Files
dusklight/src/dusk/randomizer/game/randomizer_context.cpp
T
2026-05-01 05:23:43 -07:00

897 lines
34 KiB
C++

#include "randomizer_context.hpp"
#include "dusk/app_info.hpp"
#include "dusk/logging.h"
#include "dusk/main.h"
#include "dusk/randomizer/game/tools.h"
#include "dusk/randomizer/game/stages.h"
#include "dusk/randomizer/game/verify_item_functions.h"
#include "dusk/randomizer/generator/utility/endian.hpp"
#include "dusk/randomizer/generator/utility/yaml.hpp"
#include "dusk/randomizer/generator/randomizer.hpp"
#include "SDL3/SDL_filesystem.h"
#include <zlib-ng.h>
#include <fstream>
#include "d/actor/d_a_alink.h"
#include "d/d_com_inf_game.h"
#include "d/d_meter2_info.h"
#include "d/d_meter2.h"
#include "d/d_meter2_draw.h"
#include "d/d_msg_flow.h"
std::optional<std::string> RandomizerContext::WriteToFile() {
std::ofstream seedData(this->GetSeedDataPath());
if (!seedData.is_open()) {
return "Could not open seed data file";
}
YAML::Node out{};
for (const auto& [settingName, option] : this->mSettings) {
out["mSettings"][settingName] = option;
}
// NOTE: When dumping u8s, they must be converted to u16s (or higher), otherwise they get dumped
// as single characters and not numbers
out["mStartEventFlags"] = this->mStartEventFlags;
for (const auto& [region, flags] : this->mStartRegionFlags) {
const std::list<u16> u16Flags(flags.begin(), flags.end());
out["mStartRegionFlags"][static_cast<u16>(region)] = u16Flags;
}
const std::list<u16> u16Inventory(this->mStartingInventory.begin(), this->mStartingInventory.end());
out["mStartingInventory"] = u16Inventory;
const std::unordered_map<u16, u16> u16ChestOverrides(this->mTreasureChestOverrides.begin(), this->mTreasureChestOverrides.end());
out["mTreasureChestOverrides"] = u16ChestOverrides;
const std::unordered_map<u16, u16> u16PoeOverrides(this->mPoeOverrides.begin(), this->mPoeOverrides.end());
out["mPoeOverrides"] = u16PoeOverrides;
const std::unordered_map<u16, u16> u16FreestandingItemOverrides(this->mFreestandingItemOverrides.begin(), this->mFreestandingItemOverrides.end());
out["mFreestandingItemOverrides"] = u16FreestandingItemOverrides;
const std::unordered_map<u16, u16> u16BugRewardOverrides(this->mBugRewardOverrides.begin(), this->mBugRewardOverrides.end());
out["mBugRewardOverrides"] = u16BugRewardOverrides;
const std::unordered_map<u16, u16> u16SkyCharacterOverrides(this->mSkyCharacterOverrides.begin(), this->mSkyCharacterOverrides.end());
out["mSkyCharacterOverrides"] = u16SkyCharacterOverrides;
const std::unordered_map<u16, u16> u16GoldenWolfOverrides(this->mGoldenWolfOverrides.begin(), this->mGoldenWolfOverrides.end());
out["mGoldenWolfOverrides"] = u16GoldenWolfOverrides;
const std::unordered_map<u16, u16> u16ShopOverrides(this->mShopOverrides.begin(), this->mShopOverrides.end());
out["mShopOverrides"] = u16ShopOverrides;
out["mItemLocations"] = this->mItemLocations;
out["mStartHour"] = static_cast<u16>(this->mStartHour);
out["mMapBits"] = static_cast<u16>(this->mMapBits);
for (const auto& [stageRoomLayer, actorPatches] : this->mActorPatches) {
for (const auto& [actorCRC, actorPatch] : actorPatches) {
out["mActorPatches"][stageRoomLayer][actorCRC] = ContainerToHexString(actorPatch);
}
}
for (const auto& [actorType, stages] : this->mActorAdditions) {
for (const auto& [stageRoomLayer, newActors] : stages) {
for (const auto& actor : newActors) {
out["mActorAdditions"][actorType][stageRoomLayer].push_back(ContainerToHexString(actor));
}
}
}
out["mFlowPatches"] = this->mFlowPatches;
seedData << YAML::Dump(out);
seedData.close();
return std::nullopt;
}
std::optional<std::string> RandomizerContext::LoadFromHash(const std::string& hash) {
this->mHash = hash;
auto in = LoadYAML(this->GetSeedDataPath());
// Necessary settings
for (const auto& settingNode : in["mSettings"] ) {
const auto& settingName = settingNode.first.as<std::string>();
const auto& option = settingNode.second.as<std::string>();
this->mSettings[settingName] = option;
}
// Event flags
for (const auto& flag : in["mStartEventFlags"]) {
this->mStartEventFlags.push_back(flag.as<u16>());
}
// Region Flags
for (const auto& regionNode : in["mStartRegionFlags"]) {
const auto& regionId = regionNode.first.as<u8>();
for (const auto& flag : regionNode.second) {
this->mStartRegionFlags[regionId].push_back(flag.as<u8>());
}
}
// Starting inventory
for (const auto& itemId : in["mStartingInventory"]) {
this->mStartingInventory.push_back(itemId.as<u8>());
}
// Chest overrides
for (const auto& chestNode : in["mTreasureChestOverrides"]) {
u16 key = chestNode.first.as<u16>();
u8 itemId = chestNode.second.as<u8>();
this->mTreasureChestOverrides[key] = itemId;
}
// Poe Overrides
for (const auto& poeNode : in["mPoeOverrides"]) {
u16 key = poeNode.first.as<u16>();
u8 itemId = poeNode.second.as<u8>();
this->mPoeOverrides[key] = itemId;
}
// Freestanding overrides
for (const auto& itemNode : in["mFreestandingItemOverrides"]) {
u16 key = itemNode.first.as<u16>();
u8 itemId = itemNode.second.as<u8>();
this->mFreestandingItemOverrides[key] = itemId;
}
// Bug Rewards
for (const auto& bugNode : in["mBugRewardOverrides"]) {
u8 bugItemId = bugNode.first.as<u8>();
u8 itemId = bugNode.second.as<u8>();
this->mBugRewardOverrides[bugItemId] = itemId;
}
// Sky Characters
for (const auto& skyCharacterNode : in["mSkyCharacterOverrides"]) {
u16 key = skyCharacterNode.first.as<u16>();
u8 itemId = skyCharacterNode.second.as<u8>();
this->mSkyCharacterOverrides[key] = itemId;
}
// Golden Wolves
for (const auto& goldenWolfNode : in["mGoldenWolfOverrides"]) {
u16 key = goldenWolfNode.first.as<u16>();
u8 itemId = goldenWolfNode.second.as<u8>();
this->mGoldenWolfOverrides[key] = itemId;
}
// Shop Items
for (const auto& shopNode : in["mShopOverrides"]) {
u16 key = shopNode.first.as<u16>();
u8 itemId = shopNode.second.as<u8>();
this->mShopOverrides[key] = itemId;
}
// Items we call by location name
for (const auto& locationNode : in["mItemLocations"]) {
const auto& locationName = locationNode.first.as<std::string>();
int itemId = locationNode.second.as<int>();
this->mItemLocations[locationName] = itemId;
}
// Starting hour
this->mStartHour = in["mStartHour"].as<u8>();
// Starting map bits
this->mMapBits = in["mMapBits"].as<u8>();
// Actor Patches
for (const auto& stageRoomLayerNode: in["mActorPatches"]) {
u32 stageRoomLayer = stageRoomLayerNode.first.as<u32>();
for (const auto& actorPatchNode : stageRoomLayerNode.second) {
u32 actorCRC = actorPatchNode.first.as<u32>();
auto actorBytes = HexToBytes(actorPatchNode.second.as<std::string>());
auto& patchedActor = this->mActorPatches[stageRoomLayer][actorCRC];
std::copy_n(actorBytes.begin(), actorBytes.size(), patchedActor.begin());
}
}
// Actor Additions
for (const auto& typeNode: in["mActorAdditions"]) {
u32 type = typeNode.first.as<u32>();
for (const auto& stageNode : typeNode.second) {
u32 stageRoomLayer = stageNode.first.as<u32>();
for (const auto& actorNode : stageNode.second) {
auto actorBytes = HexToBytes(actorNode.as<std::string>());
auto& patchedActor = this->mActorAdditions[type][stageRoomLayer].emplace_back();
std::copy_n(actorBytes.begin(), actorBytes.size(), patchedActor.begin());
}
}
}
// Flow Patches
for (const auto& flowNode: in["mFlowPatches"]) {
auto key = flowNode.first.as<u32>();
auto value = flowNode.second.as<u64>();
this->mFlowPatches[key] = value;
}
DuskLog.debug("Loaded Randomizer Seed {}", this->mHash);
return std::nullopt;
}
std::string RandomizerContext::GetSeedDataPath() const {
return std::string(SDL_GetPrefPath(dusk::OrgName, dusk::AppName)) + "randomizer/seeds/" + this->mHash + "/seed.dat";
}
RandomizerState g_randomizerState;
int RandomizerState::_create() {
mInitialized = true;
mEventItemStatus = QUEUE_EMPTY;
mHasPendingToDChange = false;
// g_customMenuRing._initialize();
for (int i = 0; i < EVENT_ITEM_QUEUE_SIZE; i++) {
mEventItemQueue[i] = 0;
}
return 1;
}
int RandomizerState::_delete() {
mInitialized = false;
return 1;
}
int RandomizerState::execute() {
if (!mInitialized) {
return 0;
}
// Always check for and handle time of day changes
if (getTimeChange() != NO_CHANGE) {
handleTimeSpeed();
}
bool currentReloadingState;
// Any custom functionality that relies on Link's actor being on a stage
if (daAlink_getAlinkActorClass()) {
currentReloadingState = daAlink_getAlinkActorClass()->checkRestartRoom();
// Handle giving item to the player at any time.
initGiveItemToPlayer();
}
else {
currentReloadingState = true;
}
bool prevReloadingState = getRoomReloadingState();
if (!currentReloadingState) {
if (prevReloadingState) {
offLoad();
}
}
setRoomReloadingState(currentReloadingState);
// COpypasta old rando code until I build the framework out.
/*if (!libtp::tp::d_a_alink::checkStageName(libtp::data::stage::allStages[libtp::data::stage::StageIDs::Title_Screen]))
{
handleFoolishItem(randoPtr);
}*/
return 1;
}
int RandomizerState::draw() {
return 1;
}
void RandomizerState::handlePoeItem(u8 bitSw)
{
u16 key = getStageID() << 8 | bitSw;
u8 item = randomizer_GetContext().mPoeOverrides[key];
addItemToEventQueue(item);
daAlink_getAlinkActorClass()->procWolfAtnActorMoveInit();
}
void RandomizerState::addItemToEventQueue(u8 item)
{
for (int i = 0; i < EVENT_ITEM_QUEUE_SIZE; i++)
{
if (mEventItemQueue[i] == 0)
{
mEventItemQueue[i] = item;
break;
}
}
}
void RandomizerState::initGiveItemToPlayer()
{
switch (daAlink_getAlinkActorClass()->mProcID)
{
case daAlink_c::PROC_WAIT:
case daAlink_c::PROC_TIRED_WAIT:
case daAlink_c::PROC_MOVE:
case daAlink_c::PROC_WOLF_WAIT:
case daAlink_c::PROC_WOLF_TIRED_WAIT:
case daAlink_c::PROC_WOLF_MOVE:
case daAlink_c::PROC_ATN_MOVE:
case daAlink_c::PROC_WOLF_ATN_AC_MOVE:
{
// Check if link is currently in a cutscene
if (daAlink_getAlinkActorClass()->checkEventRun())
{
break;
}
// Ensure that link is not currently in a message-based event.
if (daAlink_getAlinkActorClass()->getEventId() != 0)
{
break;
}
u8 itemToGive = 0xFF;
for (int i = 0; i < EVENT_ITEM_QUEUE_SIZE; i++)
{
const u8 storedItem = mEventItemQueue[i];
if (storedItem)
{
const u8 giveItemToPlayerStatus = getGiveItemToPlayerStatus();
// If we have the call to clear the queue, then we want to clear the item and break out.
if (giveItemToPlayerStatus == CLEAR_QUEUE)
{
mEventItemQueue[i] = 0;
setGiveItemToPlayerStatus(QUEUE_EMPTY);
break;
}
// If the queue is empty and we have an item to give, update the queue state.
else if (giveItemToPlayerStatus == QUEUE_EMPTY)
{
setGiveItemToPlayerStatus(ITEM_IN_QUEUE);
}
itemToGive = verifyProgressiveItem(storedItem);
break;
}
}
// if there is no item to give, break out of the case.
if (itemToGive == 0xFF)
{
break;
}
g_dComIfG_gameInfo.play.getEvent()->setGtItm(itemToGive);
// Set the process value for getting an item to start the "get item" cutscene when next available.
daAlink_getAlinkActorClass()->mProcID = daAlink_c::PROC_GET_ITEM;
// Get the event index for the "Get Item" event.
const s16 eventIdx = dComIfGp_getEventManager().getEventIdx((fopAc_ac_c*)daAlink_getAlinkActorClass(),"DEFAULT_GETITEM",0xFF);
// Finally we want to modify the event stack to prioritize our custom event so that it happens next.
fopAcM_orderChangeEventId(daAlink_getAlinkActorClass(), eventIdx, 1, 0xFFFF);
}
default:
{
break;
}
}
}
void RandomizerState::handleTimeOfDayChange()
{
if (dComIfGp_roomControl_getTimePass())
{
// No point in changing values if we are already changing the time.
if (getTimeChange() == NO_CHANGE)
{
if (!dKy_daynight_check()) // Day time
{
setTimeChange(CHANGE_TO_NIGHT);
}
else
{
setTimeChange(CHANGE_TO_DAY);
}
g_env_light.time_change_rate = 1.f; // Increase time speed
}
}
else
{
if (!dKy_daynight_check()) // Day time
{
dComIfGs_setTime(285.f);
}
else
{
dComIfGs_setTime(105.f);
}
dComIfGp_setEnableNextStage();
}
}
void RandomizerState::handleTimeSpeed()
{
if (!dKy_daynight_check()) // Day time
{
if (getTimeChange() == CHANGE_TO_DAY)
{
g_env_light.time_change_rate = 0.012f; // Set time speed to normal
setTimeChange(NO_CHANGE);
}
}
else if (getTimeChange() == CHANGE_TO_NIGHT)
{
g_env_light.time_change_rate = 0.012f; // Set time speed to normal
setTimeChange(NO_CHANGE);
}
}
void RandomizerState::offLoad()
{
if ((getStageID() == City_in_the_Sky) && (dStage_roomControl_c::mStayNo == 0) && (dComIfGp_getStartStagePoint() == 3))
{
// Fan in the main room active
dComIfGs_offSaveSwitch(0xA);
// Main Room 1F explored
dComIfGs_offSaveSwitch(0xF);
}
if (playerIsInRoomStage(1, allStages[Sacred_Grove]))
{
// If the portal in SG isn't active then we want to spawn the shadow beasts.
if (!dComIfGs_isSaveSwitch(0x64))
{
dComIfGs_onSvOneZoneSwitch(0, 0xE);
}
}
if ((getStageID() == Ordon_Ranch) && (dComIfGp_getStartStagePoint() == 1))
{
// Clear the danBit that starts a conversation when entering the ranch so the player can do goats as needed.
dComIfGs_offSaveDunSwitch(0x1);
}
}
bool checkFoolishItemEffectReady()
{
// Verify Link is loaded on the map.
if (!daAlink_getAlinkActorClass())
{
return false;
}
// Ensure Link is not in a cutscene
if (daAlink_getAlinkActorClass()->checkEventRun())
{
return false;
}
// Make sure Link isn't riding anything
if (daAlink_getAlinkActorClass()->checkRide())
{
return false;
}
// Ensure there are pointers to the mMeterClass and mpMeterDraw structs
if (!dMeter2Info_getMeterClass())
{
return false;
}
if (!dMeter2Info_getMeterClass()->getMeterDrawPtr())
{
return false;
}
// Make sure Z button isn't dimmed
if (dMeter2Info_getMeterClass()->getMeterDrawPtr()->getZButtonAlpha() != 1.f)
{
return false;
}
switch (daAlink_getAlinkActorClass()->mProcID)
{
case daAlink_c::PROC_TALK:
case daAlink_c::PROC_WOLF_SWIM_MOVE:
case daAlink_c::PROC_SWIM_MOVE:
case daAlink_c::PROC_SWIM_WAIT:
case daAlink_c::PROC_WOLF_SWIM_WAIT:
case daAlink_c::PROC_SWIM_UP:
case daAlink_c::PROC_SWIM_DIVE:
{
return false;
}
default:
{
break;
}
}
return true;
}
RandomizerContext& randomizer_GetContext() {
static RandomizerContext instance;
return instance;
}
bool randomizer_IsActive() {
return dusk::IsGameLaunched && (!playerIsOnTitleScreen() || randomizer_GetContext().mCreatingSave) && !randomizer_GetContext().mHash.empty();
}
std::vector<u8> HexToBytes(std::string hex) {
std::vector<u8> bytes;
// Strip "0x" if present
if (hex.substr(0, 2) == "0x") hex = hex.substr(2);
for (size_t i = 0; i < hex.length(); i += 2) {
std::string byteString = hex.substr(i, 2);
u8 byte = static_cast<u8>(strtol(byteString.c_str(), nullptr, 16));
bytes.push_back(byte);
}
return bytes;
}
int randomizer_getItemAtLocation(const std::string& locationName) {
return randomizer_GetContext().mItemLocations[locationName];
}
u32 getActorPatchesCurrentStageKey(u8 roomNo) {
u32 actorPatchesStageKey{};
actorPatchesStageKey |= getStageID(dComIfGp_getStartStageName()) << 16;
actorPatchesStageKey |= roomNo << 8;
actorPatchesStageKey |= dComIfGp_getLayerNo();
return actorPatchesStageKey;
}
u32 getActorCRC32(stage_actor_data_class* actor) {
return zng_crc32(0, reinterpret_cast<u8*>(actor), RandomizerContext::ACTOR_CRC_SIZE);
}
/*
* Generates a seed and writes the necessary seed files to the players seed directory
*/
void GenerateAndWriteSeed(std::string& generationStatusMsg) {
const auto result = SDL_GetPrefPath(dusk::OrgName, dusk::AppName);
if (!result) {
DuskLog.fatal("Unable to get PrefPath: {}", SDL_GetError());
}
randomizer::Randomizer r;
r.SetBaseOutputPath(result);
auto generationResult = r.Generate();
if (generationResult.has_value()) {
generationStatusMsg = fmt::format("Generation failed with the following error:\n{}", generationResult.value());
return;
}
const auto& world = r.GetWorlds()[0];
RandomizerContext randoData{};
// Settings we need to check ingame
for (const auto& [setting, info] : *randomizer::seedgen::settings::GetAllSettingsInfo()) {
if (info->NeedInGame()) {
randoData.mSettings[setting] = world->Setting(setting).GetCurrentOption();
}
}
// Set data for all locations
for (const auto& location : world->GetAllLocations()) {
const auto& metaData = location->GetMetadata();
// Chest Overrides
// Keyed by u16 of 0xFF00 (stage index) and 0x00FF (tbox id)
if (location->HasCategories("Chest")) {
u8 stage = metaData[0]["Stage"].as<u8>();
u8 tboxId = metaData[0]["Tbox ID"].as<u8>();
u8 itemId = location->GetCurrentItem()->GetID();
u16 key = (stage << 8) | tboxId;
randoData.mTreasureChestOverrides[key] = itemId;
}
// Poe Overrides
// Keyed by u16 of 0xFF00 (stage index) and 0x00FF (collectible flag)
if (location->HasCategories("Poe")) {
const auto& stage = metaData[0]["Stage"].as<u8>();
const auto& flag = metaData[0]["Flag"].as<u8>();
u8 itemId = location->GetCurrentItem()->GetID();
u16 key = (stage << 8) | flag;
randoData.mPoeOverrides[key] = itemId;
}
// Freestanding Overrides
// Keyed by the stage index and collectible flag of the item
if (location->HasCategories("Freestanding Item")) {
u8 stage = metaData[0]["Stage"].as<u8>();
u8 flag = metaData[0]["Flag"].as<u8>();
u8 itemId = location->GetCurrentItem()->GetID();
u16 key = (stage << 8) | flag;
randoData.mFreestandingItemOverrides[key] = itemId;
}
// Bug Rewards
// Keyed by the item id of the original bug
if (location->HasCategories("Bug Reward")) {
u8 bugItemId = metaData[0]["Bug Item Id"].as<u8>();
u8 itemId = location->GetCurrentItem()->GetID();
randoData.mBugRewardOverrides[bugItemId] = itemId;
}
// Sky Characters
// Keyed by u16 of 0xFF00 (stage index) and 0x00FF (roomNo)
if (location->HasCategories("Sky Book")) {
u8 stageIdx = metaData[0]["Stage"].as<u8>();
u8 roomNo = metaData[0]["Room"].as<u8>();
u8 itemId = location->GetCurrentItem()->GetID();
u16 key = (stageIdx << 8) | roomNo;
randoData.mSkyCharacterOverrides[key] = itemId;
}
// Golden Wolves
// Keyed by u16 of the event flag for obtaining the golden wolf item
if (location->HasCategories("Golden Wolf")) {
u16 flag = metaData[0]["Flag"].as<u16>();
u8 itemId = location->GetCurrentItem()->GetID();
randoData.mGoldenWolfOverrides[flag] = itemId;
}
// Shop Items
// Keyed by u16 of the stage and original shop item
if (location->HasCategories("Shop") && world->Setting("Shop Items") == "On") {
u8 stage = metaData[0]["Stage"].as<u8>();
u8 originalItem = metaData[0]["Item"].as<u8>();
u16 key = (stage << 8) | originalItem;
randoData.mShopOverrides[key] = location->GetCurrentItem()->GetID();
}
// Items that we lookup just by calling their location name
if (location->HasCategories("Location Name Lookup")) {
const auto& locationName = metaData.as<std::string>();
const int itemId = location->GetCurrentItem()->GetID();
randoData.mItemLocations[locationName] = itemId;
}
}
// Set starting inventory
for (const auto& item: world->GetStartingItemPool()) {
randoData.mStartingInventory.push_back(item->GetID());
}
// Set starting flags
auto startFlags = LoadYAML(RANDO_DATA_PATH "startflags.yaml");
// Event Flags
for (const auto& flagNode : startFlags["EventFlags"]) {
if (flagNode.IsScalar()) {
const auto& flag = flagNode.as<u16>();
randoData.mStartEventFlags.push_back(flag);
} else if (flagNode.IsMap()) {
const auto& condition = flagNode.begin()->first.as<std::string>();
if (world->EvaluateSettingCondition(condition)) {
DuskLog.debug("Setting flags for {}", condition);
for (const auto& conditionalFlag : flagNode.begin()->second) {
const auto& flag = conditionalFlag.as<u16>();
randoData.mStartEventFlags.push_back(flag);
}
}
}
}
// Region Flags
for (const auto& regionNode : startFlags["RegionFlags"]) {
const auto& region = regionNode.first.as<std::string>();
const auto& index = regionNode.second["Index"].as<int>();
const auto& flags = regionNode.second["Flags"];
DuskLog.debug("Setting region flags for {}", region);
// This seems kinda scuffed so maybe we change it later
for (const auto& flagNode : flags) {
if (flagNode.IsScalar()) {
const auto& flag = flagNode.as<int>();
randoData.mStartRegionFlags[index].push_back(flag);
} else if (flagNode.IsMap()) {
const auto& condition = flagNode.begin()->first.as<std::string>();
if (world->EvaluateSettingCondition(condition)) {
for (const auto& conditionalFlag : flagNode.begin()->second) {
const auto& flag = conditionalFlag.as<int>();
randoData.mStartRegionFlags[index].push_back(flag);
}
}
}
}
}
if (world->Setting("Unlock Map Regions") == "On")
{
auto& bits = randoData.mMapBits;
bits = 0x20;
if (world->Setting("Snowpeak Does Not Require Reekfish Scent") == "On") {bits |= 0x40;}
if (world->Setting("Lanayru Twilight Cleared") == "On") {bits |= 0x10;}
if (world->Setting("Eldin Twilight Cleared") == "On") {bits |= 0x08;}
if (world->Setting("Faron Twilight Cleared") == "On") {bits |= 0x04;}
if (world->Setting("Skip Prologue") == "On") {bits |= 0x02;}
}
// Set starting time of day
const auto startTimeSetting = world->Setting("Starting Time of Day");
if (startTimeSetting == "Morning")
randoData.mStartHour = 6;
else if (startTimeSetting == "Noon")
randoData.mStartHour = 12;
else if (startTimeSetting == "Evening")
randoData.mStartHour = 18;
else if (startTimeSetting == "Night")
randoData.mStartHour = 24;
// Actor Patches
auto actorPatches = LoadYAML(RANDO_DATA_PATH "actor_patches.yaml");
for (const auto& stageNode : actorPatches) {
const auto& stageName = stageNode.first.as<std::string>();
for (const auto& roomNode : stageNode.second) {
u8 roomNo = roomNode.first.as<u8>();
for (const auto& actorNode : roomNode.second) {
using namespace Utility::Endian;
// Get all the data for the actor (with endian shenanigans)
stage_actor_data_class actor{};
const auto& actorName = actorNode["name"].as<std::string>();
strncpy(actor.name, actorName.c_str(), 8);
actor.base.parameters = toPlatform(target, actorNode["parameters"].as<u32>());
actor.base.position.x = toPlatform(target, actorNode["position"]["x"].as<f32>());
actor.base.position.y = toPlatform(target, actorNode["position"]["y"].as<f32>());
actor.base.position.z = toPlatform(target, actorNode["position"]["z"].as<f32>());
// Have to retrieve as u16 and then cast as s16 because otherwise yaml-cpp
// complains about values over 32767 not fitting in s16
actor.base.angle.x = toPlatform(target, static_cast<s16>(actorNode["angle"]["x"].as<u16>()));
actor.base.angle.y = toPlatform(target, static_cast<s16>(actorNode["angle"]["y"].as<u16>()));
actor.base.angle.z = toPlatform(target, static_cast<s16>(actorNode["angle"]["z"].as<u16>()));
// Create unique hash based off of actor data
u32 actorCRC32 = getActorCRC32(&actor);
// Then override the actor with whatever parts are being patched
const auto& patchNode = actorNode["patch"];
if (patchNode["name"]) {
const auto& newName = patchNode["name"].as<std::string>();
strncpy(actor.name, newName.c_str(), 8);
}
if (patchNode["parameters"]) {
actor.base.parameters = toPlatform(target, patchNode["parameters"].as<u32>());
}
if (auto patchPosition = patchNode["position"]) {
if (patchPosition["x"]) {
actor.base.position.x = toPlatform(target, patchPosition["x"].as<f32>());
}
if (patchPosition["y"]) {
actor.base.position.y = toPlatform(target, patchPosition["y"].as<f32>());
}
if (patchPosition["z"]) {
actor.base.position.z = toPlatform(target, patchPosition["z"].as<f32>());
}
}
if (auto patchAngle = patchNode["angle"]) {
// Have to retrieve as u16 and then cast as s16 because otherwise yaml-cpp
// complains about values over 32767 not fitting in s16
if (patchAngle["x"]) {
actor.base.angle.x = toPlatform(target, static_cast<s16>(patchAngle["x"].as<u16>()));
}
if (patchAngle["y"]) {
actor.base.angle.y = toPlatform(target, static_cast<s16>(patchAngle["y"].as<u16>()));
}
if (patchAngle["z"]) {
actor.base.angle.z = toPlatform(target, static_cast<s16>(patchAngle["z"].as<u16>()));
}
}
// Insert the actor patch into the context with our crc32 as the key and the
// raw actor patch data as the value
std::array<u8, RandomizerContext::ACTOR_CRC_SIZE> patchedActorData{};
std::memcpy(patchedActorData.data(), &actor, RandomizerContext::ACTOR_CRC_SIZE);
for (const auto& layerNode : actorNode["layers"]) {
u8 layerNo = layerNode.as<u8>();
// Create key based off of stage index, room, and layer
u32 stageRoomLayerKey{};
stageRoomLayerKey |= getStageID(stageName.c_str()) << 16;
stageRoomLayerKey |= roomNo << 8;
stageRoomLayerKey |= layerNo;
randoData.mActorPatches[stageRoomLayerKey][actorCRC32] = patchedActorData;
}
}
}
}
// Actor Additions
auto actorAdditions = LoadYAML(RANDO_DATA_PATH "actor_additions.yaml");
for (const auto& typeNode : actorAdditions) {
const auto& actorTypeStr = typeNode.first.as<std::string>();
// Get the integer interpretation of the multi-char type literal
u32 actorType = *(reinterpret_cast<const u32*>(actorTypeStr.c_str()));
// For each stage
for (const auto& stageNode : typeNode.second) {
const auto& stageName = stageNode.first.as<std::string>();
// For each room
for (const auto& roomNode : stageNode.second) {
u8 roomNo = roomNode.first.as<u8>();
// Get data on new actors
for (const auto& actorNode : roomNode.second) {
using namespace Utility::Endian;
// Get all the data for the actor (with endian shenanigans)
stage_actor_data_class actor{};
const auto& actorName = actorNode["name"].as<std::string>();
strncpy(actor.name, actorName.c_str(), 8);
actor.base.parameters = toPlatform(target, actorNode["parameters"].as<u32>());
actor.base.position.x = toPlatform(target, actorNode["position"]["x"].as<f32>());
actor.base.position.y = toPlatform(target, actorNode["position"]["y"].as<f32>());
actor.base.position.z = toPlatform(target, actorNode["position"]["z"].as<f32>());
// Have to retrieve as u16 and then cast as s16 because otherwise yaml-cpp
// complains about values over 32767 not fitting in s16
actor.base.angle.x = toPlatform(target, static_cast<s16>(actorNode["angle"]["x"].as<u16>()));
actor.base.angle.y = toPlatform(target, static_cast<s16>(actorNode["angle"]["y"].as<u16>()));
actor.base.angle.z = toPlatform(target, static_cast<s16>(actorNode["angle"]["z"].as<u16>()));
// Insert the actor into the context keyed by type and the stage/layer/room combo
std::array<u8, RandomizerContext::ACTOR_CRC_SIZE> newActorData{};
std::memcpy(newActorData.data(), &actor, RandomizerContext::ACTOR_CRC_SIZE);
for (const auto& layerNode : actorNode["layers"]) {
u8 layerNo = layerNode.as<u8>();
// Create key based off of stage index, room, and layer
u32 stageRoomLayerKey{};
stageRoomLayerKey |= getStageID(stageName.c_str()) << 16;
stageRoomLayerKey |= roomNo << 8;
stageRoomLayerKey |= layerNo;
randoData.mActorAdditions[actorType][stageRoomLayerKey].push_back(newActorData);
}
}
}
}
}
// Flow Patches
auto flowPatches = LoadYAML(RANDO_DATA_PATH "flow_patches.yaml");
for (const auto& groupNode : flowPatches) {
u8 groupNo = groupNode.first.as<u8>();
for (const auto& flowNode : groupNode.second) {
u16 index = flowNode["index"].as<u16>();
const auto& type = flowNode["type"].as<std::string>();
u64 value{};
if (type == "branch") {
auto branch = reinterpret_cast<mesg_flow_node_branch*>(&value);
branch->type = 2;
branch->field_0x1 = flowNode["num results"].as<u8>();
branch->query_idx = flowNode["query"].as<u16>();
branch->param = flowNode["parameters"].as<u16>();
branch->next_node_idx = flowNode["next node index"].as<u16>();
}
else if (type == "event") {
auto event = reinterpret_cast<mesg_flow_node_event*>(&value);
event->type = 3;
event->event_idx = flowNode["event"].as<u8>();
event->next_node_idx = flowNode["next node index"].as<u16>();
u32 params = flowNode["parameters"].as<u32>();
event->params[0] = (params >> 24) & 0xFF;
event->params[1] = (params >> 16) & 0xFF;
event->params[2] = (params >> 8) & 0xFF;
event->params[3] = params & 0xFF;
}
u32 key = (groupNo << 16) | index;
randoData.mFlowPatches[key] = value;
}
}
randoData.mHash = r.GetConfig().GetHash();
auto writeToFileResult = randoData.WriteToFile();
if (writeToFileResult.has_value()) {
generationStatusMsg =
fmt::format("Failed to write seed data. Reason: {}", writeToFileResult.value());
return;
}
generationStatusMsg = fmt::format("Seed generated! Hash: {}", randoData.mHash);
}