/* 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 "pch.h" #include "Randomizer.h" #include "Panels.h" #include "Random.h" template 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; throw std::exception("Couldn't find value in data!"); } Randomizer::Randomizer(const std::shared_ptr& 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({index + 0x15}, {0xEB}); // jz -> jmp }); // begin_endgame_1 - Prevent actually ending the game (Wonkavator) _memory->AddSigScan({0x83, 0x7C, 0x01, 0xD0, 0x04}, [&](int index){ if (Memory::GLOBALS == 0x5B28C0) { // Version differences. index += 0x75; } else if (Memory::GLOBALS == 0x62D0A0) { index += 0x86; } _memory->WriteData({index}, {0xEB}); // jz -> jmp }); _memory->ExecuteSigScans(); // Tutorial Bend for (int panel : utmPerspective) { Tutorialise(panel, 0x00182); } // Tutorial Straight for (int panel : squarePanels) { Tutorialise(panel, 0x00064); } // 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 }); // 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 }); panelFlags = _memory->ReadEntityData(0x17CE3, STYLE_FLAGS, 1)[0]; _memory->WriteEntityData(0x17CE3, STYLE_FLAGS, { panelFlags | 0x8000 }); panelFlags = _memory->ReadEntityData(0x17DB7, STYLE_FLAGS, 1)[0]; _memory->WriteEntityData(0x17DB7, STYLE_FLAGS, { panelFlags | 0x8000 }); panelFlags = _memory->ReadEntityData(0x17E52, STYLE_FLAGS, 1)[0]; _memory->WriteEntityData(0x17E52, STYLE_FLAGS, { panelFlags | 0x8000 }); } void Randomizer::Tutorialise(int panel1, int tutorialStraight) { //const int tutorialStraight = 0x00064; _memory->CopyEntityData(tutorialStraight, panel1, PATH_COLOR, 16); _memory->CopyEntityData(tutorialStraight, panel1, REFLECTION_PATH_COLOR, 16); _memory->CopyEntityData(tutorialStraight, panel1, DOT_COLOR, 16); _memory->CopyEntityData(tutorialStraight, panel1, ACTIVE_COLOR, 16); _memory->CopyEntityData(tutorialStraight, panel1, BACKGROUND_REGION_COLOR, 12); _memory->CopyEntityData(tutorialStraight, panel1, SUCCESS_COLOR_A, 16); _memory->CopyEntityData(tutorialStraight, panel1, SUCCESS_COLOR_B, 16); _memory->CopyEntityData(tutorialStraight, panel1, STROBE_COLOR_A, 16); _memory->CopyEntityData(tutorialStraight, panel1, STROBE_COLOR_B, 16); _memory->CopyEntityData(tutorialStraight, panel1, ERROR_COLOR, 16); _memory->CopyEntityData(tutorialStraight, panel1, PATTERN_POINT_COLOR, 16); _memory->CopyEntityData(tutorialStraight, panel1, PATTERN_POINT_COLOR_A, 16); _memory->CopyEntityData(tutorialStraight, panel1, PATTERN_POINT_COLOR_B, 16); _memory->CopyEntityData(tutorialStraight, panel1, SYMBOL_A, 16); _memory->CopyEntityData(tutorialStraight, panel1, SYMBOL_B, 16); _memory->CopyEntityData(tutorialStraight, panel1, SYMBOL_C, 16); _memory->CopyEntityData(tutorialStraight, panel1, SYMBOL_D, 16); _memory->CopyEntityData(tutorialStraight, panel1, SYMBOL_E, 16); _memory->CopyEntityData(tutorialStraight, panel1, PUSH_SYMBOL_COLORS, sizeof(int)); _memory->CopyEntityData(tutorialStraight, panel1, OUTER_BACKGROUND, 16); _memory->CopyEntityData(tutorialStraight, panel1, OUTER_BACKGROUND_MODE, sizeof(int)); _memory->CopyEntityData(tutorialStraight, panel1, NUM_COLORED_REGIONS, sizeof(int)); _memory->CopyArrayDynamicSize(tutorialStraight, panel1, COLORED_REGIONS, NUM_COLORED_REGIONS); _memory->CopyEntityData(tutorialStraight, panel1, TRACED_EDGES, 16); _memory->CopyEntityData(tutorialStraight, panel1, PATH_WIDTH_SCALE, sizeof(float)); _memory->CopyEntityData(tutorialStraight, panel1, STARTPOINT_SCALE, sizeof(float)); _memory->CopyEntityData(tutorialStraight, panel1, NUM_DOTS, sizeof(int)); _memory->CopyEntityData(tutorialStraight, panel1, NUM_CONNECTIONS, sizeof(int)); _memory->CopyArray(tutorialStraight, panel1, DOT_POSITIONS, _memory->ReadEntityData(tutorialStraight, NUM_DOTS, sizeof(int))[0]*2); _memory->CopyArrayDynamicSize(tutorialStraight, panel1, DOT_FLAGS, NUM_DOTS); _memory->CopyArrayDynamicSize(tutorialStraight, panel1, DOT_CONNECTION_A, NUM_CONNECTIONS); _memory->CopyArrayDynamicSize(tutorialStraight, panel1, DOT_CONNECTION_B, NUM_CONNECTIONS); _memory->CopyEntityData(tutorialStraight, panel1, NUM_DECORATIONS, sizeof(int)); _memory->CopyArrayDynamicSize(tutorialStraight, panel1, DECORATIONS, NUM_DECORATIONS); _memory->CopyArrayDynamicSize(tutorialStraight, panel1, DECORATION_FLAGS, NUM_DECORATIONS); _memory->CopyArrayDynamicSize(tutorialStraight, panel1, DECORATION_COLORS, NUM_DECORATIONS); if (_memory->ReadPanelData(tutorialStraight, REFLECTION_DATA)) { _memory->CopyArrayDynamicSize(tutorialStraight, panel1, REFLECTION_DATA, NUM_DOTS); } else { _memory->WritePanelData(panel1, REFLECTION_DATA, { 0 }); } _memory->CopyEntityData(tutorialStraight, panel1, SEQUENCE_LEN, sizeof(int)); _memory->CopyArrayDynamicSize(tutorialStraight, panel1, SEQUENCE, SEQUENCE_LEN); _memory->CopyEntityData(tutorialStraight, panel1, DOT_SEQUENCE_LEN, sizeof(int)); _memory->CopyArrayDynamicSize(tutorialStraight, panel1, DOT_SEQUENCE, DOT_SEQUENCE_LEN); _memory->CopyEntityData(tutorialStraight, panel1, DOT_SEQUENCE_LEN_REFLECTION, sizeof(int)); _memory->CopyArrayDynamicSize(tutorialStraight, panel1, DOT_SEQUENCE_REFLECTION, DOT_SEQUENCE_LEN_REFLECTION); _memory->CopyEntityData(tutorialStraight, panel1, GRID_SIZE_X, sizeof(int)); _memory->CopyEntityData(tutorialStraight, panel1, GRID_SIZE_Y, sizeof(int)); _memory->CopyEntityData(tutorialStraight, panel1, STYLE_FLAGS, sizeof(int)); _memory->WritePanelData(panel1, RANDOMISE_ON_POWER_ON, { 0 }); //arrays.push_back(AUDIO_PREFIX); // offsets[IS_CYLINDER] = sizeof(int); // offsets[CYLINDER_Z0] = sizeof(float); // offsets[CYLINDER_Z1] = sizeof(float); // offsets[CYLINDER_RADIUS] = sizeof(float); //arrays.push_back(PANEL_TARGET); //arrays.push_back(SPECULAR_TEXTURE); }