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/*
* BUGS:
* Something is wrong with bunker
* Shipwreck vault does not copy well
* Pillars can be swapped but they don't zoom you out enough. Maybe SWAP_DISTANCE?
* FEATURES:
* SWAP_TARGETS should still require the full panel sequence (and have ways to prevent softlocks?)
* Randomize audio logs
* Separate panels out by "square", which can probably be anywhere
* List of panels which can be valid "Burn" (aka desert) substitutes: Prevent (or limit) panel counting
* List of panels which split left/right (for left/right controls)
* List of panels which split up/down (for up/down controls)
* Swap sounds in jungle (along with panels) -- maybe impossible
* Make orange 7 (all of oranges?) hard. Like big = hard.
* TRY:
* Swap treehouse pivots
*/
#include "Memory.h"
#include "WitnessRandomizer.h"
#include "Panels.h"
#include <string>
#include <iostream>
int main(int argc, char** argv)
{
WitnessRandomizer randomizer = WitnessRandomizer();
if (argc == 2) {
srand(atoi(argv[1])); // Seed with RNG from command line
}
// randomizer.Randomize(bunkerPanels, SWAP_LINES | SWAP_COLORS);
//*
randomizer.Randomize(lasers, SWAP_TARGETS);
randomizer.Randomize(tutorialPanels, SWAP_TARGETS);
randomizer.Randomize(monasteryPanels, SWAP_TARGETS);
randomizer.Randomize(shadowsPanels, SWAP_TARGETS);
randomizer.Randomize(desertPanels, SWAP_LINES);
randomizer.Randomize(treehousePanels, SWAP_LINES);
std::vector<int> squarePanels;
for (auto panelSet : {outsideTutorialPanels, symmetryPanels, quarryPanels, keepPanels, townPanels, bunkerPanels, swampPanels, mountainPanels, utmPanels}) {
squarePanels.insert(squarePanels.end(), panelSet.begin(), panelSet.end());
}
randomizer.Randomize(squarePanels, SWAP_LINES | SWAP_COLORS);
randomizer.Randomize(junglePanels, SWAP_LINES | SWAP_COLORS);
randomizer.Randomize(mountainMultipanel, SWAP_LINES | SWAP_COLORS);
randomizer.Randomize(pillars, SWAP_LINES | SWAP_COLORS);
/*/
int BOATH_3_1 = 0x21B5;
int MILL_L_1 = 0xE0C;
int MILL_U_1 = 0x557;
int QUARRY_E_1 = 0x9E57;
int QUARRY_E_2 = 0x17C09;
int MILL_E_1 = 0x1E5A;
int BUNKER_G_1 = 0xA010;
int BUNKER_T_1 = 0x9F7D;
int TUT_PILLAR = 0xC335;
int TUT_F_C = 0x293;
randomizer.SwapPanels(TUT_PILLAR, TUT_F_C, SWAP_LINES | SWAP_COLORS);
//*/
}
WitnessRandomizer::WitnessRandomizer() : _memory(Memory("witness64_d3d11.exe"))
{
// Turn off desert flood final
_memory.WriteData<float>({0x5B28C0, 0x18, 0x18076*8, 0x2A8}, {0.0f, 0.0f});
// Change desert floating target to desert flood final
_memory.WriteData<int>({0x5B28C0, 0x18, 0x17ECA*8, 0x2BC}, {0x18077});
}
void WitnessRandomizer::Randomize(std::vector<int> panels, int flags) {
if (panels.size() == 0) return;
for (size_t i=panels.size() - 1; i > 1; i--) {
int target = rand() % i;
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<int, int> offsets;
if (flags & SWAP_TARGETS) {
offsets[0x2BC] = sizeof(int);
}
if (flags & SWAP_LINES) {
offsets[0x230] = 16; // traced_edges
// offsets[0x220] = sizeof(void*); // *pattern_name
// offsets[0x240] = sizeof(void*); // *mesh_name
offsets[0x2FC] = sizeof(int); // is_cylinder
offsets[0x300] = sizeof(float); // cylinder_z0
offsets[0x304] = sizeof(float); // cylinder_z1
offsets[0x308] = sizeof(float); // cylinder_radius
// offsets[0x35C] = sizeof(int); // solvable_from_behind
// offsets[0x30C] = sizeof(float); // uv_to_world_scale
offsets[0x3A4] = sizeof(float); // path_width_scale
offsets[0x3A8] = sizeof(float); // startpoint_scale
offsets[0x3B8] = sizeof(int); // num_dots
offsets[0x3BC] = sizeof(int); // num_connections
offsets[0x3C8] = sizeof(void*); // *dot_positions
offsets[0x3D0] = sizeof(void*); // *dot_flags
offsets[0x3D8] = sizeof(void*); // *dot_connection_a
offsets[0x3E0] = sizeof(void*); // *dot_connection_b
offsets[0x420] = sizeof(void*); // *decorations
offsets[0x428] = sizeof(void*); // *decoration_flags
offsets[0x438] = sizeof(int); // num_decorations
offsets[0x440] = sizeof(void*); // *reflection_data
offsets[0x448] = sizeof(int); // grid_size_x
offsets[0x44C] = sizeof(int); // grid_size_y
offsets[0x450] = sizeof(int); // style_flags // This is required to not ignore dots
offsets[0x45C] = sizeof(int); // sequence_len
offsets[0x460] = sizeof(void*); // *sequence
offsets[0x468] = sizeof(int); // dot_sequence_len
offsets[0x470] = sizeof(void*); // *dot_sequence
offsets[0x478] = sizeof(int); // dot_sequence_len_reflection
offsets[0x480] = sizeof(void*); // *dot_sequence_reflection
offsets[0x4B0] = sizeof(void*); // *panel_target
offsets[0x4D8] = sizeof(void*); // *specular_texture
// TODO: Try using is_cylinder to swap into tutorial pillar. If it fails, discard.
// Probably not: Extra back distance
// SwapPanelData(panels[i], panels[target], 0x2FC, 125); // is_cylinder through max_connections
}
/*
if (flags & SWAP_STYLE) {
// 340 - pattern_scale
// 288 - flash_mode
}
*/
if (flags & SWAP_COLORS) {
offsets[0xC8] = 16; // path_color
offsets[0xD8] = 16; // reflection_path_color
// offsets[0xE8] = 16; // deprecated_finished_path_color
offsets[0xF8] = 16; // dot_color
offsets[0x108] = 16; // active_color
offsets[0x118] = 16; // background_region_color
offsets[0x128] = 16; // success_color_a
offsets[0x138] = 16; // success_color_b
offsets[0x148] = 16; // strobe_color_a
offsets[0x158] = 16; // strobe_color_b
offsets[0x168] = 16; // error_color
// offsets[0x178] = 16; // video_status_color
offsets[0x188] = 16; // pattern_point_color
offsets[0x198] = 16; // pattern_point_color_a
offsets[0x1A8] = 16; // pattern_point_color_b
offsets[0x1B8] = 16; // symbol_a
offsets[0x1C8] = 16; // symbol_b
offsets[0x1D8] = 16; // symbol_c
offsets[0x1E8] = 16; // symbol_d
offsets[0x1F8] = 16; // symbol_e
offsets[0x208] = sizeof(int); // push_symbol_colors
offsets[0x20C] = 16; // outer_background
offsets[0x21C] = sizeof(int); // outer_background_mode
offsets[0x430] = sizeof(void*); // *decoration_colors
offsets[0x4A0] = sizeof(int); // num_colored_regions
offsets[0x4A8] = sizeof(void*); // *colored_regions
// offsets[0x4B8] = sizeof(void*); // *backing_texture
}
for (auto const& [offset, size] : offsets) {
SwapPanelData(panel1, panel2, offset, size);
}
}
void WitnessRandomizer::SwapPanelData(int panel1, int panel2, int finalOffset, int dataSize) {
// Currently wired for old version
std::vector<int> panel1Offset = {0x5B28C0, 0x18, panel1*8, finalOffset};
std::vector<int> panel2Offset = {0x5B28C0, 0x18, panel2*8, finalOffset};
std::vector<byte> panel1Data = _memory.ReadData<byte>(panel1Offset, dataSize);
std::vector<byte> panel2Data = _memory.ReadData<byte>(panel2Offset, dataSize);
_memory.WriteData<byte>(panel2Offset, panel1Data);
_memory.WriteData<byte>(panel1Offset, panel2Data);
}
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