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Starcraft2Client.py
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from __future__ import annotations
import multiprocessing
import logging
import asyncio
import os.path
import nest_asyncio
import sc2
from sc2.main import run_game
from sc2.data import Race
from sc2.bot_ai import BotAI
from sc2.player import Bot
from worlds.sc2wol.Regions import MissionInfo
from worlds.sc2wol.MissionTables import lookup_id_to_mission
from worlds.sc2wol.Items import lookup_id_to_name, item_table
from worlds.sc2wol.Locations import SC2WOL_LOC_ID_OFFSET
from worlds.sc2wol import SC2WoLWorld
from Utils import init_logging
if __name__ == "__main__":
init_logging("SC2Client", exception_logger="Client")
logger = logging.getLogger("Client")
sc2_logger = logging.getLogger("Starcraft2")
import colorama
from NetUtils import *
from CommonClient import CommonContext, server_loop, ClientCommandProcessor, gui_enabled, get_base_parser
nest_asyncio.apply()
class StarcraftClientProcessor(ClientCommandProcessor):
ctx: SC2Context
def _cmd_disable_mission_check(self) -> bool:
"""Disables the check to see if a mission is available to play. Meant for co-op runs where one player can play
the next mission in a chain the other player is doing."""
self.ctx.missions_unlocked = True
sc2_logger.info("Mission check has been disabled")
def _cmd_play(self, mission_id: str = "") -> bool:
"""Start a Starcraft 2 mission"""
options = mission_id.split()
num_options = len(options)
if num_options > 0:
mission_number = int(options[0])
self.ctx.play_mission(mission_number)
else:
sc2_logger.info(
"Mission ID needs to be specified. Use /unfinished or /available to view ids for available missions.")
return True
def _cmd_available(self) -> bool:
"""Get what missions are currently available to play"""
request_available_missions(self.ctx.checked_locations, self.ctx.mission_req_table, self.ctx.ui)
return True
def _cmd_unfinished(self) -> bool:
"""Get what missions are currently available to play and have not had all locations checked"""
request_unfinished_missions(self.ctx.checked_locations, self.ctx.mission_req_table, self.ctx.ui, self.ctx)
return True
class SC2Context(CommonContext):
command_processor = StarcraftClientProcessor
game = "Starcraft 2 Wings of Liberty"
items_handling = 0b111
difficulty = -1
all_in_choice = 0
mission_req_table = None
items_rec_to_announce = []
rec_announce_pos = 0
items_sent_to_announce = []
sent_announce_pos = 0
announcements = []
announcement_pos = 0
sc2_run_task: typing.Optional[asyncio.Task] = None
missions_unlocked = False
current_tooltip = None
last_loc_list = None
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(SC2Context, self).server_auth(password_requested)
await self.get_username()
await self.send_connect()
def on_package(self, cmd: str, args: dict):
if cmd in {"Connected"}:
self.difficulty = args["slot_data"]["game_difficulty"]
self.all_in_choice = args["slot_data"]["all_in_map"]
slot_req_table = args["slot_data"]["mission_req"]
self.mission_req_table = {}
# Compatibility for 0.3.2 server data.
if "category" not in next(iter(slot_req_table)):
for i, mission_data in enumerate(slot_req_table.values()):
mission_data["category"] = wol_default_categories[i]
for mission in slot_req_table:
self.mission_req_table[mission] = MissionInfo(**slot_req_table[mission])
if cmd in {"PrintJSON"}:
if "receiving" in args:
if self.slot_concerns_self(args["receiving"]):
self.announcements.append(args["data"])
return
if "item" in args:
if self.slot_concerns_self(args["item"].player):
self.announcements.append(args["data"])
def run_gui(self):
from kvui import GameManager, HoverBehavior, ServerToolTip, fade_in_animation
from kivy.app import App
from kivy.clock import Clock
from kivy.uix.tabbedpanel import TabbedPanelItem
from kivy.uix.gridlayout import GridLayout
from kivy.lang import Builder
from kivy.uix.label import Label
from kivy.uix.button import Button
from kivy.uix.floatlayout import FloatLayout
from kivy.properties import StringProperty
import Utils
class HoverableButton(HoverBehavior, Button):
pass
class MissionButton(HoverableButton):
tooltip_text = StringProperty("Test")
def __init__(self, *args, **kwargs):
super(HoverableButton, self).__init__(*args, **kwargs)
self.layout = FloatLayout()
self.popuplabel = ServerToolTip(text=self.text)
self.layout.add_widget(self.popuplabel)
def on_enter(self):
self.popuplabel.text = self.tooltip_text
if self.ctx.current_tooltip:
App.get_running_app().root.remove_widget(self.ctx.current_tooltip)
if self.tooltip_text == "":
self.ctx.current_tooltip = None
else:
App.get_running_app().root.add_widget(self.layout)
self.ctx.current_tooltip = self.layout
def on_leave(self):
if self.ctx.current_tooltip:
App.get_running_app().root.remove_widget(self.ctx.current_tooltip)
self.ctx.current_tooltip = None
@property
def ctx(self) -> CommonContext:
return App.get_running_app().ctx
class MissionLayout(GridLayout):
pass
class MissionCategory(GridLayout):
pass
class SC2Manager(GameManager):
logging_pairs = [
("Client", "Archipelago"),
("Starcraft2", "Starcraft2"),
]
base_title = "Archipelago Starcraft 2 Client"
mission_panel = None
last_checked_locations = {}
mission_id_to_button = {}
launching = False
refresh_from_launching = True
first_check = True
def __init__(self, ctx):
super().__init__(ctx)
def build(self):
container = super().build()
panel = TabbedPanelItem(text="Starcraft 2 Launcher")
self.mission_panel = panel.content = MissionLayout()
self.tabs.add_widget(panel)
Clock.schedule_interval(self.build_mission_table, 0.5)
return container
def build_mission_table(self, dt):
if (not self.launching and (not self.last_checked_locations == self.ctx.checked_locations or
not self.refresh_from_launching)) or self.first_check:
self.refresh_from_launching = True
self.mission_panel.clear_widgets()
if self.ctx.mission_req_table:
self.last_checked_locations = self.ctx.checked_locations.copy()
self.first_check = False
self.mission_id_to_button = {}
categories = {}
available_missions = []
unfinished_locations = initialize_blank_mission_dict(self.ctx.mission_req_table)
unfinished_missions = calc_unfinished_missions(self.ctx.checked_locations,
self.ctx.mission_req_table,
self.ctx, available_missions=available_missions,
unfinished_locations=unfinished_locations)
# separate missions into categories
for mission in self.ctx.mission_req_table:
if not self.ctx.mission_req_table[mission].category in categories:
categories[self.ctx.mission_req_table[mission].category] = []
categories[self.ctx.mission_req_table[mission].category].append(mission)
for category in categories:
category_panel = MissionCategory()
category_panel.add_widget(Label(text=category, size_hint_y=None, height=50, outline_width=1))
# Map is completed
for mission in categories[category]:
text = mission
tooltip = ""
# Map has uncollected locations
if mission in unfinished_missions:
text = f"[color=6495ED]{text}[/color]"
tooltip = f"Uncollected locations:\n"
tooltip += "\n".join(location for location in unfinished_locations[mission])
elif mission in available_missions:
text = f"[color=FFFFFF]{text}[/color]"
# Map requirements not met
else:
text = f"[color=a9a9a9]{text}[/color]"
tooltip = f"Requires: "
if len(self.ctx.mission_req_table[mission].required_world) > 0:
tooltip += ", ".join(list(self.ctx.mission_req_table)[req_mission-1] for
req_mission in
self.ctx.mission_req_table[mission].required_world)
if self.ctx.mission_req_table[mission].number > 0:
tooltip += " and "
if self.ctx.mission_req_table[mission].number > 0:
tooltip += f"{self.ctx.mission_req_table[mission].number} missions completed"
mission_button = MissionButton(text=text, size_hint_y=None, height=50)
mission_button.tooltip_text = tooltip
mission_button.bind(on_press=self.mission_callback)
self.mission_id_to_button[self.ctx.mission_req_table[mission].id] = mission_button
category_panel.add_widget(mission_button)
category_panel.add_widget(Label(text=""))
self.mission_panel.add_widget(category_panel)
elif self.launching:
self.refresh_from_launching = False
self.mission_panel.clear_widgets()
self.mission_panel.add_widget(Label(text="Launching Mission"))
def mission_callback(self, button):
if not self.launching:
self.ctx.play_mission(list(self.mission_id_to_button.keys())
[list(self.mission_id_to_button.values()).index(button)])
self.launching = True
Clock.schedule_once(self.finish_launching, 10)
def finish_launching(self, dt):
self.launching = False
self.ui = SC2Manager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
Builder.load_file(Utils.local_path(os.path.dirname(SC2WoLWorld.__file__), "Starcraft2.kv"))
async def shutdown(self):
await super(SC2Context, self).shutdown()
if self.sc2_run_task:
self.sc2_run_task.cancel()
def play_mission(self, mission_id):
if self.missions_unlocked or \
is_mission_available(mission_id, self.checked_locations, self.mission_req_table):
if self.sc2_run_task:
if not self.sc2_run_task.done():
sc2_logger.warning("Starcraft 2 Client is still running!")
self.sc2_run_task.cancel() # doesn't actually close the game, just stops the python task
if self.slot is None:
sc2_logger.warning("Launching Mission without Archipelago authentication, "
"checks will not be registered to server.")
self.sc2_run_task = asyncio.create_task(starcraft_launch(self, mission_id),
name="Starcraft 2 Launch")
else:
sc2_logger.info(
f"{lookup_id_to_mission[mission_id]} is not currently unlocked. "
f"Use /unfinished or /available to see what is available.")
async def main():
multiprocessing.freeze_support()
parser = get_base_parser()
parser.add_argument('--name', default=None, help="Slot Name to connect as.")
args = parser.parse_args()
ctx = SC2Context(args.connect, args.password)
ctx.auth = args.name
if ctx.server_task is None:
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
if gui_enabled:
ctx.run_gui()
ctx.run_cli()
await ctx.exit_event.wait()
await ctx.shutdown()
maps_table = [
"ap_traynor01", "ap_traynor02", "ap_traynor03",
"ap_thanson01", "ap_thanson02", "ap_thanson03a", "ap_thanson03b",
"ap_ttychus01", "ap_ttychus02", "ap_ttychus03", "ap_ttychus04", "ap_ttychus05",
"ap_ttosh01", "ap_ttosh02", "ap_ttosh03a", "ap_ttosh03b",
"ap_thorner01", "ap_thorner02", "ap_thorner03", "ap_thorner04", "ap_thorner05s",
"ap_tzeratul01", "ap_tzeratul02", "ap_tzeratul03", "ap_tzeratul04",
"ap_tvalerian01", "ap_tvalerian02a", "ap_tvalerian02b", "ap_tvalerian03"
]
wol_default_categories = [
"Mar Sara", "Mar Sara", "Mar Sara", "Colonist", "Colonist", "Colonist", "Colonist",
"Artifact", "Artifact", "Artifact", "Artifact", "Artifact", "Covert", "Covert", "Covert", "Covert",
"Rebellion", "Rebellion", "Rebellion", "Rebellion", "Rebellion", "Prophecy", "Prophecy", "Prophecy", "Prophecy",
"Char", "Char", "Char", "Char"
]
def calculate_items(items):
unit_unlocks = 0
armory1_unlocks = 0
armory2_unlocks = 0
upgrade_unlocks = 0
building_unlocks = 0
merc_unlocks = 0
lab_unlocks = 0
protoss_unlock = 0
minerals = 0
vespene = 0
supply = 0
for item in items:
data = lookup_id_to_name[item.item]
if item_table[data].type == "Unit":
unit_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Upgrade":
upgrade_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Armory 1":
armory1_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Armory 2":
armory2_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Building":
building_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Mercenary":
merc_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Laboratory":
lab_unlocks += (1 << item_table[data].number)
elif item_table[data].type == "Protoss":
protoss_unlock += (1 << item_table[data].number)
elif item_table[data].type == "Minerals":
minerals += item_table[data].number
elif item_table[data].type == "Vespene":
vespene += item_table[data].number
elif item_table[data].type == "Supply":
supply += item_table[data].number
return [unit_unlocks, upgrade_unlocks, armory1_unlocks, armory2_unlocks, building_unlocks, merc_unlocks,
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):
ctx.rec_announce_pos = len(ctx.items_rec_to_announce)
ctx.sent_announce_pos = len(ctx.items_sent_to_announce)
ctx.announcements_pos = len(ctx.announcements)
sc2_logger.info(f"Launching {lookup_id_to_mission[mission_id]}. If game does not launch check log file for errors.")
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 = False
mission_completed = False
first_bonus = False
second_bonus = False
third_bonus = False
fourth_bonus = False
fifth_bonus = False
sixth_bonus = False
seventh_bonus = False
eight_bonus = False
ctx: SC2Context = None
mission_id = 0
can_read_game = False
last_received_update = 0
def __init__(self, ctx: SC2Context, mission_id):
self.ctx = ctx
self.mission_id = mission_id
super(ArchipelagoBot, self).__init__()
async def on_step(self, iteration: int):
game_state = 0
if iteration == 0:
start_items = calculate_items(self.ctx.items_received)
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 self.ctx.announcement_pos < len(self.ctx.announcements):
index = 0
message = ""
while index < len(self.ctx.announcements[self.ctx.announcement_pos]):
message += self.ctx.announcements[self.ctx.announcement_pos][index]["text"]
index += 1
index = 0
start_rem_pos = -1
# Remove unneeded [Color] tags
while index < len(message):
if message[index] == '[':
start_rem_pos = index
index += 1
elif message[index] == ']' and start_rem_pos > -1:
temp_msg = ""
if start_rem_pos > 0:
temp_msg = message[:start_rem_pos]
if index < len(message) - 1:
temp_msg += message[index + 1:]
message = temp_msg
index += start_rem_pos - index
start_rem_pos = -1
else:
index += 1
await self.chat_send("SendMessage " + message)
self.ctx.announcement_pos += 1
# 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 + 100 * 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
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:
message = "Unfinished Missions: "
unlocks = initialize_blank_mission_dict(location_table)
unfinished_locations = initialize_blank_mission_dict(location_table)
unfinished_missions = calc_unfinished_missions(locations_done, location_table, ctx, unlocks=unlocks,
unfinished_locations=unfinished_locations)
message += ", ".join(f"{mark_up_mission_name(mission, location_table, ui,unlocks)}[{location_table[mission].id}] " +
mark_up_objectives(
f"[{unfinished_missions[mission]}/{location_table[mission].extra_locations}]",
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)
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=[]):
unfinished_missions = []
locations_completed = []
if not unlocks:
unlocks = initialize_blank_mission_dict(locations)
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))
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:
unfinished_missions.append(name)
locations_completed.append(objectives_completed)
else:
unfinished_missions.append(name)
locations_completed.append(-1)
return {unfinished_missions[i]: locations_completed[i] for i in range(len(unfinished_missions))}
def is_mission_available(mission_id_to_check, locations_done, locations):
unfinished_missions = calc_available_missions(locations_done, locations)
return any(mission_id_to_check == locations[mission].id for mission in unfinished_missions)
def mark_up_mission_name(mission, location_table, ui, 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:
message = "[color=AF99EF]" + mission + "[/color]"
else:
message = "*" + mission + "*"
else:
message = mission
if 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"]"
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(locations_done, location_table, ui):
if location_table:
message = "Available Missions: "
# Initialize mission unlock table
unlocks = initialize_blank_mission_dict(location_table)
missions = calc_available_missions(locations_done, location_table, unlocks)
message += \
", ".join(f"{mark_up_mission_name(mission, location_table, ui, unlocks)}[{location_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)
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):
available_missions = []
missions_complete = 0
# Get number of missions completed
for loc in locations_done:
if loc % 100 == 0:
missions_complete += 1
for name in locations:
# 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)
if mission_reqs_completed(name, missions_complete, locations_done, locations):
available_missions.append(name)
return available_missions
def mission_reqs_completed(location_to_check, missions_complete, locations_done, locations):
"""Returns a bool signifying if the mission has all requirements complete and can be done
Keyword arguments:
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:
# 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:
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:
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:
return False
else:
req_success = False
# If requirement check succeeded mark or as satisfied
if locations[location_to_check].or_requirements and req_success:
or_success = True
if locations[location_to_check].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:
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
if __name__ == '__main__':
colorama.init()
asyncio.run(main())
colorama.deinit()