#ifndef GAME_DATA_H_9C42AC51 #define GAME_DATA_H_9C42AC51 #include #include #include enum class LingoColor { kNone, kBlack, kRed, kBlue, kYellow, kGreen, kOrange, kPurple, kBrown, kGray }; struct Panel { int id; int room; std::string name; std::vector colors; std::vector required_rooms; std::vector required_doors; bool check = false; bool exclude_reduce = false; }; struct Door { int room; std::string name; std::string location_name; std::string item_name; std::string group_name; bool skip_location = false; bool skip_item = false; std::vector panels; bool exclude_reduce = true; }; struct Exit { int destination_room; std::optional door; }; struct Room { std::string name; std::vector exits; }; struct Location { std::string name; std::string ap_location_name; int room; std::vector panels; }; struct MapArea { int id; std::string name; std::vector locations; int map_x; int map_y; }; class GameData { public: GameData(); const std::vector& GetMapAreas() const { return map_areas_; } const MapArea& GetMapArea(int id) const { return map_areas_.at(id); } int GetRoomByName(const std::string& name) const { return room_by_id_.at(name); } const Room& GetRoom(int room_id) const { return rooms_.at(room_id); } const std::vector& GetDoors() const { return doors_; } const Door& GetDoor(int door_id) const { return doors_.at(door_id); } const Panel& GetPanel(int panel_id) const { return panels_.at(panel_id); } private: int AddOrGetRoom(std::string room); int AddOrGetDoor(std::string room, std::string door); int AddOrGetPanel(std::string room, std::string panel); int AddOrGetArea(std::string area); std::vector rooms_; std::vector doors_; std::vector panels_; std::vector map_areas_; std::map room_by_id_; std::map door_by_id_; std::map panel_by_id_; std::map area_by_id_; }; const GameData& GetGameData(); #endif /* end of include guard: GAME_DATA_H_9C42AC51 */ td>
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name: "Main Room"
panels {
  name: "HOARSE"
  path: "Panels/Eyes/panel_1"
  clue: "hoarse"
  answer: "horse"
  symbols: ZERO
}
panels {
  name: "NAY"
  path: "Panels/Eyes/panel_2"
  clue: "nay"
  answer: "neigh"
  symbols: ZERO
}
panels {
  name: "HEY"
  path: "Panels/Eyes/panel_3"
  clue: "hey"
  answer: "hay"
  symbols: ZERO
}
panels {
  name: "HIGHER"
  path: "Panels/Eyes/panel_4"
  clue: "higher"
  answer: "hire"
  symbols: ZERO
}
panels {
  name: "CACHE"
  path: "Panels/Eyes/panel_5"
  clue: "cache"
  answer: "cash"
  symbols: ZERO
}
panels {
  name: "HYMN"
  path: "Panels/Eyes/panel_6"
  clue: "hymn"
  answer: "him"
  symbols: ZERO
}
panels {
  name: "FLAIR"
  path: "Panels/Eyes/panel_7"
  clue: "flair"
  answer: "flare"
  symbols: ZERO
}
panels {
  name: "HOSE"
  path: "Panels/Letters/panel_1"
  clue: "hose"
  answer: "horse"
  symbols: SPARKLES
}
panels {
  name: "NIGH"
  path: "Panels/Letters/panel_2"
  clue: "nigh"
  answer: "neigh"
  symbols: SPARKLES
}
panels {
  name: "HA"
  path: "Panels/Letters/panel_3"
  clue: "ha"
  answer: "hay"
  symbols: SPARKLES
}
panels {
  name: "IRE"
  path: "Panels/Letters/panel_4"
  clue: "ire"
  answer: "hire"
  symbols: SPARKLES
}
panels {
  name: "ASH"
  path: "Panels/Letters/panel_5"
  clue: "ash"
  answer: "cash"
  symbols: SPARKLES
}
panels {
  name: "HI"
  path: "Panels/Letters/panel_6"
  clue: "hi"
  answer: "him"
  symbols: SPARKLES
}
panels {
  name: "FARE"
  path: "Panels/Letters/panel_7"
  clue: "fare"
  answer: "flare"
  symbols: SPARKLES
}
panels {
  name: "TORE"
  path: "Panels/Extras/hint"
  clue: "tore"
  answer: "stores"
  symbols: SPARKLES
}
ports {
  name: "UNYIELDING"
  path: "Components/Warps/worldport"
  orientation: "west"
}
keyholders {
  name: "S"
  path: "Components/KeyHolders/keyHolderS"
  key: "s"
}