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-rw-r--r--WitnessRandomizer/WitnessRandomizer.cpp33
1 files changed, 27 insertions, 6 deletions
diff --git a/WitnessRandomizer/WitnessRandomizer.cpp b/WitnessRandomizer/WitnessRandomizer.cpp index e7ab2aa..7827ddb 100644 --- a/WitnessRandomizer/WitnessRandomizer.cpp +++ b/WitnessRandomizer/WitnessRandomizer.cpp
@@ -1,8 +1,12 @@
1/* 1/*
2 * TODO: Split out main() logic into another file, and move into separate functions for easier testing. Then write tests.
2 * BUGS: 3 * BUGS:
3 * Shipwreck vault fails, possibly because of dot_reflection? 4 * Shipwreck vault fails, possibly because of dot_reflection? Sometimes?
4 * Treehouse pivots *should* work, but I need to not copy style_flags. 5 * Treehouse pivots *should* work, but I need to not copy style_flags.
5 This seems to cause crashes when pivots appear elsewhere in the world. 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 * Something is wrong with jungle
6 * FEATURES: 10 * FEATURES:
7 * SWAP_TARGETS should still require the full panel sequence (and have ways to prevent softlocks?) 11 * SWAP_TARGETS should still require the full panel sequence (and have ways to prevent softlocks?)
8 ** Think about: Jungle 12 ** Think about: Jungle
@@ -34,7 +38,6 @@ size_t find(const std::vector<T> &data, T search, size_t startIndex = 0) {
34 38
35int main(int argc, char** argv) 39int main(int argc, char** argv)
36{ 40{
37
38 WitnessRandomizer randomizer = WitnessRandomizer(); 41 WitnessRandomizer randomizer = WitnessRandomizer();
39 42
40 if (argc == 2) { 43 if (argc == 2) {
@@ -45,6 +48,22 @@ int main(int argc, char** argv)
45 srand(seed); 48 srand(seed);
46 } 49 }
47 50
51 /*
52 randomizer.SwapPanels(0x0007C, 0x0005D, SWAP_LINES | SWAP_STYLE); // Symmetry Island Colored Dots 1
53 randomizer.SwapPanels(0x0007E, 0x0005E, SWAP_LINES | SWAP_STYLE); // Symmetry Island Colored Dots 2
54 randomizer.SwapPanels(0x00075, 0x0005F, SWAP_LINES | SWAP_STYLE); // Symmetry Island Colored Dots 3
55 randomizer.SwapPanels(0x00073, 0x00060, SWAP_LINES | SWAP_STYLE); // Symmetry Island Colored Dots 4
56 randomizer.SwapPanels(0x00077, 0x00061, SWAP_LINES | SWAP_STYLE); // Symmetry Island Colored Dots 5
57 0x00079; // Symmetry Island Colored Dots 6
58
59 0x0005D; // Outside Tutorial Dots Tutorial 1
60 0x0005E; // Outside Tutorial Dots Tutorial 2
61 0x0005F; // Outside Tutorial Dots Tutorial 3
62 0x00060; // Outside Tutorial Dots Tutorial 4
63 0x00061; // Outside Tutorial Dots Tutorial 5
64 */
65
66
48 // Content swaps -- must happen before squarePanels 67 // Content swaps -- must happen before squarePanels
49 randomizer.Randomize(upDownPanels, SWAP_LINES | SWAP_STYLE); 68 randomizer.Randomize(upDownPanels, SWAP_LINES | SWAP_STYLE);
50 randomizer.Randomize(leftForwardRightPanels, SWAP_LINES); 69 randomizer.Randomize(leftForwardRightPanels, SWAP_LINES);
@@ -60,8 +79,10 @@ int main(int argc, char** argv)
60 std::vector<int> keepFrontLaserTarget = randomizer.ReadPanelData<int>(0x0360E, TARGET, 1); 79 std::vector<int> keepFrontLaserTarget = randomizer.ReadPanelData<int>(0x0360E, TARGET, 1);
61 randomizer.WritePanelData<int>(0x03317, TARGET, keepFrontLaserTarget); 80 randomizer.WritePanelData<int>(0x03317, TARGET, keepFrontLaserTarget);
62 81
63 /* Jungle */ 82 std::vector<int> randomOrder;
64 std::vector<int> randomOrder = std::vector(junglePanels.size(), 0); 83
84 /* Jungle
85 randomOrder = std::vector(junglePanels.size(), 0);
65 std::iota(randomOrder.begin(), randomOrder.end(), 0); 86 std::iota(randomOrder.begin(), randomOrder.end(), 0);
66 // Randomize Waves 2-7 87 // Randomize Waves 2-7
67 // Waves 1 cannot be randomized, since no other panel can start on 88 // Waves 1 cannot be randomized, since no other panel can start on
@@ -69,6 +90,7 @@ int main(int argc, char** argv)
69 // Randomize Pitches 1-6 onto themselves 90 // Randomize Pitches 1-6 onto themselves
70 randomizer.RandomizeRange(randomOrder, SWAP_NONE, 7, 13); 91 randomizer.RandomizeRange(randomOrder, SWAP_NONE, 7, 13);
71 randomizer.ReassignTargets(junglePanels, randomOrder); 92 randomizer.ReassignTargets(junglePanels, randomOrder);
93 */
72 94
73 /* Bunker */ 95 /* Bunker */
74 randomOrder = std::vector(bunkerPanels.size(), 0); 96 randomOrder = std::vector(bunkerPanels.size(), 0);
@@ -104,7 +126,6 @@ int main(int argc, char** argv)
104 126
105 randomizer.ReassignTargets(monasteryPanels, randomOrder); 127 randomizer.ReassignTargets(monasteryPanels, randomOrder);
106 */ 128 */
107
108} 129}
109 130
110WitnessRandomizer::WitnessRandomizer() 131WitnessRandomizer::WitnessRandomizer()
@@ -117,7 +138,7 @@ WitnessRandomizer::WitnessRandomizer()
117 // Distance-gate shadows laser to prevent sniping through the bars 138 // Distance-gate shadows laser to prevent sniping through the bars
118 WritePanelData<float>(0x19650, MAX_BROADCAST_DISTANCE, {2.5f}); 139 WritePanelData<float>(0x19650, MAX_BROADCAST_DISTANCE, {2.5f});
119 // Change the shadows tutorial cable to only activate avoid 140 // Change the shadows tutorial cable to only activate avoid
120 WritePanelData<int>(0x319A8, 0xD8, {0}); 141 WritePanelData<int>(0x319A8, CABLE_TARGET_2, {0});
121 // Change shadows avoid 8 to power shadows follow 142 // Change shadows avoid 8 to power shadows follow
122 WritePanelData<int>(0x1972F, TARGET, {0x1C34C}); 143 WritePanelData<int>(0x1972F, TARGET, {0x1C34C});
123 144