create_save(save_num=49)
if game.step == 2:
logger.debug("Test 1")
area.sin.shedinja()
logger.debug("Test 2")
area.sin.facing_sin()
logger.debug("Test 3")
if game_vars.nemesis():
game.state = "Nem_Farm"
game.step = 1
else:
game.step = 3
maybe_create_save(save_num=50)
if game.step == 3:
area.sin.inside_sin()
game.step = 4
if game.step == 4:
area.sin.egg_hunt()
if game_vars.nemesis():
battle.main.bfa_nem()
else:
battle.boss.bfa()
battle.boss.yu_yevon()
game.state = "End"
# Nemesis logic only:
if game.state == "Gagazet":
if game.step == 10:
nemesis.changes.calm_lands_1()
game.step = 12
if game.step == 11:
nemesis.changes.remiem_races()
game.step += 1
if game.step == 12:
memory.main.await_control()
nemesis.changes.arena_purchase()
area.gagazet.defender_x()
logger.debug(f"Determining next decision")
advance_pre_x, advance_post_x = rng_track.nea_track()
if advance_post_x in [0, 1]:
logger.info(f"Straight to NEA area: {advance_post_x}")
game.step = 2
else:
logger.info(f"B&Y battle before NEA: {advance_post_x}")
game.step = 3
# Nemesis farming section
if game.state == "Nem_Farm":
if game.step == 1:
nemesis.arena_prep.transition()
while not nemesis.arena_prep.t_plains(cap_num=1):
pass
game.step = 2
maybe_create_save(save_num=51)
if game.step == 2:
while not nemesis.arena_prep.calm(cap_num=1, airship_return=False):
pass
game.step = 3
if game.step == 3:
nemesis.arena_prep.kilika_shop()
game.step = 4
maybe_create_save(save_num=52)
if game.step == 4:
nemesis.arena_prep.besaid_farm(cap_num=1)
game.step = 5
if game.step == 5:
nemesis.arena_prep.kilika_farm(cap_num=1)
game.step = 6
maybe_create_save(save_num=53)
if game.step == 6:
nemesis.arena_prep.miihen_farm(cap_num=1)
game.step = 7
maybe_create_save(save_num=54)
if game.step == 7:
# report_gamestate()
# nemesis.arena_prep.mrr_farm(cap_num=1)
game.step = 8
if game.step == 8:
nemesis.arena_prep.od_to_ap()
game.step = 9
if game.step == 9:
nemesis.arena_prep.besaid_farm(cap_num=10)
game.step = 10
if game.step == 10:
nemesis.arena_prep.kilika_farm(cap_num=10)
game.step = 11
maybe_create_save(save_num=55)
if game.step == 11:
nemesis.arena_prep.miihen_farm(cap_num=10)
game.step = 12
maybe_create_save(save_num=56)
if game.step == 12:
# report_gamestate()
# nemesis.arena_prep.mrr_farm(cap_num=10)
game.step = 13
if game.step == 13:
nemesis.arena_prep.djose_farm(cap_num=10)
game.step = 14
maybe_create_save(save_num=57)
if game.step == 14:
nemesis.arena_prep.t_plains(cap_num=10)
game.step = 15
maybe_create_save(save_num=58)
if game.step == 15:
nemesis.arena_prep.bikanel(cap_num=10)
game.step = 16
maybe_create_save(save_num=59)
if game.step == 16:
nemesis.arena_prep.arena_return()
nemesis.arena_prep.auto_phoenix()
game.step = 17
maybe_create_save(save_num=60)
if game.step == 17:
nemesis.arena_prep.mac_woods(cap_num=10)
game.step = 18
maybe_create_save(save_num=61)
if game.step == 18:
nemesis.arena_prep.stolen_fayth_cave()
game.step = 19
maybe_create_save(save_num=62)
if game.step == 19:
nemesis.arena_prep.gagazet()
# nemesis.arena_prep.gagazet_1()
# nemesis.arena_prep.gagazet_2()
# nemesis.arena_prep.gagazet_3()
# game.state = "End" # Testing only
game.step = 20
maybe_create_save(save_num=63)
if game.step == 20:
nemesis.arena_prep.calm(
cap_num=10, airship_return=False, force_levels=19
) # Formerly 26, confirmed good upwards from 20.
game.step = 21
if game.step == 21:
nemesis.arena_prep.one_mp_weapon()
game.step = 22
maybe_create_save(save_num=64)
if game.step == 22:
nemesis.arena_prep.inside_sin(cap_num=10)
game.step = 23
maybe_create_save(save_num=65)
if game.step == 23:
nemesis.arena_prep.unlock_omega()
nemesis.arena_prep.omega_ruins()
game.step = 24
maybe_create_save(save_num=66)
if game.step == 24:
nemesis.arena_prep.kilika_final_shop()
game.step = 25
maybe_create_save(save_num=67)
if game.step == 25:
nemesis.arena_prep.arena_return()
nemesis.arena_prep.final_weapon()
game.state = "Nem_Arena"
game.step = 1
# Nemesis Arena section
if game.state == "Nem_Arena":
if game.step == 1:
nemesis.arena_battles.battles_1()
game_vars.print_arena_status()
game.step = 2
if game.step == 2:
nemesis.arena_battles.battles_2()
game_vars.print_arena_status()
game.step = 3
if game.step == 3:
nemesis.arena_battles.juggernaut_farm()
game_vars.print_arena_status()
game.step = 4
if game.step == 4:
nemesis.arena_battles.battles_3()
game_vars.print_arena_status()
game.step = 5
if game.step == 5:
nemesis.arena_battles.battles_4()
game_vars.print_arena_status()
game.step = 6
if game.step == 6:
nemesis.arena_battles.nemesis_battle()
game.step = 7
if game.step == 7:
nemesis.arena_battles.return_to_sin()
game.state = "Sin"
game.step = 3
# End of game section
if (
game.state == "End"
and game_vars.loop_seeds()
and game_vars.rng_seed_num() - rng_seed_orig < max_loops
):
# End of seed logic.
game.state, game.step = reset.mid_run_reset(
land_run=True, start_time=game.start_time
)
logger.debug("Looping")
logger.debug(f"{game.state} | {game.step}")
except KeyboardInterrupt as e:
logger.info("Keyboard Interrupt - Exiting.")
logging.exception(e)
sys.exit(0)
logger.info("Time! The game is now over.")
def write_final_logs():
if memory.main.get_story_progress() > 3210:
end_time = logs.time_stamp()
total_time = end_time - game.start_time
logs.write_stats("Total time:")
logs.write_stats(str(total_time))
logger.info(f"The game duration was: {str(total_time)}")
logger.info("This duration is intended for internal comparisons only.")
logger.info("It is not comparable to non-TAS runs.")
memory.main.wait_frames(30)
logger.info("--------")
logger.info("In order to conform to the speedrun.com/ffx ruleset,")
memory.main.wait_frames(60)
logger.info("we now wait until the end of the credits and open")
memory.main.wait_frames(60)
logger.info("the Load Game menu to show the last autosave.")
while memory.main.get_map() != 23:
if memory.main.get_map() in [348, 349]:
xbox.tap_start()
elif memory.main.cutscene_skip_possible():
xbox.skip_scene()
memory.main.wait_frames(180)
while not memory.main.save_menu_open():
xbox.tap_b()
memory.main.end()
logger.info("Automation complete. Shutting down. Have a great day!")
# Main entry point of TAS
if __name__ == "__main__":
# Load up vars.py
vars.init_vars()
# Set up gamestate and rng-related variables
configuration_setup()
# Initialize memory access
memory_setup()
# Initialize rng seed and patch (if applicable)
rng_seed_setup()
# Next, check if we are loading to a save file
if game.state != "none":
load_game_state()
# Run the TAS itself
perform_TAS()
# Finalize writing to logs
write_final_logs()