1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
|
/*
* BUGS:
* Shipwreck vault is solved reversed?
* Swamp <-> symmetry has non-invisible background
* Tutorial sounds don't always play
* FEATURES:
* Clear "Randomized" button after short delay
* 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.
* Start the game if it isn't running?
* Stop swapping colors in desert
* Allow users to enter seed after randomly generating seed (aka detect user input in the text box)
*/
#include "Memory.h"
#include "Randomizer.h"
#include "Panels.h"
#include "Random.h"
#include <string>
#include <iostream>
#include <numeric>
template <class T>
int 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);
}
short Randomizer::Randomize(int seed)
{
short metadata = _core.ReadMetadata();
if (metadata & 0x1) {
// Already randomized -- exit.
return metadata;
}
_core.WriteMetadata(metadata | 0x1);
Random::SetSeed(seed);
// Content swaps -- must happen before squarePanels
_core.Randomize(upDownPanels, SWAP_LINES);
_core.Randomize(leftForwardRightPanels, SWAP_LINES);
_core.Randomize(squarePanels, SWAP_LINES);
// Individual area modifications
RandomizeTutorial();
RandomizeSymmetry();
RandomizeDesert();
RandomizeQuarry();
RandomizeTreehouse();
RandomizeKeep();
RandomizeShadows();
RandomizeTown();
RandomizeMonastery();
RandomizeBunker();
RandomizeJungle();
RandomizeSwamp();
RandomizeMountain();
// RandomizeChallenge();
// RandomizeAudioLogs();
return metadata;
}
void Randomizer::AdjustSpeed() {
// Desert Surface Final Control
_core._memory.WritePanelData<float>(0x09F95, OPEN_RATE, {0.04f}); // 4x
// Swamp Sliding Bridge
_core._memory.WritePanelData<float>(0x0061A, OPEN_RATE, {0.1f}); // 4x
// Mountain 2 Elevator
_core._memory.WritePanelData<float>(0x09EEC, OPEN_RATE, {0.075f}); // 3x
}
void Randomizer::RandomizeTutorial() {
// Disable tutorial cursor speed modifications (not working?)
_core._memory.WritePanelData<float>(0x00295, CURSOR_SPEED_SCALE, {1.0});
_core._memory.WritePanelData<float>(0x0C373, CURSOR_SPEED_SCALE, {1.0});
_core._memory.WritePanelData<float>(0x00293, CURSOR_SPEED_SCALE, {1.0});
_core._memory.WritePanelData<float>(0x002C2, CURSOR_SPEED_SCALE, {1.0});
}
void Randomizer::RandomizeSymmetry() {
}
void Randomizer::RandomizeDesert() {
_core.Randomize(desertPanels, SWAP_LINES);
// Turn off desert surface 8
_core._memory.WritePanelData<float>(0x09F94, POWER, {0.0, 0.0});
// Turn off desert flood final
_core._memory.WritePanelData<float>(0x18076, POWER, {0.0, 0.0});
// Change desert floating target to desert flood final
_core._memory.WritePanelData<int>(0x17ECA, TARGET, {0x18077});
}
void Randomizer::RandomizeQuarry() {
}
void Randomizer::RandomizeTreehouse() {
// Ensure that whatever pivot panels we have are flagged as "pivotable"
int panelFlags = _core._memory.ReadPanelData<int>(0x17DD1, STYLE_FLAGS, 1)[0];
_core._memory.WritePanelData<int>(0x17DD1, STYLE_FLAGS, {panelFlags | 0x8000});
panelFlags = _core._memory.ReadPanelData<int>(0x17CE3, STYLE_FLAGS, 1)[0];
_core._memory.WritePanelData<int>(0x17CE3, STYLE_FLAGS, {panelFlags | 0x8000});
panelFlags = _core._memory.ReadPanelData<int>(0x17DB7, STYLE_FLAGS, 1)[0];
_core._memory.WritePanelData<int>(0x17DB7, STYLE_FLAGS, {panelFlags | 0x8000});
panelFlags = _core._memory.ReadPanelData<int>(0x17E52, STYLE_FLAGS, 1)[0];
_core._memory.WritePanelData<int>(0x17E52, STYLE_FLAGS, {panelFlags | 0x8000});
}
void Randomizer::RandomizeKeep() {
}
void Randomizer::RandomizeShadows() {
// Distance-gate shadows laser to prevent sniping through the bars
_core._memory.WritePanelData<float>(0x19650, MAX_BROADCAST_DISTANCE, {2.5});
// Change the shadows tutorial cable to only activate avoid
_core._memory.WritePanelData<int>(0x319A8, CABLE_TARGET_2, {0});
// Change shadows avoid 8 to power shadows follow
_core._memory.WritePanelData<int>(0x1972F, TARGET, {0x1C34C});
std::vector<int> 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._memory.WritePanelData<float>(shadowsPanels[0], POWER, {0.0f, 0.0f});
// Turn on new starting panel
_core._memory.WritePanelData<float>(shadowsPanels[randomOrder[0]], POWER, {1.0f, 1.0f});
}
void Randomizer::RandomizeTown() {
}
void Randomizer::RandomizeMonastery() {
std::vector<int> 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::RandomizeBunker() {
std::vector<int> 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);
}
void Randomizer::RandomizeJungle() {
std::vector<int> randomOrder(junglePanels.size(), 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
// Waves 1 cannot be randomized, since no other panel can start on
_core.RandomizeRange(randomOrder, SWAP_NONE, 1, 7); // Waves 2-7
_core.RandomizeRange(randomOrder, SWAP_NONE, 8, 13); // Pitches 1-6
_core.ReassignTargets(junglePanels, randomOrder);
}
void Randomizer::RandomizeSwamp() {
// Distance-gate swamp snipe 1 to prevent RNG swamp snipe
_core._memory.WritePanelData<float>(0x17C05, MAX_BROADCAST_DISTANCE, {15.0});
}
void Randomizer::RandomizeMountain() {
// Randomize lasers & some of mountain
_core.Randomize(lasers, SWAP_TARGETS);
_core.Randomize(mountainMultipanel, SWAP_LINES);
// Randomize final pillars order
std::vector<int> targets = {pillars[0] + 1};
for (const int pillar : pillars) {
int target = _core._memory.ReadPanelData<int>(pillar, TARGET, 1)[0];
targets.push_back(target);
}
targets[5] = pillars[5] + 1;
std::vector<int> randomOrder(pillars.size(), 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
_core.RandomizeRange(randomOrder, SWAP_NONE, 0, 4); // Left Pillars 1-4
_core.RandomizeRange(randomOrder, SWAP_NONE, 5, 9); // Right Pillars 1-4
_core.ReassignTargets(pillars, randomOrder, targets);
// Turn off original starting panels
_core._memory.WritePanelData<float>(pillars[0], POWER, {0.0f, 0.0f});
_core._memory.WritePanelData<float>(pillars[5], POWER, {0.0f, 0.0f});
// Turn on new starting panels
_core._memory.WritePanelData<float>(pillars[randomOrder[0]], POWER, {1.0f, 1.0f});
_core._memory.WritePanelData<float>(pillars[randomOrder[5]], POWER, {1.0f, 1.0f});
// Read the target of keep front laser, and write it to keep back laser.
std::vector<int> keepFrontLaserTarget = _core._memory.ReadPanelData<int>(0x0360E, TARGET, 1);
_core._memory.WritePanelData<int>(0x03317, TARGET, keepFrontLaserTarget);
}
void Randomizer::RandomizeChallenge() {
std::vector<int> randomOrder(challengePanels.size(), 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
_core.RandomizeRange(randomOrder, SWAP_NONE, 1, 9); // Easy maze - Triple 2
std::vector<int> triple1Target = _core._memory.ReadPanelData<int>(0x00C80, TARGET, 1);
_core._memory.WritePanelData<int>(0x00CA1, TARGET, triple1Target);
_core._memory.WritePanelData<int>(0x00CB9, TARGET, triple1Target);
std::vector<int> triple2Target = _core._memory.ReadPanelData<int>(0x00C22, TARGET, 1);
_core._memory.WritePanelData<int>(0x00C59, TARGET, triple2Target);
_core._memory.WritePanelData<int>(0x00C68, TARGET, triple2Target);
_core.ReassignTargets(challengePanels, randomOrder);
}
void Randomizer::RandomizeAudioLogs() {
std::vector<int> randomOrder(audiologs.size(), 0);
std::iota(randomOrder.begin(), randomOrder.end(), 0);
_core.Randomize(randomOrder, SWAP_NONE);
_core.ReassignNames(audiologs, randomOrder);
}
|