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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 */
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