#!/usr/bin/env python3 """ This is free and unencumbered software released into the public domain. Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. For more information, please refer to <http://unlicense.org> """ from sys import byteorder from struct import pack, unpack from ctypes import windll, c_char_p, c_ulong, byref, c_int, c_ubyte # window api import win32ui import win32process class Memory: OpenProcess = windll.kernel32.OpenProcess ReadProcessMemory = windll.kernel32.ReadProcessMemory WriteProcessMemory = windll.kernel32.WriteProcessMemory CloseHandle = windll.kernel32.CloseHandle PROCESS_ALL_ACCESS = 0x1F0FFF def __init__(self, pid): self.process_handle = self.OpenProcess(self.PROCESS_ALL_ACCESS, False, pid) self.buffer = c_char_p(b"data buffer") self.buffer_size = len(self.buffer.value) self.bytes_read = c_ulong(0) self.bytes_written = c_ulong(0) def read_app_base(self, address): app_base = c_int() self.ReadProcessMemory(self.process_handle, address, byref(app_base), 4, byref(self.bytes_read)) return app_base.value def read(self, address): self.ReadProcessMemory(self.process_handle, address, self.buffer, self.buffer_size, byref(self.bytes_read)) value = int.from_bytes(self.buffer.value, byteorder=byteorder) return value def read_bytes(self, address, size): buffer = (c_ubyte * size)() self.ReadProcessMemory(self.process_handle, address, byref(buffer), size, byref(self.bytes_read)) return b''.join(pack('<B', buffer[i]) for i in range(size)) def write(self, address, value): value = int(value) value = c_ulong(value) self.WriteProcessMemory(self.process_handle, address, byref(value), 4, byref(self.bytes_written)) return self.bytes_written def close_handle(self): self.CloseHandle(self.process_handle) return True class SuperHexagon: def __init__(self, memory): self.memory = memory self.base_pointer = 0x694B00 # Relative game memory location offsets. self.offsets = {'num_slots': 0x1BC, 'num_walls': 0x2930, 'first_wall': 0x220, 'player_angle': 0x2958, 'player_angle_2': 0x2954, 'mouse_down_left': 0x42858, 'mouse_down_right': 0x4285A, 'mouse_down': 0x42C45, 'world_angle': 0x1AC } self.app_base = self.memory.read_app_base(self.base_pointer) def get_walls(self): wall_list = [] offset = self.offsets['first_wall'] num_walls = self.get_num_walls() for index in range(num_walls): # Read wall for wall. Could also read the entire thing in one big chunk # and then get the walls_data from chunk[index*0x14:i*0x14+0x14]. address = self.app_base + offset + index * 0x14 wall_data = self.memory.read_bytes(address, 0x14) wall = { 'slot': unpack('<i', wall_data[0: 4])[0], 'distance': unpack('<i', wall_data[4: 8])[0], 'width': unpack('<i', wall_data[8:12])[0] } wall_list.append(wall) return wall_list def get_player_angle(self): offset = self.offsets['player_angle'] player_angle = self.memory.read(self.app_base + offset) return player_angle def get_player_slot(self): angle = self.get_player_angle() num_slots = self.get_num_slots() player_slot = angle / 360.0 * num_slots player_slot = round(player_slot, 1) return player_slot def get_world_angle(self): offset = self.offsets['world_angle'] world_angle = self.memory.read(self.app_base + offset) return world_angle def get_num_slots(self): offset = self.offsets['num_slots'] num_slots = self.memory.read(self.app_base + offset) return num_slots def get_num_walls(self): """ Read the game memory location for the number of walls currently on the playing field. """ offset = self.offsets['num_walls'] num_walls = self.memory.read(self.app_base + offset) return num_walls def get_first_wall(self): offset = self.offsets['first_wall'] first_wall = self.memory.read(self.app_base + offset) return first_wall ## Movement functions def start_moving_left(self): self.memory.write(self.app_base + self.offsets['mouse_down_left'], 1) self.memory.write(self.app_base + self.offsets['mouse_down'], 1) def start_moving_right(self): self.memory.write(self.app_base + self.offsets['mouse_down_right'], 1) self.memory.write(self.app_base + self.offsets['mouse_down'], 1) def stop_moving(self): self.memory.write(self.app_base + self.offsets['mouse_down_left'], 0) self.memory.write(self.app_base + self.offsets['mouse_down_right'], 0) self.memory.write(self.app_base + self.offsets['mouse_down'], 0) ## Testing functions. Should use normal movement instead of writing memory. def set_player_slot(self, slot): num_slots = self.get_num_slots() angle = 360 / num_slots * (slot % num_slots) + (180 / num_slots) self.memory.write(self.app_base + self.offsets['player_angle'], angle) self.memory.write(self.app_base + self.offsets['player_angle_2'], angle) def set_world_angle(self, angle): self.memory.write(self.app_base + self.offsets['world_angle'], angle) class Logic: def __init__(self, hexagon): self.hexagon = hexagon self.target_slot = None def nope(self): """ Seems to work most of the time, but makes a mistake quite often when dealing with horseshoe shaped patterns. Suggest using start method instead, this is only here to test later. """ while True: wall_list = self.hexagon.get_walls() min_distances = {} num_slots = self.hexagon.get_num_slots() for wall in wall_list: if 0 < wall['distance'] < 1000000 and wall['width'] > 0 and -1 < wall['slot'] < num_slots: if wall['slot'] in min_distances: min_distances[wall['slot']] = min(min_distances[wall['slot']], wall['distance']) else: min_distances[wall['slot']] = wall['distance'] if min_distances: target_slot = max(min_distances.keys(), key=(lambda key: min_distances[key])) self.hexagon.set_player_slot(target_slot) def start(self): """ Autonomously play Super Hexagon by calculating the correct slot and setting the player position to it in memory. """ while True: wall_list = self.hexagon.get_walls() num_slots = self.hexagon.get_num_slots() data = {} for wall in wall_list: slot = wall['slot'] distance = wall['distance'] width = wall['width'] if 0 < distance < 1000000 and width > 0 and -1 < slot < num_slots: if slot in data: if distance < data[slot]: data[slot] = distance else: data[slot] = distance if data: target_slot = max(data.keys(), key=(lambda key: data[key])) # TODO: Move the position of the player correctly instead of writing memory. self.hexagon.set_player_slot(target_slot) def no_spin(self): """ Continually sets the hexagon world to a certain angle. This stops the hexagon field from spinning around. """ while True: self.hexagon.set_world_angle(0) def main(): # Find Super Hexagon process id by searching window names window_handle = win32ui.FindWindow(None, u"Super Hexagon").GetSafeHwnd() pid = win32process.GetWindowThreadProcessId(window_handle)[1] memory = Memory(pid) hexagon = SuperHexagon(memory) logic = Logic(hexagon) logic.start() memory.close_handle() if __name__ == '__main__': main()