From d99313f4e4fdf5103c5f149e2d54dbf6e4fcc3f2 Mon Sep 17 00:00:00 2001 From: jbzdarkid Date: Sun, 28 Oct 2018 15:44:50 -0700 Subject: Fix treehouse pivots, jungle + monastery randomization, add final pillars randomization --- Source/Randomizer.cpp | 286 ++++++++++++++++++-------------------------------- 1 file changed, 104 insertions(+), 182 deletions(-) (limited to 'Source/Randomizer.cpp') diff --git a/Source/Randomizer.cpp b/Source/Randomizer.cpp index b8462e5..8c4297d 100644 --- a/Source/Randomizer.cpp +++ b/Source/Randomizer.cpp @@ -2,15 +2,10 @@ * 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 - * 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 @@ -28,212 +23,139 @@ #include template -size_t find(const std::vector &data, T search, size_t startIndex = 0) { +int find(const std::vector &data, T search, size_t startIndex = 0) { for (size_t i=startIndex ; i(i); } std::cout << "Couldn't find " << search << " in data!" << std::endl; exit(-1); } -void Randomizer::Randomize(int seed) +void Randomizer::Randomize() { // Content swaps -- must happen before squarePanels - Randomize(tallUpDownPanels, SWAP_LINES | SWAP_STYLE); - Randomize(upDownPanels, SWAP_LINES | SWAP_STYLE); - Randomize(leftForwardRightPanels, SWAP_LINES); - - Randomize(squarePanels, SWAP_LINES | SWAP_STYLE); - - // Frame swaps -- must happen after squarePanels - Randomize(burnablePanels, SWAP_LINES | SWAP_STYLE); + _core.Randomize(tallUpDownPanels, SWAP_LINES|SWAP_LINES); + _core.Randomize(upDownPanels, SWAP_LINES|SWAP_LINES); + _core.Randomize(leftForwardRightPanels, SWAP_LINES|SWAP_LINES); + + _core.Randomize(squarePanels, SWAP_LINES|SWAP_LINES); + + // Individual area modifications + RandomizeTutorial(); + RandomizeSymmetry(); + RandomizeDesert(); + RandomizeQuarry(); + RandomizeTreehouse(); + RandomizeKeep(); + RandomizeShadows(); + RandomizeTown(); + RandomizeMonastery(); + RandomizeBunker(); + RandomizeJungle(); + RandomizeSwamp(); + RandomizeMountain(); +} - // Target swaps, can happen whenever - Randomize(lasers, SWAP_TARGETS); - // Read the target of keep front laser, and write it to keep back laser. - std::vector keepFrontLaserTarget = ReadPanelData(0x0360E, TARGET, 1); - WritePanelData(0x03317, TARGET, keepFrontLaserTarget); +void Randomizer::RandomizeTutorial() { + // Disable tutorial cursor speed modifications (not working?) + _core.WritePanelData(0x00295, CURSOR_SPEED_SCALE, {1.0}); + _core.WritePanelData(0x0C373, CURSOR_SPEED_SCALE, {1.0}); + _core.WritePanelData(0x00293, CURSOR_SPEED_SCALE, {1.0}); + _core.WritePanelData(0x002C2, CURSOR_SPEED_SCALE, {1.0}); +} - std::vector randomOrder; +void Randomizer::RandomizeSymmetry() { +} - /* 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); - */ +void Randomizer::RandomizeDesert() { + _core.Randomize(desertPanels, SWAP_LINES|SWAP_LINES); - /* 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 - RandomizeRange(randomOrder, SWAP_NONE, 1, 10); - // Randomize Glass 1-3 into everything after the door - const size_t glassDoorIndex = find(randomOrder, 9) + 1; - RandomizeRange(randomOrder, SWAP_NONE, glassDoorIndex, 12); - ReassignTargets(bunkerPanels, randomOrder); - - /* Shadows */ - randomOrder = std::vector(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 - WritePanelData(shadowsPanels[0], POWER, {0.0f, 0.0f}); - // Turn on new starting panel - WritePanelData(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f}); + // Turn off desert surface 8 + _core.WritePanelData(0x09F94, POWER, {0.0, 0.0}); + // Turn off desert flood final + _core.WritePanelData(0x18076, POWER, {0.0, 0.0}); + // Change desert floating target to desert flood final + _core.WritePanelData(0x17ECA, TARGET, {0x18077}); +} - /* 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 +void Randomizer::RandomizeQuarry() { +} - randomizer.ReassignTargets(monasteryPanels, randomOrder); - */ +void Randomizer::RandomizeTreehouse() { + // Ensure that whatever pivot panels we have are flagged as "pivotable" + _core.WritePanelData(0x17DD1, STYLE_FLAGS, {0x8000}); + _core.WritePanelData(0x17CE3, STYLE_FLAGS, {0x8000}); + _core.WritePanelData(0x17DB7, STYLE_FLAGS, {0x8000}); + _core.WritePanelData(0x17E52, STYLE_FLAGS, {0x8000}); } -Randomizer::Randomizer() -{ - // Turn off desert surface 8 - WritePanelData(0x09F94, POWER, {0.0, 0.0}); - // Turn off desert flood final - WritePanelData(0x18076, POWER, {0.0, 0.0}); - // Change desert floating target to desert flood final - WritePanelData(0x17ECA, TARGET, {0x18077}); +void Randomizer::RandomizeKeep() { +} +void Randomizer::RandomizeShadows() { // Distance-gate shadows laser to prevent sniping through the bars - WritePanelData(0x19650, MAX_BROADCAST_DISTANCE, {2.5}); + _core.WritePanelData(0x19650, MAX_BROADCAST_DISTANCE, {2.5}); // Change the shadows tutorial cable to only activate avoid - WritePanelData(0x319A8, CABLE_TARGET_2, {0}); + _core.WritePanelData(0x319A8, CABLE_TARGET_2, {0}); // Change shadows avoid 8 to power shadows follow - WritePanelData(0x1972F, TARGET, {0x1C34C}); - - // Distance-gate swamp snipe 1 to prevent RNG swamp snipe - WritePanelData(0x17C05, MAX_BROADCAST_DISTANCE, {5.0}); + _core.WritePanelData(0x1972F, TARGET, {0x1C34C}); - // Disable tutorial cursor speed modifications (not working?) - WritePanelData(0x00295, CURSOR_SPEED_SCALE, {1.0}); - WritePanelData(0x0C373, CURSOR_SPEED_SCALE, {1.0}); - WritePanelData(0x00293, CURSOR_SPEED_SCALE, {1.0}); - WritePanelData(0x002C2, CURSOR_SPEED_SCALE, {1.0}); + std::vector randomOrder(shadowsPanels.size(), 0); + std::iota(randomOrder.begin(), randomOrder.end(), 0); + _core.RandomizeRange(randomOrder, SWAP_NONE, 0, 8); // Tutorial + _core.RandomizeRange(randomOrder, SWAP_NONE, 8, 16); // Avoid + _core.RandomizeRange(randomOrder, SWAP_NONE, 16, 21); // Follow + _core.ReassignTargets(shadowsPanels, randomOrder); + // Turn off original starting panel + _core.WritePanelData(shadowsPanels[0], POWER, {0.0f, 0.0f}); + // Turn on new starting panel + _core.WritePanelData(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f}); } -void Randomizer::Randomize(std::vector& panels, int flags) { - return RandomizeRange(panels, flags, 0, panels.size()); +void Randomizer::RandomizeTown() { } -// 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 = 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 Randomizer::RandomizeMonastery() { + std::vector randomOrder(monasteryPanels.size(), 0); + std::iota(randomOrder.begin(), randomOrder.end(), 0); + _core.RandomizeRange(randomOrder, SWAP_NONE, 3, 9); // Outer 2 & 3, Inner 1-4 + _core.ReassignTargets(monasteryPanels, randomOrder); } -void Randomizer::SwapPanels(int panel1, int panel2, int flags) { - std::map offsets; +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 + _core.RandomizeRange(randomOrder, SWAP_NONE, 1, 10); + // Randomize Glass 1-3 into everything after the door/glass 1 + const size_t glass1Index = find(randomOrder, 9); + _core.RandomizeRange(randomOrder, SWAP_NONE, glass1Index + 1, 12); + _core.ReassignTargets(bunkerPanels, randomOrder); +} - 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*); - } +void Randomizer::RandomizeJungle() { + std::vector randomOrder(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 + _core.RandomizeRange(randomOrder, SWAP_NONE, 1, 7); + // Randomize Pitches 1-6 onto themselves + _core.RandomizeRange(randomOrder, SWAP_NONE, 8, 13); + _core.ReassignTargets(junglePanels, randomOrder); +} - for (auto const& [offset, size] : offsets) { - std::vector panel1data = ReadPanelData(panel1, offset, size); - std::vector panel2data = ReadPanelData(panel2, offset, size); - WritePanelData(panel2, offset, panel1data); - WritePanelData(panel1, offset, panel2data); - } +void Randomizer::RandomizeSwamp() { + // Distance-gate swamp snipe 1 to prevent RNG swamp snipe + _core.WritePanelData(0x17C05, MAX_BROADCAST_DISTANCE, {15.0}); } -void Randomizer::ReassignTargets(const std::vector& panels, const std::vector& 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 targetToActivatePanel = {panels[0] + 1}; - for (const int panel : panels) { - int target = ReadPanelData(panel, TARGET, 1)[0]; - targetToActivatePanel.push_back(target); - } +void Randomizer::RandomizeMountain() { + _core.Randomize(lasers, SWAP_TARGETS); + _core.Randomize(pillars, SWAP_LINES|SWAP_LINES); - for (size_t i=0; i(panels[order[i]], TARGET, {panelTarget}); - } -} + // Read the target of keep front laser, and write it to keep back laser. + std::vector keepFrontLaserTarget = _core.ReadPanelData(0x0360E, TARGET, 1); + _core.WritePanelData(0x03317, TARGET, keepFrontLaserTarget); +} \ No newline at end of file -- cgit 1.4.1