Beispiel #1
0
 def get_tekken_window_rect(self, foreground_only=False):
     """
     """
     window_rect = None
     try:
         window_handler = None
         if foreground_only:
             if self.is_tekken_foreground_wnd():
                 window_handler = user32.get_foreground_window()
         else:
             window_handler = user32.find_window(
                 lp_class_name='UnrealWindow', lp_window_name='TEKKEN 7 ')
         if window_handler:
             if not self.is_tekken_fullscreen():
                 # Unstyled window + titlebar rect
                 window_rect = actual_rect.get_actual_rect(window_handler)
                 self.adapt_window_rect_to_title_bar(window_rect)
             else:
                 window_rect = user32.get_window_placement(
                     window_handler).rc_normal_position
     except OSError:
         pass
     return window_rect
Beispiel #2
0
    def get_updated_state(self, rollback_frame=0):
        """
        """
        if self.is_pid_valid() and self.module_address is not None:
            game_state = [None, None]
            process_handle = kernel32.open_process(kernel32.PROCESS_VM_READ,
                                                   False, self.pid)
            try:
                if not self.window_handler:
                    try:
                        self.window_handler = user32.find_window(
                            lp_class_name='UnrealWindow',
                            lp_window_name='TEKKEN 7 ')
                    except OSError:
                        pass
                else:
                    game_state[0] = self.get_graphic_settings(process_handle)

                player_data_base_address = self.module_address
                for i, offset in enumerate(self.player_data_pointer_offset):
                    player_data_base_address = self.get_pointer_value(
                        process_handle, player_data_base_address + offset)
                    if not player_data_base_address:
                        break

                if player_data_base_address == 0:
                    if not self.reacquire_game_state:
                        sys.stdout.write(
                            'No fight detected. Gamestate not updated.')
                        self.is_in_battle = False
                    self.reacquire_game_state = True
                    self.reacquire_names = True
                else:
                    last_eight_frames = []
                    second_address_base = self.get_value_from_address(
                        process_handle,
                        player_data_base_address,
                        is_64bit=True)
                    # for rollback purposes, there are 8 copies of the
                    # game state, each one updatating once every 8 frames
                    for i in range(8):
                        potential_second_address = (
                            second_address_base +
                            i * self.config['MemoryAddressOffsets']
                            ['rollback_frame_offset'])
                        potential_frame_count = self.get_value_from_address(
                            process_handle, potential_second_address +
                            self.config['GameDataAddress']['frame_count'])
                        last_eight_frames.append(
                            (potential_frame_count, potential_second_address))

                    if rollback_frame >= len(last_eight_frames):
                        sys.stdout.write(
                            'ERROR: requesting {} frame of {} '.format(
                                rollback_frame, len(last_eight_frames)) +
                            'long rollback frame')
                        rollback_frame = len(last_eight_frames) - 1

                    best_frame_count, player_data_second_address = sorted(
                        last_eight_frames, key=lambda x: -x[0])[rollback_frame]

                    player_data_frame = self.get_block_data(
                        process_handle, player_data_second_address,
                        self.config['MemoryAddressOffsets']
                        ['rollback_frame_offset'])

                    bot_facing = self.get_value_from_data_block(
                        player_data_frame,
                        self.config['GameDataAddress']['facing'])
                    timer_in_frames = self.get_value_from_data_block(
                        player_data_frame,
                        self.config['GameDataAddress']['timer_in_frames'])
                    p1_bot, p2_bot = self.initialize_bots(
                        player_data_frame, bot_facing, best_frame_count)

                    if self.reacquire_game_state:
                        self.reacquire_game_state = False
                        sys.stdout.write('Fight detected. Updating gamestate.')
                        self.is_in_battle = True

                    if self.reacquire_names:
                        if (p1_bot.is_character_name_loaded()
                                and p2_bot.is_character_name_loaded()):
                            self.opponent_name = (
                                self.get_value_at_end_of_pointer_trail(
                                    process_handle, 'opponent_name', True))
                            self.opponent_side = (
                                self.get_value_at_end_of_pointer_trail(
                                    process_handle, 'opponent_side', False))
                            self.is_player_player_one = (
                                self.opponent_side == 1)
                            # sys.stdout.write(self.opponent_char_id)
                            # sys.stdout.write(self.is_player_player_one)

                            self.p1_movelist_to_use = (
                                p1_bot.get_movelist_to_use())
                            self.p2_movelist_to_use = (
                                p2_bot.get_movelist_to_use())

                            p1_movelist_block, p1_movelist_address = (
                                self.populate_movelists(
                                    process_handle, 'p1_movelist'))
                            p2_movelist_block, p2_movelist_address = (
                                self.populate_movelists(
                                    process_handle, 'p2_movelist'))

                            self.p1_movelist_parser = (
                                MovelistParser.MovelistParser(
                                    p1_movelist_block, p1_movelist_address))
                            self.p2_movelist_parser = (
                                MovelistParser.MovelistParser(
                                    p2_movelist_block, p2_movelist_address))

                            # self.write_movelists_to_file(
                            #    p1_movelist_block, p1_bot.character_name
                            # )
                            # self.write_movelists_to_file(
                            #    p2_movelist_block, p2_bot.character_name
                            # )
                            # TODO: figure out the actual size of the name
                            # movelist
                            self.p1_movelist_names = p1_movelist_block[
                                0x2E8:200000].split(b'\00')
                            self.p2_movelist_names = p2_movelist_block[
                                0x2E8:200000].split(b'\00')
                            #sys.stdout.write(p1_movelist_names[(1572 * 2)])

                            self.reacquire_names = False

                    game_state[1] = GameSnapshot(p1_bot, p2_bot,
                                                 best_frame_count,
                                                 timer_in_frames, bot_facing,
                                                 self.opponent_name,
                                                 self.is_player_player_one)
            except (OSError, struct.error, TypeError):
                self.reacquire_everything()
                raise OSError
            finally:
                kernel32.close_handle(process_handle)
            return game_state
        raise OSError('invalid PID or module address')
Beispiel #3
0
 def is_tekken_minimized(self):
     window_handler = user32.find_window(lp_class_name='UnrealWindow',
                                         lp_window_name='TEKKEN 7 ')
     return user32.is_iconic(window_handler)