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/*
* 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
* Shadows burn marks are not appearing
* 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
* Make orange 7 (all of oranges?) hard. Like big = hard.
* Start the game if it isn't running?
* UI for the randomizer :(
* Increase odds of mountain oranges garbage on other panels?
*/
#include "Memory.h"
#include "Randomizer.h"
#include "Panels.h"
#include <string>
#include <iostream>
#include <numeric>
#include <chrono>
template <class T>
size_t find(const std::vector<T> &data, T search, size_t startIndex = 0) {
for (size_t i=startIndex ; i<data.size(); i++) {
if (data[i] == search) return i;
}
std::cout << "Couldn't find " << search << " in data!" << std::endl;
exit(-1);
}
int main(int argc, char** argv)
{
Randomizer randomizer = Randomizer();
if (argc == 2) {
srand(atoi(argv[1])); // Seed from the command line
} else {
srand(static_cast<unsigned int>(time(nullptr)));
int seed = rand() % (1 << 16); // Seed from the time in milliseconds
std::cout << "Selected seed: " << seed << std::endl;
srand(seed);
}
// Content swaps -- must happen before squarePanels
randomizer.Randomize(tallUpDownPanels, SWAP_LINES | SWAP_STYLE);
randomizer.Randomize(upDownPanels, SWAP_LINES | SWAP_STYLE);
randomizer.Randomize(leftForwardRightPanels, SWAP_LINES);
randomizer.Randomize(squarePanels, SWAP_LINES | SWAP_STYLE);
// Frame swaps -- must happen after squarePanels
randomizer.Randomize(burnablePanels, SWAP_LINES | SWAP_STYLE);
// Target swaps, can happen whenever
randomizer.Randomize(lasers, SWAP_TARGETS);
// Read the target of keep front laser, and write it to keep back laser.
std::vector<int> keepFrontLaserTarget = randomizer.ReadPanelData<int>(0x0360E, TARGET, 1);
randomizer.WritePanelData<int>(0x03317, TARGET, keepFrontLaserTarget);
std::vector<int> randomOrder;
/* 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);
*/
/* 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
randomizer.RandomizeRange(randomOrder, SWAP_NONE, 1, 10);
// Randomize Glass 1-3 into everything after the door
const size_t glassDoorIndex = find(randomOrder, 9) + 1;
randomizer.RandomizeRange(randomOrder, SWAP_NONE, glassDoorIndex, 12);
randomizer.ReassignTargets(bunkerPanels, randomOrder);
/* Shadows */
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<float>(shadowsPanels[0], POWER, {0.0f, 0.0f});
// Turn on new starting panel
randomizer.WritePanelData<float>(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f});
/* 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
randomizer.ReassignTargets(monasteryPanels, randomOrder);
*/
}
Randomizer::Randomizer()
{
// Turn off desert surface 8
WritePanelData<float>(0x09F94, POWER, {0.0, 0.0});
// Turn off desert flood final
WritePanelData<float>(0x18076, POWER, {0.0, 0.0});
// Change desert floating target to desert flood final
WritePanelData<int>(0x17ECA, TARGET, {0x18077});
// Distance-gate shadows laser to prevent sniping through the bars
WritePanelData<float>(0x19650, MAX_BROADCAST_DISTANCE, {2.5});
// Change the shadows tutorial cable to only activate avoid
WritePanelData<int>(0x319A8, CABLE_TARGET_2, {0});
// Change shadows avoid 8 to power shadows follow
WritePanelData<int>(0x1972F, TARGET, {0x1C34C});
// Distance-gate swamp snipe 1 to prevent RNG swamp snipe
WritePanelData<float>(0x17C05, MAX_BROADCAST_DISTANCE, {5.0});
// Disable tutorial cursor speed modifications (not working?)
WritePanelData<float>(0x00295, CURSOR_SPEED_SCALE, {1.0});
WritePanelData<float>(0x0C373, CURSOR_SPEED_SCALE, {1.0});
WritePanelData<float>(0x00293, CURSOR_SPEED_SCALE, {1.0});
WritePanelData<float>(0x002C2, CURSOR_SPEED_SCALE, {1.0});
}
void Randomizer::Randomize(std::vector<int>& panels, int flags) {
return RandomizeRange(panels, flags, 0, panels.size());
}
// Range is [start, end)
void Randomizer::RandomizeRange(std::vector<int> &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::SwapPanels(int panel1, int panel2, int flags) {
std::map<int, int> 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<byte> panel1data = ReadPanelData<byte>(panel1, offset, size);
std::vector<byte> panel2data = ReadPanelData<byte>(panel2, offset, size);
WritePanelData<byte>(panel2, offset, panel1data);
WritePanelData<byte>(panel1, offset, panel2data);
}
}
void Randomizer::ReassignTargets(const std::vector<int>& panels, const std::vector<int>& 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<int> targetToActivatePanel = {panels[0] + 1};
for (const int panel : panels) {
int target = ReadPanelData<int>(panel, TARGET, 1)[0];
targetToActivatePanel.push_back(target);
}
for (size_t i=0; i<order.size() - 1; i++) {
// Set the target of order[i] to order[i+1], using the "real" target as determined above.
const int panelTarget = targetToActivatePanel[order[i+1]];
WritePanelData<int>(panels[order[i]], TARGET, {panelTarget});
}
}
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