From ba04ac934dea549497e2e89fa7a9e5bc8723f5f8 Mon Sep 17 00:00:00 2001 From: Star Rauchenberger Date: Sat, 21 Aug 2021 17:18:02 -0400 Subject: Cleaned up a bunch of stuff I'm not using --- Source/Randomizer.cpp | 251 ++------------------------------------------------ 1 file changed, 8 insertions(+), 243 deletions(-) (limited to 'Source/Randomizer.cpp') diff --git a/Source/Randomizer.cpp b/Source/Randomizer.cpp index 74166af..5239cd6 100644 --- a/Source/Randomizer.cpp +++ b/Source/Randomizer.cpp @@ -93,7 +93,6 @@ Things to do for V2: */ #include "pch.h" #include "Randomizer.h" -#include "ChallengeRandomizer.h" #include "Panels.h" #include "Random.h" @@ -124,14 +123,6 @@ void Randomizer::Randomize() { } _memory->WriteData({index}, {0xEB}); // jz -> jmp }); - // Sig scans will be run during challenge randomization. - - // Seed challenge first for future-proofing - MEMORY_CATCH(RandomizeChallenge()); - - // Content swaps -- must happen before squarePanels - //MEMORY_CATCH(Randomize(upDownPanels, SWAP::LINES | SWAP::COLORS)); - //MEMORY_CATCH(Randomize(leftForwardRightPanels, SWAP::LINES | SWAP::COLORS)); // Tutorial Bend for (int panel : utmPerspective) { @@ -141,220 +132,23 @@ void Randomizer::Randomize() { for (int panel : squarePanels) { Tutorialise(panel, 0x00064); } - //Randomize(squarePanels, SWAP::LINES | SWAP::COLORS); - - // Individual area modifications - MEMORY_CATCH(RandomizeTutorial()); - MEMORY_CATCH(RandomizeDesert()); - MEMORY_CATCH(RandomizeQuarry()); - MEMORY_CATCH(RandomizeTreehouse()); - MEMORY_CATCH(RandomizeKeep()); - MEMORY_CATCH(RandomizeShadows()); - MEMORY_CATCH(RandomizeMonastery()); - MEMORY_CATCH(RandomizeBunker()); - MEMORY_CATCH(RandomizeJungle()); - MEMORY_CATCH(RandomizeSwamp()); - MEMORY_CATCH(RandomizeMountain()); - MEMORY_CATCH(RandomizeTown()); - MEMORY_CATCH(RandomizeSymmetry()); - // RandomizeAudioLogs(); -} - -void Randomizer::AdjustSpeed() { - // Desert Surface Final Control - _memory->WriteEntityData(0x09F95, OPEN_RATE, {0.04f}); // 4x - // Swamp Sliding Bridge - _memory->WriteEntityData(0x0061A, OPEN_RATE, {0.1f}); // 4x - // Mountain 2 Elevator - _memory->WriteEntityData(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 keepFrontLaserTarget = _memory->ReadEntityData(0x0360E, TARGET, 1); - _memory->WriteEntityData(0x03317, TARGET, keepFrontLaserTarget); -} -void Randomizer::PreventSnipes() -{ - // Distance-gate swamp snipe 1 to prevent RNG swamp snipe - //_memory->WriteEntityData(0x17C05, MAX_BROADCAST_DISTANCE, {15.0}); - // Distance-gate shadows laser to prevent sniping through the bars - //_memory->WriteEntityData(0x19650, MAX_BROADCAST_DISTANCE, {2.5}); -} - -// Private methods -void Randomizer::RandomizeTutorial() { // Disable tutorial cursor speed modifications (not working?) - _memory->WriteEntityData(0x00295, CURSOR_SPEED_SCALE, {1.0}); - _memory->WriteEntityData(0x0C373, CURSOR_SPEED_SCALE, {1.0}); - _memory->WriteEntityData(0x00293, CURSOR_SPEED_SCALE, {1.0}); - _memory->WriteEntityData(0x002C2, CURSOR_SPEED_SCALE, {1.0}); -} - -void Randomizer::RandomizeSymmetry() { - /*std::vector 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->WriteEntityData(0x09F94, POWER, {0.0, 0.0}); - // Turn off desert flood final - _memory->WriteEntityData(0x18076, POWER, {0.0, 0.0}); - // Change desert floating target to desert flood final - _memory->WriteEntityData(0x17ECA, TARGET, {0x18077});*/ -} - -void Randomizer::RandomizeQuarry() { -} + _memory->WriteEntityData(0x00295, CURSOR_SPEED_SCALE, { 1.0 }); + _memory->WriteEntityData(0x0C373, CURSOR_SPEED_SCALE, { 1.0 }); + _memory->WriteEntityData(0x00293, CURSOR_SPEED_SCALE, { 1.0 }); + _memory->WriteEntityData(0x002C2, CURSOR_SPEED_SCALE, { 1.0 }); -void Randomizer::RandomizeTreehouse() { // Ensure that whatever pivot panels we have are flagged as "pivotable" // @Bug: Can return {}, be careful! int panelFlags = _memory->ReadEntityData(0x17DD1, STYLE_FLAGS, 1)[0]; - _memory->WriteEntityData(0x17DD1, STYLE_FLAGS, {panelFlags | 0x8000}); + _memory->WriteEntityData(0x17DD1, STYLE_FLAGS, { panelFlags | 0x8000 }); panelFlags = _memory->ReadEntityData(0x17CE3, STYLE_FLAGS, 1)[0]; - _memory->WriteEntityData(0x17CE3, STYLE_FLAGS, {panelFlags | 0x8000}); + _memory->WriteEntityData(0x17CE3, STYLE_FLAGS, { panelFlags | 0x8000 }); panelFlags = _memory->ReadEntityData(0x17DB7, STYLE_FLAGS, 1)[0]; - _memory->WriteEntityData(0x17DB7, STYLE_FLAGS, {panelFlags | 0x8000}); + _memory->WriteEntityData(0x17DB7, STYLE_FLAGS, { panelFlags | 0x8000 }); panelFlags = _memory->ReadEntityData(0x17E52, STYLE_FLAGS, 1)[0]; - _memory->WriteEntityData(0x17E52, STYLE_FLAGS, {panelFlags | 0x8000}); -} - -void Randomizer::RandomizeKeep() { -} - -void Randomizer::RandomizeShadows() { - // Change the shadows tutorial cable to only activate avoid - _memory->WriteEntityData(0x319A8, CABLE_TARGET_2, {0}); - // Change shadows avoid 8 to power shadows follow - _memory->WriteEntityData(0x1972F, TARGET, {0x1C34C}); - - /*std::vector 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->WriteEntityData(shadowsPanels[0], POWER, {0.0f, 0.0f}); - // Turn on new starting panel - _memory->WriteEntityData(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f});*/ -} - -void Randomizer::RandomizeTown() { - // @Hack...? To open the gate at the end - /*std::vector 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[std::min(panel3Index, panel4Index)] = 3; - randomOrder[std::max(panel3Index, panel4Index)] = 4; - ReassignTargets(orchard, randomOrder);*/ -} - -void Randomizer::RandomizeMonastery() { - /*std::vector 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 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 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(junglePanels[7], TARGET, 1); - // _memory->WritePanelData(junglePanels[7], TARGET, {0x3C113}); - // _memory->WritePanelData(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 targets = {pillars[0] + 1}; - for (const int pillar : pillars) { - int target = _memory->ReadEntityData(pillar, TARGET, 1)[0]; - targets.push_back(target); - } - targets[5] = pillars[5] + 1; - - std::vector 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->WriteEntityData(pillars[0], POWER, {0.0f, 0.0f}); - _memory->WriteEntityData(pillars[5], POWER, {0.0f, 0.0f}); - // Turn on new starting panels - _memory->WriteEntityData(pillars[randomOrder[0]], POWER, {1.0f, 1.0f}); - _memory->WriteEntityData(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->WriteEntityData(panel, POWER_OFF_ON_FAIL, {0}); - }*/ -} - -void Randomizer::RandomizeAudioLogs() { - std::vector randomOrder(audiologs.size(), 0); - std::iota(randomOrder.begin(), randomOrder.end(), 0); - Randomize(randomOrder, SWAP::NONE); - ReassignNames(audiologs, randomOrder); -} - -void Randomizer::Randomize(std::vector& panels, int flags) { - return RandomizeRange(panels, flags, 0, panels.size()); -} - -// Range is [start, end) -void Randomizer::RandomizeRange(std::vector &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(panels.size()); - for (size_t i = 0; i < panels.size(); i++) { - /*const int target = Random::RandInt(static_cast(startIndex), static_cast(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 - }*/ - - } + _memory->WriteEntityData(0x17E52, STYLE_FLAGS, { panelFlags | 0x8000 }); } void Randomizer::Tutorialise(int panel1, int tutorialStraight) { @@ -421,32 +215,3 @@ void Randomizer::Tutorialise(int panel1, int tutorialStraight) { //arrays.push_back(SPECULAR_TEXTURE); } - -void Randomizer::ReassignTargets(const std::vector& panels, const std::vector& order, std::vector 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->ReadEntityData(panel, TARGET, 1)[0]; - targets.push_back(target); - } - } - - for (size_t i=0; iWriteEntityData(panels[order[i]], TARGET, {panelTarget}); - } -} - -void Randomizer::ReassignNames(const std::vector& panels, const std::vector& order) { - std::vector names; - for (const int panel : panels) { - names.push_back(_memory->ReadEntityData(panel, AUDIO_LOG_NAME, 1)[0]); - } - - for (int i=0; iWriteEntityData(panels[i], AUDIO_LOG_NAME, {names[order[i]]}); - } -} -- cgit 1.4.1