name: "Main Area" keyholders { name: "P" path: "Components/KeyHolders/keyHolderP" key: "p" } paintings { name: "OWL" path: "Components/Paintings/Starting/owl" orientation: "east" } paintings { name: "EXTRAVAGANT" path: "Components/Paintings/Starting/unless" orientation: "west" } paintings { name: "MAZE" path: "Components/Paintings/Starting/spiral" orientation: "north" } paintings { name: "DARKROOM" path: "Components/Paintings/darkroom" orientation: "west" move: true enter_only: true required_door { name: "Darkroom Painting" } } paintings { name: "BUTTERFLY" path: "Components/Paintings/butterfly" orientation: "west" move: true enter_only: true required_door { name: "Butterfly Painting" } } paintings { name: "BETWEEN" path: "Components/Paintings/between" orientation: "east" move: true enter_only: true required_door { name: "Between Painting" } } paintings { name: "ENTRY" path: "Components/Paintings/eyes" orientation: "east" move: true enter_only: true required_door { name: "Entry Painting" } } paintings { name: "WISE" path: "Components/Paintings/triangle" orientation: "west" move: true enter_only: true required_door { name: "Wise Painting" } } paintings { name: "TREE" path: "Components/Paintings/Clue Maps/tree" orientation: "north" move: true enter_only: true required_door { name: "Tree Painting" } } paintings { name: "UNYIELDING" path: "Components/Paintings/Clue Maps/unyielding" orientation: "north" move: true enter_only: true required_door { name: "Unyielding Painting" } } paintings { name: "PARTHENON" path: "Components/Paintings/Endings/parthenon" orientation: "east" } paintings { name: "GRAVEYARD" path: "Components/Paintings/Endings/grave" orientation: "south" move: true enter_only: true required_door { name: "Graveyard Painting" } } paintings { name: "CC" path: "Components/Paintings/Endings/desert" orientation: "south" move: true enter_only: true required_door { name: "Control Center Painting" } } paintings { name: "TOWER" path: "Components/Paintings/Endings/red" orientation: "north" move: true enter_only: true required_door { name: "Tower Painting" } } paintings { name: "WONDROUS" path: "Components/Paintings/Endings/window" orientation: "north" move: true enter_only: true required_door { name: "Wondrous Painting" } } paintings { name: "RAINBOW" path: "Components/Paintings/Endings/rainbow" orientation: "east" move: true enter_only: true required_door { name: "Rainbow Painting" } } paintings { name: "WORDS" path: "Components/Paintings/Endings/words" orientation: "west" move: true enter_only: true required_door { name: "Words Painting" } } paintings { name: "COLORFUL" path: "Components/Paintings/Endings/colorful" orientation: "north" move: true enter_only: true required_door { name: "Colorful Painting" } } paintings { name: "CASTLE" path: "Components/Paintings/Endings/castle" orientation: "south" move: true enter_only: true required_door { name: "Castle Painting" } } paintings { name: "SUNTEMPLE" path: "Components/Paintings/Endings/temple" orientation: "east" move: true enter_only: true required_door { name: "Sun Temple Painting" } } paintings { name: "ANCIENT" path: "Components/Paintings/Endings/cubes" orientation: "west" move: true enter_only: true required_door { name: "Ancient Painting" } } ports { name: "ENTRY" path: "Components/Warps/worldport" orientation: "west" } jbzdarkid <jbzdarkid@gmail.com> 2018-10-23 20:05:01 -0700 Fix bugs' href='/witness-tutorializer/commit/WitnessRandomizer/WitnessRandomizer.cpp?h=tutorial-v0.3.0&id=fac6378cf7370b93099ff73851cc9a0b68497335'>fac6378 ^
/*
Things to do for V2:
- Better interface design. It's way too simplistic, take (some) notes from talos.
- Seed: [ ] (Randomize)
?? Challenge
- [] Prevent speedrun snipes // Shadows, Swamp, Town, Quarry stairs
- [] Speed up various autoscrollers // Swamp platforms, Desert/Mountain elevators, Desert rotating panels
(Additional required panels)
- [] Desert 8
- [] Pond 5
- [] Both keep halves
- [] Town lattice requires stars door // and stars door will be randomized
(Debug version only)
- [] Noclip
- [] Noclip speed
- Really randomize panels. Sorted by ROI
- Random with style
- Tutorial
- Mountain 1 orange, green, blue, purple
- Mountain 2 multipanel
- Mountain 3 pillars
- Laser areas (Glass Factory, Symmetry, Quarry, Treehouse, Swamp, Keep pressure plates, Town 25 dots)
- (low) Discarded panels
- (low) Tutorials // Dots, Stones, Swamp
- Keep Hedges become like hedges 4, intersection between path and panel
- Keep Pressure plates: Random with style
- No idea how to randomize:
- Symmetry transparent
- Desert
- Shadows
- Town (lattice, RGB area, snipes, triple)
- Monastery
- Jungle
- Bunker
- UTM
- Mountain 2 rainbow
- Challenge
- Any RNG rerolls should be based on previous seed so that everyone can go to next seed easily
- Stability. Duh. I need to clearly define the ownership between the randomizer and the game.
- Challenge should have some way to 'reroll every run'
- Challenge should not turn off after time limit?
- Challenge triangles should not turn off
*/
/*
* Try to wire up both keep halves
* Wire up both halves of symmetry laser
* Turn off floating panel in desert
* Try randomizing default-on for pitches & bunker
* Speed up *everything* ? Or maybe we'll just stop using this setting entirely.
* Add setting for "Don't reset the challenge seed on new challenge"
* Don't rerandomize anything outside of challenge on re-click
* Change re-randomization prevention?
* BUGS:
* Shipwreck vault is solved reversed? -> Not reversed, just "half", you can normally solve orange. Seems to need pattern name.
* Tutorial sounds don't always play -> Unsure. Not controlled by pattern name.
* Rainbow seems to be not copying background?
** Rainbow 1 <-> Green 3 (the poly one) worked
** Rainbow 2 <-> Treehouse Right Orange 1 didn't
* FEATURES:
* Start the game if it isn't running?
* Randomize audio logs -- Hard, seem to be unloaded some times?
* Swap sounds in jungle (along with panels) -- maybe impossible
* Make orange 7 (all of oranges?) hard. Like big = hard. (See: HARD_MODE)
* Try turning on first half of wire in shadows once tutorial is done
* It might be possible to remove the texture on top of rainbow 5 (so that any panel can be placed there)
* 20 challenges with 20 consecutive seeds
* Random *rotation* of desert laser redirect?
*/
#include "Memory.h"
#include "Randomizer.h"
#include "ChallengeRandomizer.h"
#include "Panels.h"
#include "Random.h"
#include <string>
#include <iostream>
#include <numeric>
template <class T>
int 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 static_cast<int>(i);
}
std::cout << "Couldn't find " << search << " in data!" << std::endl;
throw std::exception("Couldn't find value in data!");
}
Randomizer::Randomizer(const std::shared_ptr<Memory>& memory) : _memory(memory) {}
void Randomizer::Randomize() {
// reveal_exit_hall - Prevent actually ending the game (EEE)
_memory->AddSigScan({0x45, 0x8B, 0xF7, 0x48, 0x8B, 0x4D}, [&](int index){
_memory->WriteData<byte>({index + 0x15}, {0xEB}); // jz -> jmp
});
// begin_endgame_1 - Prevent actually ending the game (Wonkavator)
_memory->AddSigScan({0x83, 0x7C, 0x01, 0xD0, 0x04}, [&](int index){
if (GLOBALS == 0x5B28C0) { // Version differences.
index += 0x75;
} else if (GLOBALS == 0x62D0A0) {
index += 0x86;
}
_memory->WriteData<byte>({index}, {0xEB}); // jz -> jmp
});
// Sig scans will be run during challenge randomization.
// Seed challenge first for future-proofing
RandomizeChallenge();
// Content swaps -- must happen before squarePanels
Randomize(upDownPanels, SWAP::LINES | SWAP::COLORS);
Randomize(leftForwardRightPanels, SWAP::LINES | SWAP::COLORS);
Randomize(squarePanels, SWAP::LINES | SWAP::COLORS);
// Individual area modifications
RandomizeTutorial();
RandomizeDesert();
RandomizeQuarry();
RandomizeTreehouse();
RandomizeKeep();
RandomizeShadows();
RandomizeMonastery();
RandomizeBunker();
RandomizeJungle();
RandomizeSwamp();
RandomizeMountain();
RandomizeTown();
RandomizeSymmetry();
// RandomizeAudioLogs();
}
void Randomizer::AdjustSpeed() {
// Desert Surface Final Control
_memory->WritePanelData<float>(0x09F95, OPEN_RATE, {0.04f}); // 4x
// Swamp Sliding Bridge
_memory->WritePanelData<float>(0x0061A, OPEN_RATE, {0.1f}); // 4x
// Mountain 2 Elevator
_memory->WritePanelData<float>(0x09EEC, OPEN_RATE, {0.075f}); // 3x
}
void Randomizer::RandomizeLasers() {
Randomize(lasers, SWAP::TARGETS);
// Read the target of keep front laser, and write it to keep back laser.
std::vector<int> keepFrontLaserTarget = _memory->ReadPanelData<int>(0x0360E, TARGET, 1);
_memory->WritePanelData<int>(0x03317, TARGET, keepFrontLaserTarget);
}
void Randomizer::PreventSnipes()
{
// Distance-gate swamp snipe 1 to prevent RNG swamp snipe
_memory->WritePanelData<float>(0x17C05, MAX_BROADCAST_DISTANCE, {15.0});
// Distance-gate shadows laser to prevent sniping through the bars
_memory->WritePanelData<float>(0x19650, MAX_BROADCAST_DISTANCE, {2.5});
}
// Private methods
void Randomizer::RandomizeTutorial() {
// Disable tutorial cursor speed modifications (not working?)
_memory->WritePanelData<float>(0x00295, CURSOR_SPEED_SCALE, {1.0});
_memory->WritePanelData<float>(0x0C373, CURSOR_SPEED_SCALE, {1.0});
_memory->WritePanelData<float>(0x00293, CURSOR_SPEED_SCALE, {1.0});
_memory->WritePanelData<float>(0x002C2, CURSOR_SPEED_SCALE, {1.0});
}
void Randomizer::RandomizeSymmetry() {
std::vector<int> randomOrder(transparent.size(), 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
RandomizeRange(randomOrder, SWAP::NONE, 1, 5);
ReassignTargets(transparent, randomOrder);
}
void Randomizer::RandomizeDesert() {
Randomize(desertPanels, SWAP::LINES);
// Turn off desert surface 8
_memory->WritePanelData<float>(0x09F94, POWER, {0.0, 0.0});
// Turn off desert flood final
_memory->WritePanelData<float>(0x18076, POWER, {0.0, 0.0});
// Change desert floating target to desert flood final
_memory->WritePanelData<int>(0x17ECA, TARGET, {0x18077});
}
void Randomizer::RandomizeQuarry() {
}
void Randomizer::RandomizeTreehouse() {
// Ensure that whatever pivot panels we have are flagged as "pivotable"
int panelFlags = _memory->ReadPanelData<int>(0x17DD1, STYLE_FLAGS, 1)[0];
_memory->WritePanelData<int>(0x17DD1, STYLE_FLAGS, {panelFlags | 0x8000});
panelFlags = _memory->ReadPanelData<int>(0x17CE3, STYLE_FLAGS, 1)[0];
_memory->WritePanelData<int>(0x17CE3, STYLE_FLAGS, {panelFlags | 0x8000});
panelFlags = _memory->ReadPanelData<int>(0x17DB7, STYLE_FLAGS, 1)[0];
_memory->WritePanelData<int>(0x17DB7, STYLE_FLAGS, {panelFlags | 0x8000});
panelFlags = _memory->ReadPanelData<int>(0x17E52, STYLE_FLAGS, 1)[0];
_memory->WritePanelData<int>(0x17E52, STYLE_FLAGS, {panelFlags | 0x8000});
}
void Randomizer::RandomizeKeep() {
}
void Randomizer::RandomizeShadows() {
// Change the shadows tutorial cable to only activate avoid
_memory->WritePanelData<int>(0x319A8, CABLE_TARGET_2, {0});
// Change shadows avoid 8 to power shadows follow
_memory->WritePanelData<int>(0x1972F, TARGET, {0x1C34C});
std::vector<int> randomOrder(shadowsPanels.size(), 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
RandomizeRange(randomOrder, SWAP::NONE, 0, 8); // Tutorial
RandomizeRange(randomOrder, SWAP::NONE, 8, 16); // Avoid
RandomizeRange(randomOrder, SWAP::NONE, 16, 21); // Follow
ReassignTargets(shadowsPanels, randomOrder);
// Turn off original starting panel
_memory->WritePanelData<float>(shadowsPanels[0], POWER, {0.0f, 0.0f});
// Turn on new starting panel
_memory->WritePanelData<float>(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f});
}
void Randomizer::RandomizeTown() {
// @Hack...? To open the gate at the end
std::vector<int> randomOrder(orchard.size() + 1, 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
RandomizeRange(randomOrder, SWAP::NONE, 1, 5);
// Ensure that we open the gate before the final puzzle (by swapping)
int panel3Index = find(randomOrder, 3);
int panel4Index = find(randomOrder, 4);
randomOrder[min(panel3Index, panel4Index)] = 3;
randomOrder[max(panel3Index, panel4Index)] = 4;
ReassignTargets(orchard, randomOrder);
}
void Randomizer::RandomizeMonastery() {
std::vector<int> randomOrder(monasteryPanels.size(), 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
RandomizeRange(randomOrder, SWAP::NONE, 3, 9); // Outer 2 & 3, Inner 1-4
ReassignTargets(monasteryPanels, randomOrder);
}
void Randomizer::RandomizeBunker() {
std::vector<int> randomOrder(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
RandomizeRange(randomOrder, SWAP::NONE, 1, 10);
// Randomize Glass 1-3 into everything after the door/glass 1
const size_t glass1Index = find(randomOrder, 9);
RandomizeRange(randomOrder, SWAP::NONE, glass1Index + 1, 12);
ReassignTargets(bunkerPanels, randomOrder);
}
void Randomizer::RandomizeJungle() {
std::vector<int> randomOrder(junglePanels.size(), 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
// Waves 1 cannot be randomized, since no other panel can start on
RandomizeRange(randomOrder, SWAP::NONE, 1, 7); // Waves 2-7
RandomizeRange(randomOrder, SWAP::NONE, 8, 13); // Pitches 1-6
ReassignTargets(junglePanels, randomOrder);
// Fix the wall's target to point back to the cable, and the cable to point to the pitches panel.
// auto wallTarget = _memory->ReadPanelData<int>(junglePanels[7], TARGET, 1);
// _memory->WritePanelData<int>(junglePanels[7], TARGET, {0x3C113});
// _memory->WritePanelData<int>(0x3C112, CABLE_TARGET_1, wallTarget);
}
void Randomizer::RandomizeSwamp() {
}
void Randomizer::RandomizeMountain() {
// Randomize multipanel
Randomize(mountainMultipanel, SWAP::LINES | SWAP::COLORS);
// Randomize final pillars order
std::vector<int> targets = {pillars[0] + 1};
for (const int pillar : pillars) {
int target = _memory->ReadPanelData<int>(pillar, TARGET, 1)[0];
targets.push_back(target);
}
targets[5] = pillars[5] + 1;
std::vector<int> randomOrder(pillars.size(), 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
RandomizeRange(randomOrder, SWAP::NONE, 0, 4); // Left Pillars 1-4
RandomizeRange(randomOrder, SWAP::NONE, 5, 9); // Right Pillars 1-4
ReassignTargets(pillars, randomOrder, targets);
// Turn off original starting panels
_memory->WritePanelData<float>(pillars[0], POWER, {0.0f, 0.0f});
_memory->WritePanelData<float>(pillars[5], POWER, {0.0f, 0.0f});
// Turn on new starting panels
_memory->WritePanelData<float>(pillars[randomOrder[0]], POWER, {1.0f, 1.0f});
_memory->WritePanelData<float>(pillars[randomOrder[5]], POWER, {1.0f, 1.0f});
}
void Randomizer::RandomizeChallenge() {
ChallengeRandomizer cr(_memory, Random::RandInt(1, 0x7FFFFFFF)); // 0 will trigger an "RNG not initialized" block
for (int panel : challengePanels) {
_memory->WritePanelData<int>(panel, POWER_OFF_ON_FAIL, {0});
}
}
void Randomizer::RandomizeAudioLogs() {
std::vector<int> randomOrder(audiologs.size(), 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
Randomize(randomOrder, SWAP::NONE);
ReassignNames(audiologs, randomOrder);
}
void Randomizer::Randomize(std::vector<int>& panels, int flags) {
return RandomizeRange(panels, flags, 0, panels.size());
}
// Range is [start, end)
void Randomizer::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 = static_cast<int>(panels.size());
for (size_t i = endIndex-1; i > startIndex; i--) {
const int target = Random::RandInt(static_cast<int>(startIndex), static_cast<int>(i));
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 Randomizer::SwapPanels(int panel1, int panel2, int flags) {
std::map<int, int> offsets;
if (flags & SWAP::TARGETS) {
offsets[TARGET] = sizeof(int);
}
if (flags & SWAP::AUDIO_NAMES) {
offsets[AUDIO_LOG_NAME] = sizeof(void*);
}
if (flags & SWAP::COLORS) {
offsets[PATH_COLOR] = 16;
offsets[REFLECTION_PATH_COLOR] = 16;
offsets[DOT_COLOR] = 16;
offsets[ACTIVE_COLOR] = 16;
offsets[BACKGROUND_REGION_COLOR] = 12; // Not copying alpha to preserve transparency.
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);
// These two control the "burn intensity", but I can't swap out burn marks in new ver, so they should probably stay tied to each frame.
// offsets[SPECULAR_ADD] = sizeof(float);
// offsets[SPECULAR_POWER] = sizeof(int);
offsets[NUM_COLORED_REGIONS] = sizeof(int);
offsets[COLORED_REGIONS] = sizeof(void*);
}
if (flags & SWAP::LINES) {
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[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[STYLE_FLAGS] = 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[PANEL_TARGET] = sizeof(void*);
offsets[SPECULAR_TEXTURE] = sizeof(void*);
}
for (auto const& [offset, size] : offsets) {
std::vector<byte> panel1data = _memory->ReadPanelData<byte>(panel1, offset, size);
std::vector<byte> panel2data = _memory->ReadPanelData<byte>(panel2, offset, size);
_memory->WritePanelData<byte>(panel2, offset, panel1data);
_memory->WritePanelData<byte>(panel1, offset, panel2data);
}
}
void Randomizer::ReassignTargets(const std::vector<int>& panels, const std::vector<int>& order, std::vector<int> targets) {
if (targets.empty()) {
// 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.
targets = {panels[0] + 1};
for (const int panel : panels) {
int target = _memory->ReadPanelData<int>(panel, TARGET, 1)[0];
targets.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 = targets[order[i+1]];
_memory->WritePanelData<int>(panels[order[i]], TARGET, {panelTarget});
}
}
void Randomizer::ReassignNames(const std::vector<int>& panels, const std::vector<int>& order) {
std::vector<int64_t> names;
for (const int panel : panels) {
names.push_back(_memory->ReadPanelData<int64_t>(panel, AUDIO_LOG_NAME, 1)[0]);
}
for (int i=0; i<panels.size(); i++) {
_memory->WritePanelData<int64_t>(panels[i], AUDIO_LOG_NAME, {names[order[i]]});
}
}