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path: root/src/ap_state.h
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#ifndef AP_STATE_H_664A4180
#define AP_STATE_H_664A4180

#include <map>
#include <optional>
#include <set>
#include <string>
#include <tuple>

#include "game_data.h"

class TrackerFrame;

enum DoorShuffleMode { kNO_DOORS = 0, kPANELS_MODE = 1, kDOORS_MODE = 2 };

enum VictoryCondition {
  kTHE_END = 0,
  kTHE_MASTER = 1,
  kLEVEL_2 = 2,
  kPILGRIMAGE = 3
};

enum LocationChecks {
  kNORMAL_LOCATIONS = 0,
  kREDUCED_LOCATIONS = 1,
  kPANELSANITY = 2
};

enum SunwarpAccess {
  kSUNWARP_ACCESS_NORMAL = 0,
  kSUNWARP_ACCESS_DISABLED = 1,
  kSUNWARP_ACCESS_UNLOCK = 2,
  kSUNWARP_ACCESS_INDIVIDUAL = 3,
  kSUNWARP_ACCESS_PROGRESSIVE = 4
};

struct SunwarpMapping {
  int dots;
  int exit_index;
};

void AP_SetTrackerFrame(TrackerFrame* tracker_frame);

void AP_Connect(std::string server, std::string player, std::string password);

std::string AP_GetStatusMessage();

std::string AP_GetSaveName();

bool AP_HasCheckedGameLocation(int location_id);

bool AP_HasCheckedHuntPanel(int location_id);

// This doesn't lock the state mutex, for speed, so it must ONLY be called from
// RecalculateReachability, which is only called from the APState thread anyway.
bool AP_HasItem(int item_id, int quantity = 1);

// This doesn't lock the client mutex because it is ONLY to be called from
// RecalculateReachability, which is only called from within a client callback
// anyway.
std::string AP_GetItemName(int item_id);

DoorShuffleMode AP_GetDoorShuffleMode();

bool AP_AreDoorsGrouped();

bool AP_IsColorShuffle();

bool AP_IsPaintingShuffle();

std::map<std::string, std::string> AP_GetPaintingMapping();

bool AP_IsPaintingMappedTo(const std::string& painting_id);

std::set<std::string> AP_GetCheckedPaintings();

bool AP_IsPaintingChecked(const std::string& painting_id);

int AP_GetMasteryRequirement();

int AP_GetLevel2Requirement();

bool AP_IsLocationVisible(int classification);

VictoryCondition AP_GetVictoryCondition();

bool AP_HasAchievement(const std::string& achievement_name);

bool AP_HasEarlyColorHallways();

bool AP_IsPilgrimageEnabled();

bool AP_DoesPilgrimageAllowRoofAccess();

bool AP_DoesPilgrimageAllowPaintings();

SunwarpAccess AP_GetSunwarpAccess();

bool AP_IsSunwarpShuffle();

std::map<int, SunwarpMapping> AP_GetSunwarpMapping();

bool AP_HasReachedGoal();

std::optional<std::tuple<int, int>> AP_GetPlayerPosition();

#endif /* end of include guard: AP_STATE_H_664A4180 */