/* * BUGS: * Treehouse pivots *should* work, but I need to not copy style_flags. This seems to cause crashes when pivots appear elsewhere in the world. * 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 * Make orange 7 (all of oranges?) hard. Like big = hard. */ #include "Memory.h" #include "WitnessRandomizer.h" #include "Panels.h" #include #include #include template int find(const std::vector &data, T search, int startIndex = 0) { for (int i=startIndex ; i keepFrontLaserTarget = randomizer.ReadPanelData(0x0360E, TARGET, 1); randomizer.WritePanelData(0x03317, TARGET, keepFrontLaserTarget); std::vector 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); 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 randomizer.RandomizeRange(randomOrder, SWAP_NONE, 1, 10); // Randomize Glass 1-3 into everything after the door int glassDoorIndex = find(randomOrder, 9) + 1; randomizer.RandomizeRange(randomOrder, SWAP_NONE, glassDoorIndex, 12); randomizer.ReassignTargets(bunkerPanels, randomOrder); randomOrder = std::vector(shadowsPanels.size(), 0); std::iota(randomOrder.begin(), randomOrder.end(), 0); randomizer.RandomizeRange(randomOrder, SWAP_NONE, 0, 8); // Tutorial randomizer.RandomizeRange(randomOrder, SWAP_NONE, 8, 16); // Avoid randomizer.RandomizeRange(randomOrder, SWAP_NONE, 16, 21); // Follow randomizer.ReassignTargets(shadowsPanels, randomOrder); // Turn off original starting panel randomizer.WritePanelData(shadowsPanels[0], POWER, {0.0f, 0.0f}); // Turn on new starting panel randomizer.WritePanelData(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f}); } WitnessRandomizer::WitnessRandomizer() { // Turn off desert flood final WritePanelData(0x18076, POWER, {0.0f, 0.0f}); // Change desert floating target to desert flood final WritePanelData(0x17ECA, TARGET, {0x18077}); // Distance-gate shadows laser to prevent sniping through the bars WritePanelData(0x19650, MAX_BROADCAST_DISTANCE, {2.5f}); // Change the shadows tutorial cable to only activate avoid WritePanelData(0x319A8, 0xD8, {0}); // Change shadows avoid 8 to power shadows follow WritePanelData(0x1972F, TARGET, {0x1C34C}); // Disable tutorial cursor speed modifications 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}); } void WitnessRandomizer::Randomize(std::vector &panels, int flags) { return RandomizeRange(panels, flags, 0, panels.size()); } // Range is [start, end) void WitnessRandomizer::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--) { 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 WitnessRandomizer::SwapPanels(int panel1, int panel2, int flags) { std::map offsets; 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*); } 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 WitnessRandomizer::ReassignTargets(const std::vector& panels, const std::vector& order) { std::vector targetToActivatePanel = {panels[0] + 1}; for (int panel : panels) { int target = ReadPanelData(panel, TARGET, 1)[0]; targetToActivatePanel.push_back(target); } for (int i=0; i(panels[order[i]], TARGET, {panelTarget}); } }