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#include "tracker_state.h"
#include <list>
#include <set>
#include "ap_state.h"
#include "game_data.h"
bool IsDoorReachable_Helper(int door_id, const std::set<int>& reachable_rooms);
bool IsPanelReachable_Helper(int panel_id,
const std::set<int>& reachable_rooms) {
const Panel& panel_obj = GetGameData().GetPanel(panel_id);
if (!reachable_rooms.count(panel_obj.room)) {
return false;
}
for (int room_id : panel_obj.required_rooms) {
if (!reachable_rooms.count(room_id)) {
return false;
}
}
for (int door_id : panel_obj.required_doors) {
if (!IsDoorReachable_Helper(door_id, reachable_rooms)) {
return false;
}
}
if (GetAPState().IsColorShuffle()) {
for (LingoColor color : panel_obj.colors) {
if (!GetAPState().HasColorItem(color)) {
return false;
}
}
}
return true;
}
bool IsDoorReachable_Helper(int door_id, const std::set<int>& reachable_rooms) {
const Door& door_obj = GetGameData().GetDoor(door_id);
switch (GetAPState().GetDoorShuffleMode()) {
case DoorShuffleMode::kNone: {
if (!reachable_rooms.count(door_obj.room)) {
return false;
}
for (int panel_id : door_obj.panels) {
if (!IsPanelReachable_Helper(panel_id, reachable_rooms)) {
return false;
}
}
return true;
}
case DoorShuffleMode::kSimple: {
break;
}
case DoorShuffleMode::kComplex: {
break;
}
}
}
void TrackerState::CalculateState() {
reachability_.clear();
std::set<int> reachable_rooms;
std::list<Exit> flood_boundary;
flood_boundary.push_back(
{.destination_room = GetGameData().GetRoomByName("Menu")});
bool reachable_changed = true;
while (reachable_changed) {
reachable_changed = false;
std::list<Exit> new_boundary;
for (const Exit& room_exit : flood_boundary) {
if (reachable_rooms.count(room_exit.destination_room)) {
continue;
}
bool valid_transition = false;
if (room_exit.door.has_value()) {
if (IsDoorReachable_Helper(*room_exit.door, reachable_rooms)) {
valid_transition = true;
} else if (GetAPState().GetDoorShuffleMode() ==
DoorShuffleMode::kNone) {
new_boundary.push_back(room_exit);
}
} else {
valid_transition = true;
}
if (valid_transition) {
reachable_rooms.insert(room_exit.destination_room);
reachable_changed = true;
const Room& room_obj =
GetGameData().GetRoom(room_exit.destination_room);
for (const Exit& out_edge : room_obj.exits) {
new_boundary.push_back(out_edge);
}
}
}
flood_boundary = new_boundary;
}
for (const MapArea& map_area : GetGameData().GetMapAreas()) {
for (int section_id = 0; section_id < map_area.locations.size();
section_id++) {
const Location& location_section = map_area.locations.at(section_id);
bool reachable = reachable_rooms.count(location_section.room);
if (reachable) {
for (int panel_id : location_section.panels) {
reachable &= IsPanelReachable_Helper(panel_id, reachable_rooms);
}
}
reachability_[{map_area.id, section_id}] = reachable;
}
}
}
bool TrackerState::IsLocationReachable(int area_id, int section_id) {
std::tuple<int, int> key = {area_id, section_id};
if (reachability_.count(key)) {
return reachability_.at(key);
} else {
return false;
}
}
TrackerState& GetTrackerState() {
static TrackerState* instance = new TrackerState();
return *instance;
}
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