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* [Client] Handle progressive doorsStar Rauchenberger2025-09-011-7/+7
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* [Client] Various fixesStar Rauchenberger2025-08-291-8/+8
| | | | | - Locations count puzzles in a map that are already solved. - Item-controlled paintings, animation listeners, and teleport listeners are handled properly.
* Client is starting to work!Star Rauchenberger2025-08-281-0/+38
ef='#n78'>78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251
/*
 * TODO: Split out main() logic into another file, and move into separate functions for easier testing. Then write tests.
 * BUGS:
 * Shipwreck vault fails, possibly because of dot_reflection? Sometimes?
 * Treehouse pivots *should* work, but I need to not copy style_flags.
   This seems to cause crashes when pivots appear elsewhere in the world.
 * Some panels are impossible casually: (idc, I think)
 ** Town Stars, Invisible dots
 * Shadows burn marks are not appearing
 * Something is wrong with jungle re: softlocks
 * FEATURES:
 * SWAP_TARGETS should still require the full panel sequence (and have ways to prevent softlocks?)
 ** Think about: Jungle
 ** Hard: Monastery
 ** Do: Challenge
 * Randomize audio logs
 * Swap sounds in jungle (along with panels) -- maybe impossible
 * Make orange 7 (all of oranges?) hard. Like big = hard.
 * Start the game if it isn't running?
 * UI for the randomizer :(
 * Increase odds of mountain oranges garbage on other panels?
*/
#include "Memory.h"
#include "WitnessRandomizer.h"
#include "Panels.h"
#include <string>
#include <iostream>
#include <numeric>
#include <chrono>

template <class T>
size_t find(const std::vector<T> &data, T search, size_t startIndex = 0) {
	for (size_t i=startIndex ; i<data.size(); i++) {
		if (data[i] == search) return i;
	}
	std::cout << "Couldn't find " << search << " in data!" << std::endl;
	exit(-1);
}

int main(int argc, char** argv)
{
	WitnessRandomizer randomizer = WitnessRandomizer();

	if (argc == 2) {
		srand(atoi(argv[1])); // Seed from the command line
	} else {
		srand(static_cast<unsigned int>(time(nullptr)));
		int seed = rand() % (1 << 16); // Seed from the time in milliseconds
		std::cout << "Selected seed: " << seed << std::endl;
		srand(seed);
	}

	// Content swaps -- must happen before squarePanels
	randomizer.Randomize(tallUpDownPanels, SWAP_LINES | SWAP_STYLE);
	randomizer.Randomize(upDownPanels, SWAP_LINES | SWAP_STYLE);
	randomizer.Randomize(leftForwardRightPanels, SWAP_LINES);

	randomizer.Randomize(squarePanels, SWAP_LINES | SWAP_STYLE);

	// Frame swaps -- must happen after squarePanels
	randomizer.Randomize(burnablePanels, SWAP_LINES | SWAP_STYLE);

	// Target swaps, can happen whenever
	randomizer.Randomize(lasers, SWAP_TARGETS);
	// Read the target of keep front laser, and write it to keep back laser.
	std::vector<int> keepFrontLaserTarget = randomizer.ReadPanelData<int>(0x0360E, TARGET, 1);
	randomizer.WritePanelData<int>(0x03317, TARGET, keepFrontLaserTarget);

	std::vector<int> randomOrder;

	/* Jungle
	randomOrder = std::vector(junglePanels.size(), 0);
	std::iota(randomOrder.begin(), randomOrder.end(), 0);
	// Randomize Waves 2-7
	// Waves 1 cannot be randomized, since no other panel can start on
	randomizer.RandomizeRange(randomOrder, SWAP_NONE, 1, 7);
	// Randomize Pitches 1-6 onto themselves
	randomizer.RandomizeRange(randomOrder, SWAP_NONE, 7, 13);
	randomizer.ReassignTargets(junglePanels, randomOrder);
	 */

	/* Bunker */
	randomOrder = std::vector(bunkerPanels.size(), 0);
	std::iota(randomOrder.begin(), randomOrder.end(), 0);
	// Randomize Tutorial 2-Advanced Tutorial 4 + Glass 1
	// Tutorial 1 cannot be randomized, since no other panel can start on
	// Glass 1 will become door + glass 1, due to the targetting system
	randomizer.RandomizeRange(randomOrder, SWAP_NONE, 1, 10);
	// Randomize Glass 1-3 into everything after the door
	const size_t glassDoorIndex = find(randomOrder, 9) + 1;
	randomizer.RandomizeRange(randomOrder, SWAP_NONE, glassDoorIndex, 12);
	randomizer.ReassignTargets(bunkerPanels, randomOrder);

	/* Shadows */
	randomOrder = std::vector(shadowsPanels.size(), 0);
	std::iota(randomOrder.begin(), randomOrder.end(), 0);
	randomizer.RandomizeRange(randomOrder, SWAP_NONE, 0, 8); // Tutorial
	randomizer.RandomizeRange(randomOrder, SWAP_NONE, 8, 16); // Avoid
	randomizer.RandomizeRange(randomOrder, SWAP_NONE, 16, 21); // Follow
	randomizer.ReassignTargets(shadowsPanels, randomOrder);
	// Turn off original starting panel
	randomizer.WritePanelData<float>(shadowsPanels[0], POWER, {0.0f, 0.0f});
	// Turn on new starting panel
	randomizer.WritePanelData<float>(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f});

	/* Monastery
	randomOrder = std::vector(monasteryPanels.size(), 0);
	std::iota(randomOrder.begin(), randomOrder.end(), 0);
	randomizer.RandomizeRange(randomOrder, SWAP_NONE, 2, 6); // outer 2 & 3, inner 1
	// Once outer 3 and right door are solved, inner 2-4 are accessible
	int innerPanelsIndex = max(find(randomOrder, 2), find(randomOrder, 4));
	randomizer.RandomizeRange(randomOrder, SWAP_NONE, innerPanelsIndex, 9); // Inner 2-4

	randomizer.ReassignTargets(monasteryPanels, randomOrder);
	*/
}

WitnessRandomizer::WitnessRandomizer()
{
	// Turn off desert surface 8
	WritePanelData<float>(0x09F94, POWER, {0.0, 0.0});
	// Turn off desert flood final
	WritePanelData<float>(0x18076, POWER, {0.0, 0.0});
	// Change desert floating target to desert flood final
	WritePanelData<int>(0x17ECA, TARGET, {0x18077});

	// Distance-gate shadows laser to prevent sniping through the bars
	WritePanelData<float>(0x19650, MAX_BROADCAST_DISTANCE, {2.5});
	// Change the shadows tutorial cable to only activate avoid
	WritePanelData<int>(0x319A8, CABLE_TARGET_2, {0});
	// Change shadows avoid 8 to power shadows follow
	WritePanelData<int>(0x1972F, TARGET, {0x1C34C});

	// Distance-gate swamp snipe 1 to prevent RNG swamp snipe
	WritePanelData<float>(0x17C05, MAX_BROADCAST_DISTANCE, {5.0});

	// Disable tutorial cursor speed modifications (not working?)
	WritePanelData<float>(0x00295, CURSOR_SPEED_SCALE, {1.0});
	WritePanelData<float>(0x0C373, CURSOR_SPEED_SCALE, {1.0});
	WritePanelData<float>(0x00293, CURSOR_SPEED_SCALE, {1.0});
	WritePanelData<float>(0x002C2, CURSOR_SPEED_SCALE, {1.0});
}

void WitnessRandomizer::Randomize(std::vector<int>& panels, int flags) {
	return RandomizeRange(panels, flags, 0, panels.size());
}

// Range is [start, end)
void WitnessRandomizer::RandomizeRange(std::vector<int> &panels, int flags, size_t startIndex, size_t endIndex) {
	if (panels.size() == 0) return;
	if (startIndex >= endIndex) return;
	if (endIndex >= panels.size()) endIndex = panels.size();
	for (size_t i = endIndex-1; i > startIndex+1; i--) {
		const size_t target = rand() % (i - startIndex) + startIndex;
		if (i != target) {
			// std::cout << "Swapping panels " << std::hex << panels[i] << " and " << std::hex << panels[target] << std::endl;
			SwapPanels(panels[i], panels[target], flags);
			std::swap(panels[i], panels[target]); // Panel indices in the array
		}
	}
}

void WitnessRandomizer::SwapPanels(int panel1, int panel2, int flags) {
	std::map<int, int> offsets;

	if (flags & SWAP_TARGETS) {
		offsets[TARGET] = sizeof(int);
	}
	if (flags & SWAP_STYLE) {
		offsets[STYLE_FLAGS] = sizeof(int);
	}
	if (flags & SWAP_LINES) {
		offsets[PATH_COLOR] = 16;
		offsets[REFLECTION_PATH_COLOR] = 16;
		offsets[DOT_COLOR] = 16;
		offsets[ACTIVE_COLOR] = 16;
		offsets[BACKGROUND_REGION_COLOR] = 16;
		offsets[SUCCESS_COLOR_A] = 16;
		offsets[SUCCESS_COLOR_B] = 16;
		offsets[STROBE_COLOR_A] = 16;
		offsets[STROBE_COLOR_B] = 16;
		offsets[ERROR_COLOR] = 16;
		offsets[PATTERN_POINT_COLOR] = 16;
		offsets[PATTERN_POINT_COLOR_A] = 16;
		offsets[PATTERN_POINT_COLOR_B] = 16;
		offsets[SYMBOL_A] = 16;
		offsets[SYMBOL_B] = 16;
		offsets[SYMBOL_C] = 16;
		offsets[SYMBOL_D] = 16;
		offsets[SYMBOL_E] = 16;
		offsets[PUSH_SYMBOL_COLORS] = sizeof(int);
		offsets[OUTER_BACKGROUND] = 16;
		offsets[OUTER_BACKGROUND_MODE] = sizeof(int);
		offsets[TRACED_EDGES] = 16;
		offsets[AUDIO_PREFIX] = sizeof(void*);
//		offsets[IS_CYLINDER] = sizeof(int);
//		offsets[CYLINDER_Z0] = sizeof(float);
//		offsets[CYLINDER_Z1] = sizeof(float);
//		offsets[CYLINDER_RADIUS] = sizeof(float);
		offsets[SPECULAR_ADD] = sizeof(float);
		offsets[SPECULAR_POWER] = sizeof(int);
		offsets[PATH_WIDTH_SCALE] = sizeof(float);
		offsets[STARTPOINT_SCALE] = sizeof(float);
		offsets[NUM_DOTS] = sizeof(int);
		offsets[NUM_CONNECTIONS] = sizeof(int);
		offsets[DOT_POSITIONS] = sizeof(void*);
		offsets[DOT_FLAGS] = sizeof(void*);
		offsets[DOT_CONNECTION_A] = sizeof(void*);
		offsets[DOT_CONNECTION_B] = sizeof(void*);
		offsets[DECORATIONS] = sizeof(void*);
		offsets[DECORATION_FLAGS] = sizeof(void*);
		offsets[DECORATION_COLORS] = sizeof(void*);
		offsets[NUM_DECORATIONS] = sizeof(int);
		offsets[REFLECTION_DATA] = sizeof(void*);
		offsets[GRID_SIZE_X] = sizeof(int);
		offsets[GRID_SIZE_Y] = sizeof(int);
		offsets[SEQUENCE_LEN] = sizeof(int);
		offsets[SEQUENCE] = sizeof(void*);
		offsets[DOT_SEQUENCE_LEN] = sizeof(int);
		offsets[DOT_SEQUENCE] = sizeof(void*);
		offsets[DOT_SEQUENCE_LEN_REFLECTION] = sizeof(int);
		offsets[DOT_SEQUENCE_REFLECTION] = sizeof(void*);
		offsets[NUM_COLORED_REGIONS] = sizeof(int);
		offsets[COLORED_REGIONS] = sizeof(void*);
		offsets[PANEL_TARGET] = sizeof(void*);
		offsets[SPECULAR_TEXTURE] = sizeof(void*);
	}

	for (auto const& [offset, size] : offsets) {
		std::vector<byte> panel1data = ReadPanelData<byte>(panel1, offset, size);
		std::vector<byte> panel2data = ReadPanelData<byte>(panel2, offset, size);
		WritePanelData<byte>(panel2, offset, panel1data);
		WritePanelData<byte>(panel1, offset, panel2data);
	}
}

void WitnessRandomizer::ReassignTargets(const std::vector<int>& panels, const std::vector<int>& order) {
	// This list is offset by 1, so the target of the Nth panel is in position N (aka the N+1th element)
	// The first panel may not have a wire to power it, so we use the panel ID itself.
	std::vector<int> targetToActivatePanel = {panels[0] + 1};
	for (const int panel : panels) {
		int target = ReadPanelData<int>(panel, TARGET, 1)[0];
		targetToActivatePanel.push_back(target);
	}

	for (size_t i=0; i<order.size() - 1; i++) {
		// Set the target of order[i] to order[i+1], using the "real" target as determined above.
		const int panelTarget = targetToActivatePanel[order[i+1]];
		WritePanelData<int>(panels[order[i]], TARGET, {panelTarget});
	}
}