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author | jbzdarkid <jbzdarkid@gmail.com> | 2018-10-27 23:28:42 -0700 |
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committer | jbzdarkid <jbzdarkid@gmail.com> | 2018-10-27 23:28:42 -0700 |
commit | 2c9afc07fe5cc53fefb90540d5db2ca424c71a51 (patch) | |
tree | 55ba19ae0e3f52f732d9382b6deccf6d879035c7 /Source/Randomizer.cpp | |
parent | ecc14a3463c0c1c52b5de17d2aeb719ce2942a4a (diff) | |
download | witness-tutorializer-2c9afc07fe5cc53fefb90540d5db2ca424c71a51.tar.gz witness-tutorializer-2c9afc07fe5cc53fefb90540d5db2ca424c71a51.tar.bz2 witness-tutorializer-2c9afc07fe5cc53fefb90540d5db2ca424c71a51.zip |
Major restructuring -- also set up for UI work tomorrow
Diffstat (limited to 'Source/Randomizer.cpp')
-rw-r--r-- | Source/Randomizer.cpp | 251 |
1 files changed, 251 insertions, 0 deletions
diff --git a/Source/Randomizer.cpp b/Source/Randomizer.cpp new file mode 100644 index 0000000..75b3cf7 --- /dev/null +++ b/Source/Randomizer.cpp | |||
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1 | /* | ||
2 | * TODO: Split out main() logic into another file, and move into separate functions for easier testing. Then write tests. | ||
3 | * BUGS: | ||
4 | * Shipwreck vault fails, possibly because of dot_reflection? Sometimes? | ||
5 | * Treehouse pivots *should* work, but I need to not copy style_flags. | ||
6 | This seems to cause crashes when pivots appear elsewhere in the world. | ||
7 | * Some panels are impossible casually: (idc, I think) | ||
8 | ** Town Stars, Invisible dots | ||
9 | * Shadows burn marks are not appearing | ||
10 | * Something is wrong with jungle re: softlocks | ||
11 | * FEATURES: | ||
12 | * SWAP_TARGETS should still require the full panel sequence (and have ways to prevent softlocks?) | ||
13 | ** Think about: Jungle | ||
14 | ** Hard: Monastery | ||
15 | ** Do: Challenge | ||
16 | * Randomize audio logs | ||
17 | * Swap sounds in jungle (along with panels) -- maybe impossible | ||
18 | * Make orange 7 (all of oranges?) hard. Like big = hard. | ||
19 | * Start the game if it isn't running? | ||
20 | * UI for the randomizer :( | ||
21 | * Increase odds of mountain oranges garbage on other panels? | ||
22 | */ | ||
23 | #include "Memory.h" | ||
24 | #include "Randomizer.h" | ||
25 | #include "Panels.h" | ||
26 | #include <string> | ||
27 | #include <iostream> | ||
28 | #include <numeric> | ||
29 | #include <chrono> | ||
30 | |||
31 | template <class T> | ||
32 | size_t find(const std::vector<T> &data, T search, size_t startIndex = 0) { | ||
33 | for (size_t i=startIndex ; i<data.size(); i++) { | ||
34 | if (data[i] == search) return i; | ||
35 | } | ||
36 | std::cout << "Couldn't find " << search << " in data!" << std::endl; | ||
37 | exit(-1); | ||
38 | } | ||
39 | |||
40 | int main(int argc, char** argv) | ||
41 | { | ||
42 | Randomizer randomizer = Randomizer(); | ||
43 | |||
44 | if (argc == 2) { | ||
45 | srand(atoi(argv[1])); // Seed from the command line | ||
46 | } else { | ||
47 | srand(static_cast<unsigned int>(time(nullptr))); | ||
48 | int seed = rand() % (1 << 16); // Seed from the time in milliseconds | ||
49 | std::cout << "Selected seed: " << seed << std::endl; | ||
50 | srand(seed); | ||
51 | } | ||
52 | |||
53 | // Content swaps -- must happen before squarePanels | ||
54 | randomizer.Randomize(tallUpDownPanels, SWAP_LINES | SWAP_STYLE); | ||
55 | randomizer.Randomize(upDownPanels, SWAP_LINES | SWAP_STYLE); | ||
56 | randomizer.Randomize(leftForwardRightPanels, SWAP_LINES); | ||
57 | |||
58 | randomizer.Randomize(squarePanels, SWAP_LINES | SWAP_STYLE); | ||
59 | |||
60 | // Frame swaps -- must happen after squarePanels | ||
61 | randomizer.Randomize(burnablePanels, SWAP_LINES | SWAP_STYLE); | ||
62 | |||
63 | // Target swaps, can happen whenever | ||
64 | randomizer.Randomize(lasers, SWAP_TARGETS); | ||
65 | // Read the target of keep front laser, and write it to keep back laser. | ||
66 | std::vector<int> keepFrontLaserTarget = randomizer.ReadPanelData<int>(0x0360E, TARGET, 1); | ||
67 | randomizer.WritePanelData<int>(0x03317, TARGET, keepFrontLaserTarget); | ||
68 | |||
69 | std::vector<int> randomOrder; | ||
70 | |||
71 | /* Jungle | ||
72 | randomOrder = std::vector(junglePanels.size(), 0); | ||
73 | std::iota(randomOrder.begin(), randomOrder.end(), 0); | ||
74 | // Randomize Waves 2-7 | ||
75 | // Waves 1 cannot be randomized, since no other panel can start on | ||
76 | randomizer.RandomizeRange(randomOrder, SWAP_NONE, 1, 7); | ||
77 | // Randomize Pitches 1-6 onto themselves | ||
78 | randomizer.RandomizeRange(randomOrder, SWAP_NONE, 7, 13); | ||
79 | randomizer.ReassignTargets(junglePanels, randomOrder); | ||
80 | */ | ||
81 | |||
82 | /* Bunker */ | ||
83 | randomOrder = std::vector(bunkerPanels.size(), 0); | ||
84 | std::iota(randomOrder.begin(), randomOrder.end(), 0); | ||
85 | // Randomize Tutorial 2-Advanced Tutorial 4 + Glass 1 | ||
86 | // Tutorial 1 cannot be randomized, since no other panel can start on | ||
87 | // Glass 1 will become door + glass 1, due to the targetting system | ||
88 | randomizer.RandomizeRange(randomOrder, SWAP_NONE, 1, 10); | ||
89 | // Randomize Glass 1-3 into everything after the door | ||
90 | const size_t glassDoorIndex = find(randomOrder, 9) + 1; | ||
91 | randomizer.RandomizeRange(randomOrder, SWAP_NONE, glassDoorIndex, 12); | ||
92 | randomizer.ReassignTargets(bunkerPanels, randomOrder); | ||
93 | |||
94 | /* Shadows */ | ||
95 | randomOrder = std::vector(shadowsPanels.size(), 0); | ||
96 | std::iota(randomOrder.begin(), randomOrder.end(), 0); | ||
97 | randomizer.RandomizeRange(randomOrder, SWAP_NONE, 0, 8); // Tutorial | ||
98 | randomizer.RandomizeRange(randomOrder, SWAP_NONE, 8, 16); // Avoid | ||
99 | randomizer.RandomizeRange(randomOrder, SWAP_NONE, 16, 21); // Follow | ||
100 | randomizer.ReassignTargets(shadowsPanels, randomOrder); | ||
101 | // Turn off original starting panel | ||
102 | randomizer.WritePanelData<float>(shadowsPanels[0], POWER, {0.0f, 0.0f}); | ||
103 | // Turn on new starting panel | ||
104 | randomizer.WritePanelData<float>(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f}); | ||
105 | |||
106 | /* Monastery | ||
107 | randomOrder = std::vector(monasteryPanels.size(), 0); | ||
108 | std::iota(randomOrder.begin(), randomOrder.end(), 0); | ||
109 | randomizer.RandomizeRange(randomOrder, SWAP_NONE, 2, 6); // outer 2 & 3, inner 1 | ||
110 | // Once outer 3 and right door are solved, inner 2-4 are accessible | ||
111 | int innerPanelsIndex = max(find(randomOrder, 2), find(randomOrder, 4)); | ||
112 | randomizer.RandomizeRange(randomOrder, SWAP_NONE, innerPanelsIndex, 9); // Inner 2-4 | ||
113 | |||
114 | randomizer.ReassignTargets(monasteryPanels, randomOrder); | ||
115 | */ | ||
116 | } | ||
117 | |||
118 | Randomizer::Randomizer() | ||
119 | { | ||
120 | // Turn off desert surface 8 | ||
121 | WritePanelData<float>(0x09F94, POWER, {0.0, 0.0}); | ||
122 | // Turn off desert flood final | ||
123 | WritePanelData<float>(0x18076, POWER, {0.0, 0.0}); | ||
124 | // Change desert floating target to desert flood final | ||
125 | WritePanelData<int>(0x17ECA, TARGET, {0x18077}); | ||
126 | |||
127 | // Distance-gate shadows laser to prevent sniping through the bars | ||
128 | WritePanelData<float>(0x19650, MAX_BROADCAST_DISTANCE, {2.5}); | ||
129 | // Change the shadows tutorial cable to only activate avoid | ||
130 | WritePanelData<int>(0x319A8, CABLE_TARGET_2, {0}); | ||
131 | // Change shadows avoid 8 to power shadows follow | ||
132 | WritePanelData<int>(0x1972F, TARGET, {0x1C34C}); | ||
133 | |||
134 | // Distance-gate swamp snipe 1 to prevent RNG swamp snipe | ||
135 | WritePanelData<float>(0x17C05, MAX_BROADCAST_DISTANCE, {5.0}); | ||
136 | |||
137 | // Disable tutorial cursor speed modifications (not working?) | ||
138 | WritePanelData<float>(0x00295, CURSOR_SPEED_SCALE, {1.0}); | ||
139 | WritePanelData<float>(0x0C373, CURSOR_SPEED_SCALE, {1.0}); | ||
140 | WritePanelData<float>(0x00293, CURSOR_SPEED_SCALE, {1.0}); | ||
141 | WritePanelData<float>(0x002C2, CURSOR_SPEED_SCALE, {1.0}); | ||
142 | } | ||
143 | |||
144 | void Randomizer::Randomize(std::vector<int>& panels, int flags) { | ||
145 | return RandomizeRange(panels, flags, 0, panels.size()); | ||
146 | } | ||
147 | |||
148 | // Range is [start, end) | ||
149 | void Randomizer::RandomizeRange(std::vector<int> &panels, int flags, size_t startIndex, size_t endIndex) { | ||
150 | if (panels.size() == 0) return; | ||
151 | if (startIndex >= endIndex) return; | ||
152 | if (endIndex >= panels.size()) endIndex = panels.size(); | ||
153 | for (size_t i = endIndex-1; i > startIndex+1; i--) { | ||
154 | const size_t target = rand() % (i - startIndex) + startIndex; | ||
155 | if (i != target) { | ||
156 | // std::cout << "Swapping panels " << std::hex << panels[i] << " and " << std::hex << panels[target] << std::endl; | ||
157 | SwapPanels(panels[i], panels[target], flags); | ||
158 | std::swap(panels[i], panels[target]); // Panel indices in the array | ||
159 | } | ||
160 | } | ||
161 | } | ||
162 | |||
163 | void Randomizer::SwapPanels(int panel1, int panel2, int flags) { | ||
164 | std::map<int, int> offsets; | ||
165 | |||
166 | if (flags & SWAP_TARGETS) { | ||
167 | offsets[TARGET] = sizeof(int); | ||
168 | } | ||
169 | if (flags & SWAP_STYLE) { | ||
170 | offsets[STYLE_FLAGS] = sizeof(int); | ||
171 | } | ||
172 | if (flags & SWAP_LINES) { | ||
173 | offsets[PATH_COLOR] = 16; | ||
174 | offsets[REFLECTION_PATH_COLOR] = 16; | ||
175 | offsets[DOT_COLOR] = 16; | ||
176 | offsets[ACTIVE_COLOR] = 16; | ||
177 | offsets[BACKGROUND_REGION_COLOR] = 16; | ||
178 | offsets[SUCCESS_COLOR_A] = 16; | ||
179 | offsets[SUCCESS_COLOR_B] = 16; | ||
180 | offsets[STROBE_COLOR_A] = 16; | ||
181 | offsets[STROBE_COLOR_B] = 16; | ||
182 | offsets[ERROR_COLOR] = 16; | ||
183 | offsets[PATTERN_POINT_COLOR] = 16; | ||
184 | offsets[PATTERN_POINT_COLOR_A] = 16; | ||
185 | offsets[PATTERN_POINT_COLOR_B] = 16; | ||
186 | offsets[SYMBOL_A] = 16; | ||
187 | offsets[SYMBOL_B] = 16; | ||
188 | offsets[SYMBOL_C] = 16; | ||
189 | offsets[SYMBOL_D] = 16; | ||
190 | offsets[SYMBOL_E] = 16; | ||
191 | offsets[PUSH_SYMBOL_COLORS] = sizeof(int); | ||
192 | offsets[OUTER_BACKGROUND] = 16; | ||
193 | offsets[OUTER_BACKGROUND_MODE] = sizeof(int); | ||
194 | offsets[TRACED_EDGES] = 16; | ||
195 | offsets[AUDIO_PREFIX] = sizeof(void*); | ||
196 | // offsets[IS_CYLINDER] = sizeof(int); | ||
197 | // offsets[CYLINDER_Z0] = sizeof(float); | ||
198 | // offsets[CYLINDER_Z1] = sizeof(float); | ||
199 | // offsets[CYLINDER_RADIUS] = sizeof(float); | ||
200 | offsets[SPECULAR_ADD] = sizeof(float); | ||
201 | offsets[SPECULAR_POWER] = sizeof(int); | ||
202 | offsets[PATH_WIDTH_SCALE] = sizeof(float); | ||
203 | offsets[STARTPOINT_SCALE] = sizeof(float); | ||
204 | offsets[NUM_DOTS] = sizeof(int); | ||
205 | offsets[NUM_CONNECTIONS] = sizeof(int); | ||
206 | offsets[DOT_POSITIONS] = sizeof(void*); | ||
207 | offsets[DOT_FLAGS] = sizeof(void*); | ||
208 | offsets[DOT_CONNECTION_A] = sizeof(void*); | ||
209 | offsets[DOT_CONNECTION_B] = sizeof(void*); | ||
210 | offsets[DECORATIONS] = sizeof(void*); | ||
211 | offsets[DECORATION_FLAGS] = sizeof(void*); | ||
212 | offsets[DECORATION_COLORS] = sizeof(void*); | ||
213 | offsets[NUM_DECORATIONS] = sizeof(int); | ||
214 | offsets[REFLECTION_DATA] = sizeof(void*); | ||
215 | offsets[GRID_SIZE_X] = sizeof(int); | ||
216 | offsets[GRID_SIZE_Y] = sizeof(int); | ||
217 | offsets[SEQUENCE_LEN] = sizeof(int); | ||
218 | offsets[SEQUENCE] = sizeof(void*); | ||
219 | offsets[DOT_SEQUENCE_LEN] = sizeof(int); | ||
220 | offsets[DOT_SEQUENCE] = sizeof(void*); | ||
221 | offsets[DOT_SEQUENCE_LEN_REFLECTION] = sizeof(int); | ||
222 | offsets[DOT_SEQUENCE_REFLECTION] = sizeof(void*); | ||
223 | offsets[NUM_COLORED_REGIONS] = sizeof(int); | ||
224 | offsets[COLORED_REGIONS] = sizeof(void*); | ||
225 | offsets[PANEL_TARGET] = sizeof(void*); | ||
226 | offsets[SPECULAR_TEXTURE] = sizeof(void*); | ||
227 | } | ||
228 | |||
229 | for (auto const& [offset, size] : offsets) { | ||
230 | std::vector<byte> panel1data = ReadPanelData<byte>(panel1, offset, size); | ||
231 | std::vector<byte> panel2data = ReadPanelData<byte>(panel2, offset, size); | ||
232 | WritePanelData<byte>(panel2, offset, panel1data); | ||
233 | WritePanelData<byte>(panel1, offset, panel2data); | ||
234 | } | ||
235 | } | ||
236 | |||
237 | void Randomizer::ReassignTargets(const std::vector<int>& panels, const std::vector<int>& order) { | ||
238 | // This list is offset by 1, so the target of the Nth panel is in position N (aka the N+1th element) | ||
239 | // The first panel may not have a wire to power it, so we use the panel ID itself. | ||
240 | std::vector<int> targetToActivatePanel = {panels[0] + 1}; | ||
241 | for (const int panel : panels) { | ||
242 | int target = ReadPanelData<int>(panel, TARGET, 1)[0]; | ||
243 | targetToActivatePanel.push_back(target); | ||
244 | } | ||
245 | |||
246 | for (size_t i=0; i<order.size() - 1; i++) { | ||
247 | // Set the target of order[i] to order[i+1], using the "real" target as determined above. | ||
248 | const int panelTarget = targetToActivatePanel[order[i+1]]; | ||
249 | WritePanelData<int>(panels[order[i]], TARGET, {panelTarget}); | ||
250 | } | ||
251 | } | ||