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function rnd_string ( )
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t = { 0 , " test " , " this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string this is a very long string " }
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return t [ math.random ( # t ) ]
end
function rnd_integer ( )
t = { 0 , math.random ( 1 , 10 ) , math.random ( - 2147483648 , 2147483647 ) }
return t [ math.random ( # t ) ]
end
function rnd_number ( )
t = { 0 , math.random ( ) , ( math.random ( ) - 0.5 ) * 2 * 4294967296 }
return t [ math.random ( # t ) ]
end
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function rnd_boolean ( )
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t = { false , true }
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return t [ math.random ( # t ) ]
end
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function rnd_Vec3s ( )
t = { nil , { x = rnd_integer ( ) , y = rnd_integer ( ) , z = rnd_integer ( ) } }
return t [ math.random ( # t ) ]
end
function rnd_Vec3f ( )
t = { nil , { x = rnd_number ( ) , y = rnd_number ( ) , z = rnd_number ( ) } }
return t [ math.random ( # t ) ]
end
function rnd_Vec4s ( )
t = { nil , { x = rnd_integer ( ) , y = rnd_integer ( ) , z = rnd_integer ( ) , w = rnd_integer ( ) } }
return t [ math.random ( # t ) ]
end
function rnd_Vec4f ( )
t = { nil , { x = rnd_number ( ) , y = rnd_number ( ) , z = rnd_number ( ) , w = rnd_number ( ) } }
return t [ math.random ( # t ) ]
end
function rnd_Mat4 ( )
t = { nil , { a = rnd_integer ( ) , b = rnd_integer ( ) , c = rnd_integer ( ) , d = rnd_integer ( ) , e = rnd_integer ( ) , f = rnd_integer ( ) , g = rnd_integer ( ) , h = rnd_integer ( ) , i = rnd_integer ( ) , j = rnd_integer ( ) , k = rnd_integer ( ) , l = rnd_integer ( ) , m = rnd_integer ( ) , n = rnd_integer ( ) , o = rnd_integer ( ) , p = rnd_integer ( ) } }
return t [ math.random ( # t ) ]
end
function rnd_Object ( )
t = { nil , gMarioStates [ 0 ] . marioObj , gMarioStates [ 1 ] . marioObj }
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for list in OBJ_LIST_PLAYER , NUM_OBJ_LISTS do
local obj = obj_get_first ( list )
while obj ~= nil do
table.insert ( t , obj )
obj = obj_get_next ( obj )
end
end
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return t [ math.random ( # t ) ]
end
function rnd_MarioState ( )
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t = { nil , gMarioStates [ 0 ] , gMarioStates [ math.random ( 0 , MAX_PLAYERS ) ] }
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return t [ math.random ( # t ) ]
end
function rnd_NetworkPlayer ( )
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t = { nil , gNetworkPlayers [ 0 ] , gNetworkPlayers [ math.random ( 0 , MAX_PLAYERS ) ] }
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return t [ math.random ( # t ) ]
end
function rnd_SpawnParticlesInfo ( )
t = { nil , obj_get_temp_spawn_particles_info ( math.random ( 0 , E_MODEL_MAX ) ) }
return t [ math.random ( # t ) ]
end
function rnd_BehaviorScript ( )
t = { nil , get_behavior_from_id ( math.random ( 0 , id_bhv_max_count ) ) }
return t [ math.random ( # t ) ]
end
function rnd_Camera ( )
t = { nil , gMarioStates [ 0 ] . area.camera }
return t [ math.random ( # t ) ]
end
function rnd_PlayerGeometry ( )
t = { nil , { } }
return t [ math.random ( # t ) ]
end
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function rnd_Surface ( )
t = { nil , gMarioStates [ 0 ] . ceil , gMarioStates [ 0 ] . floor }
return t [ math.random ( # t ) ]
end
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function rnd_Animation ( )
t = { nil , gMarioStates [ 0 ] . animation.targetAnim }
return t [ math.random ( # t ) ]
end
function rnd_null ( )
return nil
end
function rnd_CameraEvent ( )
return nil
end
function rnd_CutsceneShot ( )
return nil
end
function rnd_Waypoint ( )
return nil
end
function rnd_Painting ( )
t = { nil , gPaintingValues.bob_painting }
return t [ math.random ( # t ) ]
end
function rnd_Trajectory ( )
t = { nil , gBehaviorValues.trajectories . BowlingBallBob2Trajectory , gBehaviorValues.trajectories . BowlingBallBobTrajectory , gBehaviorValues.trajectories . BowlingBallThiLargeTrajectory , gBehaviorValues.trajectories . BowlingBallThiSmallTrajectory , gBehaviorValues.trajectories . BowlingBallTtmTrajectory , gBehaviorValues.trajectories . KoopaBobTrajectory , gBehaviorValues.trajectories . KoopaThiTrajectory , gBehaviorValues.trajectories . Mips10Trajectory , gBehaviorValues.trajectories . Mips2Trajectory , gBehaviorValues.trajectories . Mips3Trajectory , gBehaviorValues.trajectories . Mips4Trajectory , gBehaviorValues.trajectories . Mips5Trajectory , gBehaviorValues.trajectories . Mips6Trajectory , gBehaviorValues.trajectories . Mips7Trajectory , gBehaviorValues.trajectories . Mips8Trajectory , gBehaviorValues.trajectories . Mips9Trajectory , gBehaviorValues.trajectories . MipsTrajectory , gBehaviorValues.trajectories . PlatformBitfsTrajectory , gBehaviorValues.trajectories . PlatformCcmTrajectory , gBehaviorValues.trajectories . PlatformHmcTrajectory , gBehaviorValues.trajectories . PlatformLll2Trajectory , gBehaviorValues.trajectories . PlatformLllTrajectory , gBehaviorValues.trajectories . PlatformRr2Trajectory , gBehaviorValues.trajectories . PlatformRr3Trajectory , gBehaviorValues.trajectories . PlatformRr4Trajectory , gBehaviorValues.trajectories . PlatformRrTrajectory , gBehaviorValues.trajectories . RacingPenguinTrajectory , gBehaviorValues.trajectories . SnowmanHeadTrajectory , gBehaviorValues.trajectories . Unagi2Trajectory , gBehaviorValues.trajectories . UnagiTrajectory }
return t [ math.random ( # t ) ]
end
function rnd_InstantWarp ( )
t = { nil , gMarioStates [ 0 ] . area.instantWarps }
return t [ math.random ( # t ) ]
end
function rnd_SpawnInfo ( )
t = { nil , gMarioStates [ 0 ] . area.objectSpawnInfos }
return t [ math.random ( # t ) ]
end
function rnd_WarpNode ( )
t = { nil , gMarioStates [ 0 ] . area.paintingWarpNodes }
return t [ math.random ( # t ) ]
end
function rnd_Whirlpool ( )
t = { nil , gMarioStates [ 0 ] . area.whirlpools }
return t [ math.random ( # t ) ]
end
function rnd_UnusedArea28 ( )
t = { nil , gMarioStates [ 0 ] . area.unused28 }
return t [ math.random ( # t ) ]
end
function rnd_ObjectWarpNode ( )
t = { nil , area_get_warp_node ( 0 ) , area_get_warp_node ( 0x1F ) }
return t [ math.random ( # t ) ]
end
function rnd_Collision ( )
t = { nil , gGlobalObjectCollisionData.bbh_seg7_collision_coffin , gGlobalObjectCollisionData.bbh_seg7_collision_haunted_bookshelf , gGlobalObjectCollisionData.bbh_seg7_collision_merry_go_round , gGlobalObjectCollisionData.bbh_seg7_collision_mesh_elevator , gGlobalObjectCollisionData.bbh_seg7_collision_staircase_step , gGlobalObjectCollisionData.bbh_seg7_collision_tilt_floor_platform , gGlobalObjectCollisionData.bitdw_seg7_collision_moving_pyramid , gGlobalObjectCollisionData.bitfs_seg7_collision_inverted_pyramid , gGlobalObjectCollisionData.bitfs_seg7_collision_sinking_cage_platform , gGlobalObjectCollisionData.bitfs_seg7_collision_sinking_platform , gGlobalObjectCollisionData.bitfs_seg7_collision_squishable_platform , gGlobalObjectCollisionData.blue_coin_switch_seg8_collision_08000E98 , gGlobalObjectCollisionData.bob_seg7_collision_chain_chomp_gate , gGlobalObjectCollisionData.bowser_2_seg7_collision_tilting_platform , gGlobalObjectCollisionData.breakable_box_seg8_collision_08012D70 , gGlobalObjectCollisionData.cannon_lid_seg8_collision_08004950 , gGlobalObjectCollisionData.capswitch_collision_050033D0 , gGlobalObjectCollisionData.capswitch_collision_05003448 , gGlobalObjectCollisionData.castle_grounds_seg7_collision_cannon_grill , gGlobalObjectCollisionData.castle_grounds_seg7_collision_moat_grills , gGlobalObjectCollisionData.checkerboard_platform_seg8_collision_0800D710 , gGlobalObjectCollisionData.ddd_seg7_collision_bowser_sub_door , gGlobalObjectCollisionData.ddd_seg7_collision_submarine , gGlobalObjectCollisionData.door_seg3_collision_0301CE78 , gGlobalObjectCollisionData.dorrie_seg6_collision_0600F644 , gGlobalObjectCollisionData.dorrie_seg6_collision_0600FBB8 , gGlobalObjectCollisionData.exclamation_box_outline_seg8_collision_08025F78 , gGlobalObjectCollisionData.hmc_seg7_collision_controllable_platform , gGlobalObjectCollisionData.hmc_seg7_collision_controllable_platform_sub , gGlobalObjectCollisionData.hmc_seg7_collision_elevator , gGlobalObjectCollisionData.inside_castle_seg7_collision_floor_trap , gGlobalObjectCollisionData.inside_castle_seg7_collision_star_door , gGlobalObjectCollisionData.inside_castle_seg7_collision_water_level_pillar , gGlobalObjectCollisionData.jrb_seg7_collision_floating_box , gGlobalObjectCollisionData.jrb_seg7_collision_floating_platform , gGlobalObjectCollisionData.jrb_seg7_collision_in_sunken_ship , gGlobalObjectCollisionData.jrb_seg7_collision_in_sunken_ship_2 , gGlobalObjectCollisionData.jrb_seg7_collision_in_sunken_ship_3 , gGlobalObjectCollisionData.jrb_seg7_collision_pillar_base , gGlobalObjectCollisionData.jrb_seg7_collision_rock_solid , gGlobalObjectCollisionData.lll_hexagonal_mesh_seg3_collision_0301CECC , gGlobalObjectCollisionData.lll_seg7_collision_drawbridge , gGlobalObjectCollisionData.lll_seg7_collision_falling_wall , gGlobalObjectCollisionData.lll_seg7_collision_floating_block , gGlobalObjectCollisionData.lll_seg7_collision_hexagonal_platform , gGlobalObjectCollisionData.lll_seg7_collision_inverted_pyramid , gGlobalObjectCollisionData.lll_seg7_collision_octagonal_moving_platform , gGlobalObjectCollisionData.lll_seg7_collision_pitoune , gGlobalObjectCollisionData.lll_seg7_collision_puzzle_piece , gGlobalObjectCollisionData.lll_seg7_collision_rotating_fire_bars , gGlobalObjectCollisionData.lll_seg7_collision_rotating_platform , gGlobalObjectCollisionData.lll_seg7_collision_sinking_pyramids , gGlobalObjectCollisionData.lll_seg7_collision_slow_tilting_platform , gGlobalObjectCollisionData.lll_seg7_collision_wood_piece , gGlobalObjectCollisionData.metal_box_seg8_collision_08024C28 , gGlobalObjectCollisionData.penguin_seg5_collision_05008B88 , gGlobalObjectCollisionData.poundable_pole_collision_06002490 , gGlobalObjectCollisionData.purple_switch_seg8_collision_0800C7A8 , gGlobalObjectCollisionData.rr_seg7_collision_donut_platform , gGlobalObjectCollisionData.rr_seg7_collision_elevator_platform , gGlobalObjectCollisionData.rr_seg7_collision_pendulum , gGlobalObjectCollisionData.rr_seg7_collision_rotating_platform_with_fire , gGlobalObjectCollisionData.sl_seg7_collision_pound_explodes , gGlobalObjectCollisionData.sl_seg7_collision_
return t [ math.random ( # t ) ]
end
function rnd_MarioAnimation ( )
t = { nil , gMarioStates [ 0 ] . animation }
return t [ math.random ( # t ) ]
end
function rnd_Character ( )
t = { nil , gCharacters [ math.random ( 0 , CT_MAX ) ] }
return t [ math.random ( # t ) ]
end
function rnd_ObjectAnimPointer ( )
t = { nil , gGlobalObjectAnimations.klepto_seg5_anims_05008CFC }
return t [ math.random ( # t ) ]
end
function rnd_Waypoint ( )
t = { nil , gGlobalObjectAnimations.klepto_seg5_anims_05008CFC }
return t [ math.random ( # t ) ]
end
--------
function FuzzVec3s ( struct )
struct.x = rnd_integer ( )
struct.y = rnd_integer ( )
struct.z = rnd_integer ( )
end
function FuzzVec3f ( struct )
struct.x = rnd_number ( )
struct.y = rnd_number ( )
struct.z = rnd_number ( )
end
function FuzzVec4s ( struct )
struct.x = rnd_integer ( )
struct.y = rnd_integer ( )
struct.z = rnd_integer ( )
struct.w = rnd_integer ( )
end
function FuzzVec4f ( struct )
struct.x = rnd_number ( )
struct.y = rnd_number ( )
struct.z = rnd_number ( )
struct.w = rnd_number ( )
end
function FuzzMat4 ( struct )
struct.a = rnd_number ( )
struct.b = rnd_number ( )
struct.c = rnd_number ( )
struct.d = rnd_number ( )
struct.e = rnd_number ( )
struct.f = rnd_number ( )
struct.g = rnd_number ( )
struct.h = rnd_number ( )
struct.i = rnd_number ( )
struct.j = rnd_number ( )
struct.k = rnd_number ( )
struct.l = rnd_number ( )
struct.m = rnd_number ( )
struct.n = rnd_number ( )
struct.o = rnd_number ( )
struct.p = rnd_number ( )
end
--------
-- $[STRUCTS]
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--------
function fuzz_functions ( )
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local funcs = {
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-- $[FUNCS]
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}
for i = # funcs , 2 , - 1 do
local j = math.random ( i )
funcs [ i ] , funcs [ j ] = funcs [ j ] , funcs [ i ]
end
for k , v in pairs ( funcs ) do
v ( )
end
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end
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id_bhvFuncs = hook_behavior ( nil , OBJ_LIST_DEFAULT , true , fuzz_functions , nil , ' id_bhvFuncs ' )
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--------
function fuzz_structs ( )
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local funcs = {
-- $[FUZZ-STRUCTS]
}
for i = # funcs , 2 , - 1 do
local j = math.random ( i )
funcs [ i ] , funcs [ j ] = funcs [ j ] , funcs [ i ]
end
for k , v in pairs ( funcs ) do
v ( )
end
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end
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--------
local sCountDown = 0
local sLevel = 15
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local sAction = 0
function setup_obj ( obj )
obj_set_model_extended ( obj , math.random ( 0 , E_MODEL_MAX ) )
FuzzObject ( obj )
if sAction < 20 then
obj.oAction = sAction
end
end
function spawn_all ( )
for k = 0 , 5 do
for i = 0 , id_bhv_max_count do
local x = ( ( i % 24 ) - 12 ) * 1000
local z = ( math.floor ( i / 24 ) - 12 ) * 1000
spawn_non_sync_object (
i ,
E_MODEL_YELLOW_COIN ,
x , gMarioStates [ 0 ] . pos.y + 1000 , z , setup_obj )
end
end
sAction = sAction + 1
end
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function on_sync_valid ( )
for i = 0 , 10 do
spawn_non_sync_object ( id_bhvFuncs , E_MODEL_SPINY_BALL , 0 , 0 , 0 , nil )
end
end
function update ( )
sCountDown = sCountDown - 1
if sCountDown <= 0 then
print ( ' warping to ' , sLevel )
warp_to_level ( sLevel , 1 , 1 )
sLevel = sLevel + 1
if sLevel > LEVEL_COUNT then
sLevel = 0
end
sCountDown = 10
end
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end
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hook_chat_command ( ' fuzz-funcs ' , ' funcs ' , fuzz_functions )
hook_chat_command ( ' fuzz-structs ' , ' structs ' , fuzz_structs )
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hook_event ( HOOK_UPDATE , update )
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hook_event ( HOOK_ON_SYNC_VALID , on_sync_valid )
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hook_event ( HOOK_ON_SYNC_VALID , fuzz_functions )
hook_event ( HOOK_ON_SYNC_VALID , fuzz_structs )
hook_event ( HOOK_ON_SYNC_VALID , spawn_all )
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print ( ' ! ' )