Shipwright/soh/soh/Enhancements/crowd-control/CrowdControl.cpp

588 lines
23 KiB
C++

#ifdef ENABLE_CROWD_CONTROL
#include "CrowdControl.h"
#include <Cvar.h>
#include <Console.h>
#include <ImGuiImpl.h>
#include <nlohmann/json.hpp>
#include <spdlog/spdlog.h>
#include <spdlog/fmt/fmt.h>
#include <regex>
extern "C" {
#include <z64.h>
#include "variables.h"
#include "functions.h"
#include "macros.h"
extern PlayState* gPlayState;
}
#include "../debugconsole.h"
#define CMD_EXECUTE SohImGui::GetConsole()->Dispatch
#define EFFECT_HIGH_GRAVITY "high_gravity"
#define EFFECT_LOW_GRAVITY "low_gravity"
#define EFFECT_DAMAGE_MULTIPLIER "damage_multiplier"
#define EFFECT_DEFENSE_MULTIPLIER "defense_multiplier"
#define EFFECT_GIANT_LINK "giant_link"
#define EFFECT_MINISH_LINK "minish_link"
#define EFFECT_INVISIBLE_LINK "invisible"
#define EFFECT_PAPER_LINK "paper_link"
#define EFFECT_FREEZE "freeze"
#define EFFECT_DAMAGE "damage"
#define EFFECT_HEAL "heal"
#define EFFECT_KNOCKBACK "knockback"
#define EFFECT_ELECTROCUTE "electrocute"
#define EFFECT_BURN "burn"
#define EFFECT_KILL "kill"
#define EFFECT_HOVER_BOOTS "hover_boots"
#define EFFECT_IRON_BOOTS "iron_boots"
#define EFFECT_ADD_HEART_CONTAINER "add_heart_container"
#define EFFECT_REMOVE_HEART_CONTAINER "remove_heart_container"
#define EFFECT_NO_UI "no_ui"
#define EFFECT_FILL_MAGIC "fill_magic"
#define EFFECT_EMPTY_MAGIC "empty_magic"
#define EFFECT_OHKO "ohko"
#define EFFECT_PACIFIST "pacifist"
#define EFFECT_RAINSTORM "rainstorm"
#define EFFECT_REVERSE_CONTROLS "reverse"
#define EFFECT_ADD_RUPEES "add_rupees"
#define EFFECT_REMOVE_RUPEES "remove_rupees"
#define EFFECT_INCREASE_SPEED "increase_speed"
#define EFFECT_DECREASE_SPEED "decrease_speed"
#define EFFECT_NO_Z_TARGETING "no_z"
#define EFFECT_SPAWN_WALLMASTER "spawn_wallmaster"
#define EFFECT_SPAWN_ARWING "spawn_arwing"
#define EFFECT_SPAWN_DARK_LINK "spawn_darklink"
#define EFFECT_SPAWN_STALFOS "spawn_stalfos"
#define EFFECT_SPAWN_WOLFOS "spawn_wolfos"
#define EFFECT_SPAWN_FREEZARD "spawn_freezard"
#define EFFECT_SPAWN_KEESE "spawn_keese"
#define EFFECT_SPAWN_ICE_KEESE "spawn_icekeese"
#define EFFECT_SPAWN_FIRE_KEESE "spawn_firekeese"
#define EFFECT_SPAWN_TEKTITE "spawn_tektite"
#define EFFECT_SPAWN_LIKE_LIKE "spawn_likelike"
#define EFFECT_SPAWN_CUCCO_STORM "cucco_storm"
void CrowdControl::Init() {
SDLNet_Init();
}
void CrowdControl::Shutdown() {
SDLNet_Quit();
}
void CrowdControl::Enable() {
if (isEnabled) {
return;
}
if (SDLNet_ResolveHost(&ip, "127.0.0.1", 43384) == -1) {
SPDLOG_ERROR("[CrowdControl] SDLNet_ResolveHost: {}", SDLNet_GetError());
}
isEnabled = true;
ccThreadReceive = std::thread(&CrowdControl::ListenToServer, this);
ccThreadProcess = std::thread(&CrowdControl::ProcessActiveEffects, this);
}
void CrowdControl::Disable() {
if (!isEnabled) {
return;
}
isEnabled = false;
ccThreadReceive.join();
ccThreadProcess.join();
}
void CrowdControl::ListenToServer() {
while (isEnabled) {
while (!connected && isEnabled) {
SPDLOG_TRACE("[CrowdControl] Attempting to make connection to server...");
tcpsock = SDLNet_TCP_Open(&ip);
if (tcpsock) {
connected = true;
SPDLOG_TRACE("[CrowdControl] Connection to server established!");
break;
}
}
SDLNet_SocketSet socketSet = SDLNet_AllocSocketSet(1);
if (tcpsock) {
SDLNet_TCP_AddSocket(socketSet, tcpsock);
}
// Listen to socket messages
while (connected && tcpsock && isEnabled) {
// we check first if socket has data, to not block in the TCP_Recv
int socketsReady = SDLNet_CheckSockets(socketSet, 0);
if (socketsReady == -1) {
SPDLOG_ERROR("[CrowdControl] SDLNet_CheckSockets: {}", SDLNet_GetError());
break;
}
if (socketsReady == 0) {
continue;
}
int len = SDLNet_TCP_Recv(tcpsock, &received, sizeof(received));
if (!len || !tcpsock || len == -1) {
SPDLOG_ERROR("[CrowdControl] SDLNet_TCP_Recv: {}", SDLNet_GetError());
break;
}
Effect* incomingEffect = ParseMessage(received);
if (!incomingEffect) {
continue;
}
// If effect is a one off run, let's execute
if (!incomingEffect->timeRemaining) {
EffectResult result =
ExecuteEffect(incomingEffect->type.c_str(), incomingEffect->value, false);
EmitMessage(tcpsock, incomingEffect->id, incomingEffect->timeRemaining, result);
} else {
// check if a conflicting event is already active
bool isConflictingEffectActive = false;
for (Effect* pack : activeEffects) {
if (pack != incomingEffect && pack->category == incomingEffect->category &&
pack->id < incomingEffect->id) {
isConflictingEffectActive = true;
EmitMessage(tcpsock, incomingEffect->id, incomingEffect->timeRemaining,
EffectResult::Retry);
break;
}
}
// check if effect can be executed
EffectResult result =
ExecuteEffect(incomingEffect->type.c_str(), incomingEffect->value, true);
if (result == EffectResult::Retry || result == EffectResult::Failure) {
EmitMessage(tcpsock, incomingEffect->id, incomingEffect->timeRemaining, result);
continue;
}
if (!isConflictingEffectActive) {
activeEffectsMutex.lock();
activeEffects.push_back(incomingEffect);
activeEffectsMutex.unlock();
}
}
}
if (connected) {
SDLNet_TCP_Close(tcpsock);
connected = false;
SPDLOG_TRACE("[CrowdControl] Ending Listen thread...");
}
}
}
void CrowdControl::ProcessActiveEffects() {
while (isEnabled) {
// we only want to send events when status changes, on start we send Success,
// if it fails at some point, we send Pause, and when it starts to succeed again we send Success.
activeEffectsMutex.lock();
auto it = activeEffects.begin();
while (it != activeEffects.end()) {
Effect *effect = *it;
EffectResult result = ExecuteEffect(effect->type.c_str(), effect->value, false);
if (result == EffectResult::Success) {
// If time remaining has reached 0, we have finished the effect
if (effect->timeRemaining <= 0) {
it = activeEffects.erase(std::remove(activeEffects.begin(), activeEffects.end(), effect),
activeEffects.end());
RemoveEffect(effect->type.c_str());
delete effect;
} else {
// If we have a success after previously being paused, fire Resume event
if (effect->isPaused) {
effect->isPaused = false;
EmitMessage(tcpsock, effect->id, effect->timeRemaining, EffectResult::Resumed);
} else {
effect->timeRemaining -= 1000;
if (result != effect->lastExecutionResult) {
effect->lastExecutionResult = result;
EmitMessage(tcpsock, effect->id, effect->timeRemaining, EffectResult::Success);
}
}
it++;
}
} else { // Timed effects only do Success or Retry
if (!effect->isPaused && effect->timeRemaining > 0) {
effect->isPaused = true;
EmitMessage(tcpsock, effect->id, effect->timeRemaining, EffectResult::Paused);
}
it++;
}
}
activeEffectsMutex.unlock();
std::this_thread::sleep_for(std::chrono::seconds(1));
}
SPDLOG_TRACE("[CrowdControl] Ending Process thread...");
}
// MARK: - Helpers
void CrowdControl::EmitMessage(TCPsocket socket, uint32_t eventId, long timeRemaining, EffectResult status) {
nlohmann::json payload;
payload["id"] = eventId;
payload["type"] = 0;
payload["timeRemaining"] = timeRemaining;
payload["status"] = status;
std::string jsonPayload = payload.dump();
SDLNet_TCP_Send(socket, jsonPayload.c_str(), jsonPayload.size() + 1);
}
CrowdControl::Effect* CrowdControl::ParseMessage(char payload[512]) {
nlohmann::json dataReceived = nlohmann::json::parse(payload, nullptr, false);
if (dataReceived.is_discarded()) {
SPDLOG_ERROR("Error parsing JSON");
return nullptr;
}
Effect* effect = new Effect();
effect->lastExecutionResult = EffectResult::Initiate;
effect->id = dataReceived["id"];
auto parameters = dataReceived["parameters"];
if (parameters.size() > 0) {
effect->value = dataReceived["parameters"][0];
}
effect->type = dataReceived["code"].get<std::string>();
if (effect->type == EFFECT_HIGH_GRAVITY || effect->type == EFFECT_LOW_GRAVITY) {
effect->category = "gravity";
effect->timeRemaining = 30000;
} else if (effect->type == EFFECT_DAMAGE_MULTIPLIER || effect->type == EFFECT_DEFENSE_MULTIPLIER) {
effect->category = "defense";
effect->timeRemaining = 30000;
} else if (effect->type == EFFECT_GIANT_LINK || effect->type == EFFECT_MINISH_LINK ||
effect->type == EFFECT_INVISIBLE_LINK || effect->type == EFFECT_PAPER_LINK) {
effect->category = "link_size";
effect->timeRemaining = 30000;
} else if (effect->type == EFFECT_FREEZE || effect->type == EFFECT_DAMAGE || effect->type == EFFECT_HEAL ||
effect->type == EFFECT_KNOCKBACK || effect->type == EFFECT_ELECTROCUTE ||
effect->type == EFFECT_BURN || effect->type == EFFECT_KILL) {
effect->category = "link_damage";
} else if (effect->type == EFFECT_HOVER_BOOTS || effect->type == EFFECT_IRON_BOOTS) {
effect->category = "boots";
effect->timeRemaining = 30000;
} else if (effect->type == EFFECT_ADD_HEART_CONTAINER || effect->type == EFFECT_REMOVE_HEART_CONTAINER) {
effect->category = "heart_container";
} else if (effect->type == EFFECT_NO_UI) {
effect->category = "ui";
effect->timeRemaining = 60000;
} else if (effect->type == EFFECT_FILL_MAGIC || effect->type == EFFECT_EMPTY_MAGIC) {
effect->category = "magic";
} else if (effect->type == EFFECT_OHKO) {
effect->category = "ohko";
effect->timeRemaining = 30000;
} else if (effect->type == EFFECT_PACIFIST) {
effect->category = "pacifist";
effect->timeRemaining = 15000;
} else if (effect->type == EFFECT_RAINSTORM) {
effect->category = "weather";
effect->timeRemaining = 30000;
} else if (effect->type == EFFECT_REVERSE_CONTROLS) {
effect->category = "controls";
effect->timeRemaining = 60000;
} else if (effect->type == EFFECT_ADD_RUPEES || effect->type == EFFECT_REMOVE_RUPEES) {
effect->category = "rupees";
} else if (effect->type == EFFECT_INCREASE_SPEED || effect->type == EFFECT_DECREASE_SPEED) {
effect->category = "speed";
effect->timeRemaining = 30000;
} else if (effect->type == EFFECT_NO_Z_TARGETING) {
effect->category = "no_z";
effect->timeRemaining = 30000;
} else if (effect->type == EFFECT_SPAWN_WALLMASTER || effect->type == EFFECT_SPAWN_ARWING ||
effect->type == EFFECT_SPAWN_DARK_LINK || effect->type == EFFECT_SPAWN_STALFOS ||
effect->type == EFFECT_SPAWN_WOLFOS || effect->type == EFFECT_SPAWN_FREEZARD ||
effect->type == EFFECT_SPAWN_KEESE || effect->type == EFFECT_SPAWN_ICE_KEESE ||
effect->type == EFFECT_SPAWN_FIRE_KEESE || effect->type == EFFECT_SPAWN_TEKTITE ||
effect->type == EFFECT_SPAWN_LIKE_LIKE || effect->type == EFFECT_SPAWN_CUCCO_STORM) {
effect->category = "spawn";
} else {
effect->category = "none";
effect->timeRemaining = 0;
}
return effect;
}
CrowdControl::EffectResult CrowdControl::ExecuteEffect(std::string effectId, uint32_t value, bool dryRun) {
// Don't execute effect and don't advance timer when the player is not in a proper loaded savefile
// and when they're busy dying.
if (gPlayState == NULL || gPlayState->gameOverCtx.state > 0 || gSaveContext.fileNum < 0 || gSaveContext.fileNum > 2) {
return EffectResult::Retry;
}
Player* player = GET_PLAYER(gPlayState);
if (player != NULL) {
if (effectId == EFFECT_ADD_HEART_CONTAINER) {
if (gSaveContext.healthCapacity >= 0x140) {
return EffectResult::Failure;
}
if (dryRun == 0) CMD_EXECUTE(EFFECT_ADD_HEART_CONTAINER);
return EffectResult::Success;
} else if (effectId == EFFECT_REMOVE_HEART_CONTAINER) {
if ((gSaveContext.healthCapacity - 0x10) <= 0) {
return EffectResult::Failure;
}
if (dryRun == 0) CMD_EXECUTE(EFFECT_REMOVE_HEART_CONTAINER);
return EffectResult::Success;
} else if (effectId == EFFECT_FILL_MAGIC) {
if (!gSaveContext.isMagicAcquired) {
return EffectResult::Failure;
}
if (gSaveContext.magic >= (gSaveContext.isDoubleMagicAcquired + 1) + 0x30) {
return EffectResult::Failure;
}
if (dryRun == 0) CMD_EXECUTE(EFFECT_FILL_MAGIC);
return EffectResult::Success;
} else if (effectId == EFFECT_EMPTY_MAGIC) {
if (!gSaveContext.isMagicAcquired || gSaveContext.magic <= 0) {
return EffectResult::Failure;
}
if (dryRun == 0) CMD_EXECUTE(EFFECT_EMPTY_MAGIC);
return EffectResult::Success;
} else if (effectId == EFFECT_ADD_RUPEES) {
if (dryRun == 0) CMD_EXECUTE(fmt::format("update_rupees {}", value));
return EffectResult::Success;
} else if (effectId == EFFECT_REMOVE_RUPEES) {
if (gSaveContext.rupees - value < 0) {
return EffectResult::Failure;
}
if (dryRun == 0) CMD_EXECUTE(fmt::format("update_rupees -{}", value));
return EffectResult::Success;
}
}
if (player != NULL && !Player_InBlockingCsMode(gPlayState, player) && gPlayState->pauseCtx.state == 0
&& gPlayState->msgCtx.msgMode == 0) {
if (effectId == EFFECT_HIGH_GRAVITY) {
if (dryRun == 0) CMD_EXECUTE("gravity 2");
return EffectResult::Success;
} else if (effectId == EFFECT_LOW_GRAVITY) {
if (dryRun == 0) CMD_EXECUTE("gravity 0");
return EffectResult::Success;
} else if (effectId == EFFECT_KILL
|| effectId == EFFECT_FREEZE
|| effectId == EFFECT_BURN
|| effectId == EFFECT_ELECTROCUTE
|| effectId == EFFECT_SPAWN_CUCCO_STORM
) {
if (PlayerGrounded(player)) {
if (dryRun == 0) CMD_EXECUTE(fmt::format("{}", effectId));
return EffectResult::Success;
}
return EffectResult::Failure;
} else if (effectId == EFFECT_HEAL
|| effectId == EFFECT_KNOCKBACK
) {
if (dryRun == 0) CMD_EXECUTE(fmt::format("{} {}", effectId, value));
return EffectResult::Success;
} else if (effectId == EFFECT_GIANT_LINK
|| effectId == EFFECT_MINISH_LINK
|| effectId == EFFECT_NO_UI
|| effectId == EFFECT_INVISIBLE_LINK
|| effectId == EFFECT_PAPER_LINK
|| effectId == EFFECT_NO_Z_TARGETING
|| effectId == EFFECT_OHKO
|| effectId == EFFECT_PACIFIST
|| effectId == EFFECT_RAINSTORM
) {
if (dryRun == 0) CMD_EXECUTE(fmt::format("{} 1", effectId));
return EffectResult::Success;
} else if (effectId == EFFECT_REVERSE_CONTROLS) {
if (dryRun == 0) CMD_EXECUTE("reverse_controls 1");
return EffectResult::Success;
} else if (effectId == EFFECT_IRON_BOOTS) {
if (dryRun == 0) CMD_EXECUTE("boots iron");
return EffectResult::Success;
} else if (effectId == EFFECT_HOVER_BOOTS) {
if (dryRun == 0) CMD_EXECUTE("boots hover");
return EffectResult::Success;
} else if (effectId == "give_dekushield") {
if (dryRun == 0) CMD_EXECUTE("givedekushield");
return EffectResult::Success;
} else if (effectId == EFFECT_SPAWN_WALLMASTER
|| effectId == EFFECT_SPAWN_ARWING
|| effectId == EFFECT_SPAWN_DARK_LINK
|| effectId == EFFECT_SPAWN_STALFOS
|| effectId == EFFECT_SPAWN_WOLFOS
|| effectId == EFFECT_SPAWN_FREEZARD
|| effectId == EFFECT_SPAWN_KEESE
|| effectId == EFFECT_SPAWN_ICE_KEESE
|| effectId == EFFECT_SPAWN_FIRE_KEESE
|| effectId == EFFECT_SPAWN_TEKTITE
|| effectId == EFFECT_SPAWN_LIKE_LIKE
) {
if (dryRun == 0) {
if (CrowdControl::SpawnEnemy(effectId)) {
return EffectResult::Success;
} else {
return EffectResult::Failure;
}
}
return EffectResult::Success;
} else if (effectId == EFFECT_INCREASE_SPEED) {
if (dryRun == 0) CMD_EXECUTE("speed_modifier 2");
return EffectResult::Success;
} else if (effectId == EFFECT_DECREASE_SPEED) {
if (dryRun == 0) CMD_EXECUTE("speed_modifier -2");
return EffectResult::Success;
} else if (effectId == EFFECT_DAMAGE_MULTIPLIER) {
if (dryRun == 0) CMD_EXECUTE(fmt::format("defense_modifier -{}", value));
return EffectResult::Success;
} else if (effectId == EFFECT_DEFENSE_MULTIPLIER) {
if (dryRun == 0) CMD_EXECUTE(fmt::format("defense_modifier {}", value));
return EffectResult::Success;
} else if (effectId == EFFECT_DAMAGE) {
if ((gSaveContext.health - (16 * value)) <= 0) {
return EffectResult::Failure;
}
if (dryRun == 0) CMD_EXECUTE(fmt::format("{} {}", effectId, value));
return EffectResult::Success;
}
}
return EffectResult::Retry;
}
bool CrowdControl::SpawnEnemy(std::string effectId) {
Player* player = GET_PLAYER(gPlayState);
int enemyId = 0;
int enemyParams = 0;
float posXOffset = 0;
float posYOffset = 0;
float posZOffset = 0;
if (effectId == EFFECT_SPAWN_WALLMASTER) {
enemyId = 17;
} else if (effectId == EFFECT_SPAWN_ARWING) {
// Don't allow Arwings in certain areas because they cause issues.
// Locations: King dodongo room, Morpha room, Twinrova room, Ganondorf room, Fishing pond, Ganon's room
// TODO: Swap this to disabling the option in CC options menu instead.
if (gPlayState->sceneNum == SCENE_DDAN_BOSS || gPlayState->sceneNum == SCENE_MIZUSIN_BS ||
gPlayState->sceneNum == SCENE_JYASINBOSS || gPlayState->sceneNum == SCENE_GANON_BOSS ||
gPlayState->sceneNum == SCENE_TURIBORI || gPlayState->sceneNum == SCENE_GANON_DEMO) {
return 0;
}
enemyId = 315;
enemyParams = 1;
posYOffset = 100;
} else if (effectId == EFFECT_SPAWN_DARK_LINK) {
enemyId = 51;
posXOffset = 75;
posYOffset = 50;
} else if (effectId == EFFECT_SPAWN_STALFOS) {
enemyId = 2;
enemyParams = 2;
posXOffset = 75;
posYOffset = 50;
} else if (effectId == EFFECT_SPAWN_WOLFOS) {
enemyId = 431;
posXOffset = 75;
posYOffset = 50;
} else if (effectId == EFFECT_SPAWN_FREEZARD) {
enemyId = 289;
posXOffset = 75;
posYOffset = 50;
} else if (effectId == EFFECT_SPAWN_KEESE) {
enemyId = 19;
enemyParams = 2;
posXOffset = 75;
posYOffset = 50;
} else if (effectId == EFFECT_SPAWN_ICE_KEESE) {
enemyId = 19;
enemyParams = 4;
posXOffset = 75;
posYOffset = 50;
} else if (effectId == EFFECT_SPAWN_FIRE_KEESE) {
enemyId = 19;
enemyParams = 1;
posXOffset = 75;
posYOffset = 50;
} else if (effectId == EFFECT_SPAWN_TEKTITE) {
enemyId = 27;
posXOffset = 75;
posYOffset = 50;
} else if (effectId == EFFECT_SPAWN_LIKE_LIKE) {
enemyId = 221;
posXOffset = 75;
posYOffset = 50;
}
return Actor_Spawn(&gPlayState->actorCtx, gPlayState, enemyId, player->actor.world.pos.x + posXOffset,
player->actor.world.pos.y + posYOffset, player->actor.world.pos.z + posZOffset, 0, 0, 0, enemyParams, 0);
}
void CrowdControl::RemoveEffect(std::string effectId) {
if (gPlayState == NULL) {
return;
}
Player* player = GET_PLAYER(gPlayState);
if (player != NULL) {
if (effectId == EFFECT_GIANT_LINK
|| effectId == EFFECT_MINISH_LINK
|| effectId == EFFECT_NO_UI
|| effectId == EFFECT_INVISIBLE_LINK
|| effectId == EFFECT_PAPER_LINK
|| effectId == EFFECT_NO_Z_TARGETING
|| effectId == EFFECT_OHKO
|| effectId == EFFECT_PACIFIST
|| effectId == EFFECT_RAINSTORM
) {
CMD_EXECUTE(fmt::format("{} 0", effectId));
return;
} else if (effectId == EFFECT_IRON_BOOTS || effectId == EFFECT_HOVER_BOOTS) {
CMD_EXECUTE("boots kokiri");
return;
} else if (effectId == EFFECT_HIGH_GRAVITY || effectId == EFFECT_LOW_GRAVITY) {
CMD_EXECUTE("gravity 1");
return;
} else if (effectId == EFFECT_REVERSE_CONTROLS) {
CMD_EXECUTE("reverse_controls 0");
return;
} else if (effectId == EFFECT_INCREASE_SPEED
|| effectId == EFFECT_DECREASE_SPEED
) {
CMD_EXECUTE("speed_modifier 0");
return;
} else if (effectId == EFFECT_DAMAGE_MULTIPLIER
|| effectId == EFFECT_DEFENSE_MULTIPLIER
) {
CMD_EXECUTE("defense_modifier 0");
return;
}
}
}
#endif