Merge pull request #21 from kanzure/vba-automation

Start moving away from jvm/jython.
This commit is contained in:
Bryan Bishop
2013-09-10 21:18:30 -07:00
12 changed files with 615 additions and 1259 deletions

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@@ -1,5 +1,4 @@
include README.md
include vba_autoplayer.py vba_config.py vba_keyboard.py vba.py
global-exclude *.pyc
global-exclude .gitignore

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@@ -31,6 +31,14 @@ class Config(object):
if "path" not in self._config:
self._config["path"] = os.getcwd()
# vba save states go into ./save-states/
if "save_state_path" not in self._config:
self._config["save_state_path"] = os.path.join(self._config["path"], "save-states/")
# assume rom is at ./baserom.gbc
if "rom" not in self._config:
self._config["rom_path"] = os.path.join(self._config["path"], "baserom.gbc")
def __getattr__(self, key):
"""
Grab the value from the class properties, then check the configuration,

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@@ -0,0 +1,7 @@
"""
pokecrystal/pokered VBA automation module
dependencies:
python-vba-wrapper (vba_wrapper)
vba-linux
"""

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@@ -1,15 +1,3 @@
# -*- encoding: utf-8 -*-
"""
This file constructs a networkx.DiGraph object called graph, which can be used
to find the shortest path of keypresses on the keyboard to type a word.
"""
import itertools
import networkx
graph = networkx.DiGraph()
graph_data = """
A a select
A B r
A I l
@@ -510,53 +498,4 @@ z Z select
z q u
z PK d
z y l
z space-lower-x8-y2 r"""
for line in graph_data.split("\n"):
if line == "":
continue
elif line[0] == "#":
continue
(node1, node2, edge_name) = line.split(" ")
graph.add_edge(node1, node2, key=edge_name)
#print "Adding edge ("+edge_name+") "+node1+" -> "+node2
def shortest_path(node1, node2):
"""
Figures out the shortest list of button presses to move from one letter to
another.
"""
buttons = []
last = None
path = networkx.shortest_path(graph, node1, node2)
for each in path:
if last != None:
buttons.append(convert_nodes_to_button_press(last, each))
last = each
return buttons
#return [convert_nodes_to_button_press(node3, node4) for (node3, node4) in zip(*(iter(networkx.shortest_path(graph, node1, node2)),) * 2)]
def convert_nodes_to_button_press(node1, node2):
"""
Determines the button necessary to switch from node1 to node2.
"""
print "getting button press for state transition: " + node1 + " -> " + node2
return graph.get_edge_data(node1, node2)["key"]
def plan_typing(text, current="A"):
"""
Plans a sequence of button presses to spell out the given text.
"""
buttons = []
for target in text:
if target == current:
buttons.append("a")
else:
print "Finding the shortest path between " + current + " and " + target
more_buttons = shortest_path(current, target)
buttons.extend(more_buttons)
buttons.append("a")
current = target
return buttons
z space-lower-x8-y2 r

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@@ -0,0 +1,64 @@
# -*- coding: utf-8 -*-
"""
This file constructs a networkx.DiGraph object called graph, which can be used
to find the shortest path of keypresses on the keyboard to type a word.
"""
import os
import itertools
import networkx
graph = networkx.DiGraph()
# load graph data from file
data_path = os.path.join(os.path.dirname(os.path.abspath(__file__)), "keyboard.data")
graph_data = open(data_path, "r").read()
for line in graph_data.split("\n"):
if line == "":
continue
elif line[0] == "#":
continue
(node1, node2, edge_name) = line.split(" ")
graph.add_edge(node1, node2, key=edge_name)
#print "Adding edge ("+edge_name+") "+node1+" -> "+node2
def shortest_path(node1, node2):
"""
Figures out the shortest list of button presses to move from one letter to
another.
"""
buttons = []
last = None
path = networkx.shortest_path(graph, node1, node2)
for each in path:
if last != None:
buttons.append(convert_nodes_to_button_press(last, each))
last = each
return buttons
#return [convert_nodes_to_button_press(node3, node4) for (node3, node4) in zip(*(iter(networkx.shortest_path(graph, node1, node2)),) * 2)]
def convert_nodes_to_button_press(node1, node2):
"""
Determines the button necessary to switch from node1 to node2.
"""
print "getting button press for state transition: " + node1 + " -> " + node2
return graph.get_edge_data(node1, node2)["key"]
def plan_typing(text, current="A"):
"""
Plans a sequence of button presses to spell out the given text.
"""
buttons = []
for target in text:
if target == current:
buttons.append("a")
else:
print "Finding the shortest path between " + current + " and " + target
more_buttons = shortest_path(current, target)
buttons.extend(more_buttons)
buttons.append("a")
current = target
return buttons

527
pokemontools/vba/vba.py Normal file
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@@ -0,0 +1,527 @@
# -*- coding: utf-8 -*-
"""
VBA automation
"""
import os
import sys
import re
import string
from copy import copy
import unittest
# for converting bytes to readable text
from pokemontools.chars import chars
from pokemontools.map_names import map_names
import keyboard
# just use a default config for now until the globals are removed completely
import pokemontools.config as conf
config = conf.Config()
project_path = config.path
save_state_path = config.save_state_path
rom_path = config.rom_path
if not os.path.exists(rom_path):
raise Exception("rom_path is not configured properly; edit vba_config.py? " + str(rom_path))
import vba_wrapper
vba = vba_wrapper.VBA(rom_path)
registers = vba_wrapper.core.registers.Registers(vba)
button_masks = vba_wrapper.core.VBA.button_masks
button_combiner = vba_wrapper.core.VBA.button_combine
def translate_chars(charz):
result = ""
for each in charz:
result += chars[each]
return result
def press(buttons, holdsteps=1, aftersteps=1):
"""
Press a button.
Use steplimit to say for how many steps you want to press
the button (try leaving it at the default, 1).
"""
if hasattr(buttons, "__len__"):
number = button_combiner(buttons)
elif isinstance(buttons, int):
number = buttons
else:
number = buttons
for step_counter in range(0, holdsteps):
Gb.step(number)
# clear the button press
if aftersteps > 0:
for step_counter in range(0, aftersteps):
Gb.step(0)
def call(bank, address):
"""
Jumps into a function at a certain address.
Go into the start menu, pause the game and try call(1, 0x1078) to see a
string printed to the screen.
"""
push = [
registers.pc,
registers.hl,
registers.de,
registers.bc,
registers.af,
0x3bb7,
]
for value in push:
registers.sp -= 2
set_memory_at(registers.sp + 1, value >> 8)
set_memory_at(registers.sp, value & 0xFF)
if get_memory_range(registers.sp, 2) != [value & 0xFF, value >> 8]:
print "desired memory values: " + str([value & 0xFF, value >> 8] )
print "actual memory values: " + str(get_memory_range(registers.sp , 2))
print "wrong value at " + hex(registers.sp) + " expected " + hex(value) + " but got " + hex(get_memory_at(registers.sp))
if bank != 0:
registers["af"] = (bank << 8) | (registers["af"] & 0xFF)
registers["hl"] = address
registers["pc"] = 0x2d63 # FarJump
else:
registers["pc"] = address
def get_stack():
"""
Return a list of functions on the stack.
"""
addresses = []
sp = registers.sp
for x in range(0, 11):
sp = sp - (2 * x)
hi = get_memory_at(sp + 1)
lo = get_memory_at(sp)
address = ((hi << 8) | lo)
addresses.append(address)
return addresses
class crystal:
"""
Just a simple namespace to store a bunch of functions for Pokémon Crystal.
"""
@staticmethod
def text_wait(step_size=1, max_wait=200, sfx_limit=0, debug=False, callback=None):
"""
Presses the "A" button when text is done being drawn to screen.
The `debug` parameter is only useful when debugging this function. It
enables the `max_wait` feature, which causes the function to exit
instead of hanging around.
The `sfx_limit` parameter is useful for when the player is given an
item during the text. Set it to 1 to not treat the sound as the end of
text. The next loop around it will return to the normal behavior of the
function.
:param step_size: number of steps per wait loop
:param max_wait: number of wait loops to perform
"""
while max_wait > 0:
hi = get_memory_at(registers.sp + 1)
lo = get_memory_at(registers.sp)
address = ((hi << 8) | lo)
if address in range(0xa1b, 0xa46) + range(0xaaf, 0xaf5): # 0xaef:
print "pressing, then breaking.. address is: " + str(hex(address))
# set CurSFX
set_memory_at(0xc2bf, 0)
press("a", holdsteps=10, aftersteps=1)
# check if CurSFX is SFX_READ_TEXT_2
if get_memory_at(0xc2bf) == 0x8:
print "cursfx is set to SFX_READ_TEXT_2, looping.."
return crystal.text_wait(step_size=step_size, max_wait=max_wait, debug=debug, callback=callback, sfx_limit=sfx_limit)
else:
if sfx_limit > 0:
sfx_limit = sfx_limit - 1
print "decreasing sfx_limit"
else:
# probably the last textbox in a sequence
print "cursfx is not set to SFX_READ_TEXT_2, so: breaking"
break
else:
stack = get_stack()
# yes/no box or the name selection box
if address in range(0xa46, 0xaaf):
print "probably at a yes/no box.. exiting."
break
# date/time box (day choice)
# 0x47ab is the one from the intro, 0x49ab is the one from mom.
elif 0x47ab in stack or 0x49ab in stack: # was any([x in stack for x in range(0x46EE, 0x47AB)])
print "probably at a date/time box ? exiting."
break
# "How many minutes?" selection box
elif 0x4826 in stack:
print "probably at a \"How many minutes?\" box ? exiting."
break
else:
nstep(step_size)
# if there is a callback, then call the callback and exit when the
# callback returns True. This is especially useful during the
# OakSpeech intro where textboxes are running constantly, and then
# suddenly the player can move around. One way to detect that is to
# set callback to a function that returns
# "vba.get_memory_at(0xcfb1) != 0".
if callback != None:
result = callback()
if result == True:
print "callback returned True, exiting"
return
# only useful when debugging. When this is left on, text that
# takes a while to print to screen will cause this function to
# exit.
if debug == True:
max_wait = max_wait - 1
if max_wait == 0:
print "max_wait was hit"
@staticmethod
def walk_through_walls_slow():
memory = get_memory()
memory[0xC2FA] = 0
memory[0xC2FB] = 0
memory[0xC2FC] = 0
memory[0xC2FD] = 0
set_memory(memory)
@staticmethod
def walk_through_walls():
"""
Lets the player walk all over the map.
These values are probably reset by some of the map/collision
functions when you move on to a new location, so this needs
to be executed each step/tick if continuous walk-through-walls
is desired.
"""
set_memory_at(0xC2FA, 0)
set_memory_at(0xC2FB, 0)
set_memory_at(0xC2FC, 0)
set_memory_at(0xC2FD, 0)
#@staticmethod
#def set_enemy_level(level):
# set_memory_at(0xd213, level)
@staticmethod
def nstep(steplimit=500):
"""
Steps the CPU forward and calls some functions in between each step.
(For example, to manipulate memory.) This is pretty slow.
"""
for step_counter in range(0, steplimit):
crystal.walk_through_walls()
#call(0x1, 0x1078)
step()
@staticmethod
def disable_triggers():
set_memory_at(0x23c4, 0xAF)
set_memory_at(0x23d0, 0xAF);
@staticmethod
def disable_callbacks():
set_memory_at(0x23f2, 0xAF)
set_memory_at(0x23fe, 0xAF)
@staticmethod
def get_map_group_id():
"""
Returns the current map group.
"""
return get_memory_at(0xdcb5)
@staticmethod
def get_map_id():
"""
Returns the map number of the current map.
"""
return get_memory_at(0xdcb6)
@staticmethod
def get_map_name():
"""
Figures out the current map name.
"""
map_group_id = crystal.get_map_group_id()
map_id = crystal.get_map_id()
return map_names[map_group_id][map_id]["name"]
@staticmethod
def get_xy():
"""
(x, y) coordinates of player on map.
Relative to top-left corner of map.
"""
x = get_memory_at(0xdcb8)
y = get_memory_at(0xdcb7)
return (x, y)
@staticmethod
def menu_select(id=1):
"""
Sets the cursor to the given pokemon in the player's party.
This is under Start -> PKMN. This is useful for selecting a
certain pokemon with fly or another skill.
This probably works on other menus.
"""
set_memory_at(0xcfa9, id)
@staticmethod
def is_in_battle():
"""
Checks whether or not we're in a battle.
"""
return (get_memory_at(0xd22d) != 0) or crystal.is_in_link_battle()
@staticmethod
def is_in_link_battle():
return get_memory_at(0xc2dc) != 0
@staticmethod
def unlock_flypoints():
"""
Unlocks different destinations for flying.
Note: this might start at 0xDCA4 (minus one on all addresses), but not
sure.
"""
set_memory_at(0xDCA5, 0xFF)
set_memory_at(0xDCA6, 0xFF)
set_memory_at(0xDCA7, 0xFF)
set_memory_at(0xDCA8, 0xFF)
@staticmethod
def get_gender():
"""
Returns 'male' or 'female'.
"""
gender = get_memory_at(0xD472)
if gender == 0:
return "male"
elif gender == 1:
return "female"
else:
return gender
@staticmethod
def get_player_name():
"""
Returns the 7 characters making up the player's name.
"""
bytez = get_memory_range(0xD47D, 7)
name = translate_chars(bytez)
return name
@staticmethod
def warp(map_group_id, map_id, x, y):
set_memory_at(0xdcb5, map_group_id)
set_memory_at(0xdcb6, map_id)
set_memory_at(0xdcb7, y)
set_memory_at(0xdcb8, x)
set_memory_at(0xd001, 0xFF)
set_memory_at(0xff9f, 0xF1)
set_memory_at(0xd432, 1)
set_memory_at(0xd434, 0 & 251)
@staticmethod
def warp_pokecenter():
crystal.warp(1, 1, 3, 3)
crystal.nstep(200)
@staticmethod
def masterballs():
# masterball
set_memory_at(0xd8d8, 1)
set_memory_at(0xd8d9, 99)
# ultraball
set_memory_at(0xd8da, 2)
set_memory_at(0xd8db, 99)
# pokeballs
set_memory_at(0xd8dc, 5)
set_memory_at(0xd8dd, 99)
@staticmethod
def get_text():
"""
Returns alphanumeric text on the screen.
Other characters will not be shown.
"""
output = ""
tiles = get_memory_range(0xc4a0, 1000)
for each in tiles:
if each in chars.keys():
thing = chars[each]
acceptable = False
if len(thing) == 2:
portion = thing[1:]
else:
portion = thing
if portion in string.printable:
acceptable = True
if acceptable:
output += thing
# remove extra whitespace
output = re.sub(" +", " ", output)
output = output.strip()
return output
@staticmethod
def keyboard_apply(button_sequence):
"""
Applies a sequence of buttons to the on-screen keyboard.
"""
for buttons in button_sequence:
press(buttons)
nstep(2)
press([])
@staticmethod
def write(something="TrAiNeR"):
"""
Types out a word.
Uses a planning algorithm to do this in the most efficient way possible.
"""
button_sequence = keyboard.plan_typing(something)
crystal.keyboard_apply([[x] for x in button_sequence])
@staticmethod
def set_partymon2():
"""
This causes corruption, so it's not working yet.
"""
memory = get_memory()
memory[0xdcd7] = 2
memory[0xdcd9] = 0x7
memory[0xdd0f] = 0x7
memory[0xdd10] = 0x1
# moves
memory[0xdd11] = 0x1
memory[0xdd12] = 0x2
memory[0xdd13] = 0x3
memory[0xdd14] = 0x4
# id
memory[0xdd15] = 0x1
memory[0xdd16] = 0x2
# experience
memory[0xdd17] = 0x2
memory[0xdd18] = 0x3
memory[0xdd19] = 0x4
# hp
memory[0xdd1a] = 0x5
memory[0xdd1b] = 0x6
# current hp
memory[0xdd31] = 0x10
memory[0xdd32] = 0x25
# max hp
memory[0xdd33] = 0x10
memory[0xdd34] = 0x40
set_memory(memory)
@staticmethod
def wait_for_script_running(debug=False, limit=1000):
"""
Wait until ScriptRunning isn't -1.
"""
while limit > 0:
if get_memory_at(0xd438) != 255:
print "script is done executing"
return
else:
step()
if debug:
limit = limit - 1
if limit == 0:
print "limit ran out"
@staticmethod
def move(cmd):
"""
Attempt to move the player.
"""
press(cmd, holdsteps=10, aftersteps=0)
press([])
memory = get_memory()
#while memory[0xd4e1] == 2 and memory[0xd042] != 0x3e:
while memory[0xd043] in [0, 1, 2, 3]:
#while memory[0xd043] in [0, 1, 2, 3] or memory[0xd042] != 0x3e:
nstep(10)
memory = get_memory()
class TestEmulator(unittest.TestCase):
def test_PlaceString(self):
call(0, 0x1078)
# where to draw the text
registers["hl"] = 0xc4a0
# what text to read from
registers["de"] = 0x1276
nstep(10)
text = crystal.get_text()
self.assertTrue("TRAINER" in text)
class TestWriter(unittest.TestCase):
def test_very_basic(self):
button_sequence = keyboard.plan_typing("an")
expected_result = ["select", "a", "d", "r", "r", "r", "r", "a"]
self.assertEqual(len(expected_result), len(button_sequence))
self.assertEqual(expected_result, button_sequence)
if __name__ == "__main__":
unittest.main()

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@@ -2,3 +2,6 @@
# testing
mock
# emulation
vba_wrapper==0.0.2

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@@ -18,6 +18,8 @@ if sys.argv[-1] == 'publish':
# dependencies.
requires = [
"mock",
"nose",
"vba_wrapper==0.0.2",
]
setup(

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@@ -4,12 +4,12 @@ Tests for VBA automation tools
import unittest
import vba
import pokemontools.vba.vba as vba
try:
import vba_autoplayer
import pokemontools.vba.vba_autoplayer
except ImportError:
import autoplayer as vba_autoplayer
import pokemontools.vba.autoplayer as vba_autoplayer
vba_autoplayer.vba = vba

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vba.py

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@@ -1,12 +0,0 @@
#!/usr/bin/jython
# -*- encoding: utf-8 -*-
import os
# by default we assume the user has vba in pokecrystal/extras
project_path = os.path.abspath(os.path.join(os.path.dirname( __file__ ), '..'))
# save states are in pokecrystal/save-states/
save_state_path = os.path.join(project_path, "save-states")
# where is your rom?
rom_path = os.path.join(project_path, "baserom.gbc")