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* [Data] Annotate shuffleable portsStar Rauchenberger2025-09-211-1/+2
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* Added keyholder sanityStar Rauchenberger2025-09-021-0/+1
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* Changed how door location names are formattedStar Rauchenberger2025-08-3014-14/+0
| | | | | | | | | | | | | | | | | | STANDARD type doors with at most four panels in the same map area and no other trigger objects will have their location names generated from the names of the panels used to open the door, similar to Lingo 1. Other door types will use the door's name. In either case, the name can be overridden using the new location_name field. Rooms can also set a panel_display_name field, which will be used in location names for doors, and is used to group panels into areas. Panels themselves can set display names, which differentiates their locations from other panels in the same area. Many maps were updated for this, but note that the_symbolic and the_unyielding have validator failures because of duplicate panel names. This won't matter until panelsanity is implemented.
* Converted puzzle symbols to an enumStar Rauchenberger2025-08-2012-16/+16
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* Maps have display names nowStar Rauchenberger2025-08-201-0/+1
| | | | Also added endings to the apworld.
* Validate that nodes in game files are usedStar Rauchenberger2025-08-181-0/+2
| | | | You can now also list out nodes that you are explicitly not mapping out. The current state of the repo does produce some warnings when the validator is run and they're either endings, paintings that I'm not sure what to do with yet, and weird proxy stuff I'm not sure how to handle yet.
* Assigned IDs for the_hive, the_impressive, and the_invisibleStar Rauchenberger2025-08-141-0/+5
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* Added the_extravagantStar Rauchenberger2025-08-1216-0/+433
/* Literal.String.Escape */ .highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */ .highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */ .highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */ .highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */ .highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */ .highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */ .highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */ .highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */ .highlight .vc { color: #336699 } /* Name.Variable.Class */ .highlight .vg { color: #dd7700 } /* Name.Variable.Global */ .highlight .vi { color: #3333bb } /* Name.Variable.Instance */ .highlight .vm { color: #336699 } /* Name.Variable.Magic */ .highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */
#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, kSIMPLE_DOORS = 1, kCOMPLEX_DOORS = 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);

bool AP_HasCheckedGameLocation(int location_id);

bool AP_HasCheckedHuntPanel(int location_id);

bool AP_HasItem(int item_id, int quantity = 1);

std::string AP_GetItemName(int item_id);

DoorShuffleMode AP_GetDoorShuffleMode();

bool AP_IsColorShuffle();

bool AP_IsPaintingShuffle();

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

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

const 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();

const 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 */