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path: root/data/maps/the_unyielding/rooms/Missing 1.txtpb
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name: "Missing 1"
panels {
  name: "SING"
  path: "Panels/Behind Areas/missing_1"
  clue: "sing"
  answer: "missing"
  symbols: SPARKLES
}
ref='#n209'>209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603
#include "PuzzleSerializer.h"
#include "Memory.h"
#include <cassert>

#pragma warning (disable:26451)
#pragma warning (disable:26812)

PuzzleSerializer::PuzzleSerializer(const std::shared_ptr<Memory>& memory) : _memory(memory) {}

Puzzle PuzzleSerializer::ReadPuzzle(int id) {
    Puzzle p;
    try {
        int width = _memory->ReadEntityData<int>(id, GRID_SIZE_X, 1)[0];
        int height = _memory->ReadEntityData<int>(id, GRID_SIZE_Y, 1)[0];
        if (width == 0) width = height;
        if (height == 0) height = width;
        if (width < 0 || height < 0) return Puzzle(); // @Error: Grid size should be always positive? Looks like the starting panels break this rule, though.

        _numGridLocations = width * height; // Highest location which represents a gridded intersection
        _numIntersections = _memory->ReadEntityData<int>(id, NUM_DOTS, 1)[0];
        _intersectionFlags = _memory->ReadArray<int>(id, DOT_FLAGS, _numIntersections);
        int numConnections = _memory->ReadEntityData<int>(id, NUM_CONNECTIONS, 1)[0];
        _connectionsA = _memory->ReadArray<int>(id, DOT_CONNECTION_A, numConnections);
        _connectionsB = _memory->ReadArray<int>(id, DOT_CONNECTION_B, numConnections);
        _intersectionLocations = _memory->ReadArray<float>(id, DOT_POSITIONS, _numIntersections*2);

        p.NewGrid(width - 1, height - 1);
        ReadIntersections(p);
        ReadExtras(p);
        ReadDecorations(p, id);
        ReadSequence(p, id);
        ReadSymmetry(p, id);
    } catch (MemoryException exc) {
        MemoryException::HandleException(exc);
    }
    return p;
}

void PuzzleSerializer::WritePuzzle(const Puzzle& p, int id) {
    try {
        _intersectionFlags.clear();
        _connectionsA.clear();
        _connectionsB.clear();
        _intersectionLocations.clear();
        _extraLocations.clear();

        MIN = 0.1f;
        MAX = 0.9f;
        WIDTH_INTERVAL = (MAX - MIN) / (p.width/2);
        HEIGHT_INTERVAL = (MAX - MIN) / (p.height/2);
        GAP_SIZE = min(WIDTH_INTERVAL, HEIGHT_INTERVAL) / 2;
        // @Improvement: This will make grid cells square... but how do I keep the puzzle centered? Maybe save extra metadata?
        // INTERVAL = (MAX - MIN) / (max(p.width, p.height) / 2);
        // GAP_SIZE = INTERVAL / 2;
    
        WriteIntersections(p);
        WriteEndpoints(p);
        WriteDots(p);
        WriteGaps(p);
        WriteDecorations(p, id);
        WriteSequence(p, id);
        WriteSymmetry(p, id);

#ifndef NDEBUG
        int maxDots = _memory->ReadEntityData<int>(id, NUM_DOTS, 1)[0];
        assert(_intersectionFlags.size() <= maxDots);
        assert(_intersectionLocations.size() <= maxDots*2);

        int maxConnections = _memory->ReadEntityData<int>(id, NUM_CONNECTIONS, 1)[0];
        assert(_connectionsA.size() <= maxConnections);
        assert(_connectionsB.size() <= maxConnections);
#endif

        _memory->WriteEntityData<int>(id, GRID_SIZE_X, {(p.width + 1)/2});
        _memory->WriteEntityData<int>(id, GRID_SIZE_Y, {(p.height + 1)/2});
        _memory->WriteEntityData<int>(id, NUM_DOTS, {static_cast<int>(_intersectionFlags.size())});
        _memory->WriteArray<float>(id, DOT_POSITIONS, _intersectionLocations);
        _memory->WriteArray<int>(id, DOT_FLAGS, _intersectionFlags);
        _memory->WriteEntityData<int>(id, NUM_CONNECTIONS, {static_cast<int>(_connectionsA.size())});
        _memory->WriteArray<int>(id, DOT_CONNECTION_A, _connectionsA);
        _memory->WriteArray<int>(id, DOT_CONNECTION_B, _connectionsB);
        _memory->WriteEntityData<int>(id, NEEDS_REDRAW, {1});
    } catch (MemoryException exc) {
        MemoryException::HandleException(exc);
    }
}

void PuzzleSerializer::ReadIntersections(Puzzle& p) {
    // @Cleanup: Just change the defaults, instead of this?
    // Mark every edge as a full gap
    for (int x=0; x<p.width; x++) {
        for (int y=0; y<p.height; y++) {
            if (x%2 == y%2) continue;
            p.grid[x][y].gap = Cell::Gap::FULL;
        }
    }

    // Iterate all connections (that are in the grid) to see which edges are connected.
    for (int i=0; i<_connectionsA.size(); i++) {
        int locationA = _connectionsA[i];
        int locationB = _connectionsB[i];
        if (locationA > locationB) std::swap(locationA, locationB); // A < B
        if (locationB >= _numGridLocations) continue; // Connection goes to a non-grid location

        float x1 = _intersectionLocations[2*locationA];
        float y1 = _intersectionLocations[2*locationA+1];
        float x2 = _intersectionLocations[2*locationB];
        float y2 = _intersectionLocations[2*locationB+1];
        auto [x, y] = loc_to_xy(p, locationA);

             if (x1 < x2) x++;
        else if (x1 > x2) x--;
        else if (y1 < y2) y--;
        else if (y1 > y2) y++;
        p.grid[x][y].gap = Cell::Gap::NONE;
    }
}

void PuzzleSerializer::ReadExtras(Puzzle& p) {
    // This iterates left-right, bottom-top
    int i = 0;
    for (; i < _numGridLocations; i++) {
        int flags = _intersectionFlags[i];
        auto [x, y] = loc_to_xy(p, i);
        if (flags & Flags::IS_STARTPOINT) {
            p.grid[x][y].start = true;
        }
        p.grid[x][y].dot = FlagsToDot(flags);
        if (flags & Flags::HAS_NO_CONN) {
            p.grid[x][y].gap = Cell::Gap::FULL;
        }
    }

    // Maps "extra gap intersection location" -> grid location. Note that there should be two locations for each position.
    std::unordered_map<int, Pos> gapLocations;

    // Iterate the remaining intersections (endpoints, dots, gaps)
    for (; i < _numIntersections; i++) {
        int location = FindConnection(i);
        if (location == -1) continue; // @Error: Unable to find connection point
        // (x1, y1) location of this intersection
        // (x2, y2) location of the connected intersection
        float x1 = _intersectionLocations[2*i];
        float y1 = _intersectionLocations[2*i+1];
        float x2 = _intersectionLocations[2*location];
        float y2 = _intersectionLocations[2*location+1];
        auto [x, y] = loc_to_xy(p, location);

        if (_intersectionFlags[i] & Flags::IS_ENDPOINT) {
            // Our x coordinate is less than the target's
                 if (x1 < x2) p.grid[x][y].end = Cell::Dir::LEFT;
            else if (x1 > x2) p.grid[x][y].end = Cell::Dir::RIGHT;
            // Note that Y coordinates are reversed: 0.0 (bottom) 1.0 (top)
            else if (y1 < y2) p.grid[x][y].end = Cell::Dir::DOWN;
            else if (y1 > y2) p.grid[x][y].end = Cell::Dir::UP;
        } else if (_intersectionFlags[i] & Flags::HAS_DOT) {
                 if (x1 < x2) x--;
            else if (x1 > x2) x++;
            else if (y1 < y2) y++;
            else if (y1 > y2) y--;
            p.grid[x][y].dot = FlagsToDot(_intersectionFlags[i]);
        } else if (_intersectionFlags[i] & Flags::HAS_ONE_CONN) {
                 if (x1 < x2) x--;
            else if (x1 > x2) x++;
            else if (y1 < y2) y++;
            else if (y1 > y2) y--;
            p.grid[x][y].gap = Cell::Gap::BREAK;
            gapLocations[i] = Pos{x, y};
        }
    }

    // Fixups for asymmetrical gaps
    for (int i=0; i<_connectionsA.size(); i++) {
        // Only consider connections to non-grid locations
        int locationA = _connectionsA[i];
        if (locationA < _numGridLocations) continue;
        int locationB = _connectionsB[i];
        if (locationB < _numGridLocations) continue;

        Pos pos = gapLocations[locationA];
        if (pos == gapLocations[locationB]) {
            p.grid[pos.x][pos.y].gap = Cell::Gap::NONE;
        }
    }
}

void PuzzleSerializer::ReadDecorations(Puzzle& p, int id) {
    int numDecorations = _memory->ReadEntityData<int>(id, NUM_DECORATIONS, 1)[0];
    std::vector<int> decorations = _memory->ReadArray<int>(id, DECORATIONS, numDecorations);
    if (numDecorations > 0) p.hasDecorations = true;

    for (int i=0; i<numDecorations; i++) {
        auto [x, y] = dloc_to_xy(p, i);
        auto d = std::make_shared<Decoration>();
        p.grid[x][y].decoration = d;
        d->type = static_cast<Type>(decorations[i] & 0xFF00);
        switch(d->type) {
            case Type::Poly:
            case Type::RPoly:
            case Type::Ylop:
                d->polyshape = decorations[i] & 0xFFFF0000;
                break;
            case Type::Triangle:
                d->count = decorations[i] & 0x000F0000;
                break;
        }
        d->color = static_cast<Color>(decorations[i] & 0xF);
    }
}

void PuzzleSerializer::ReadSequence(Puzzle& p, int id) {
    int sequenceLength = _memory->ReadEntityData<int>(id, SEQUENCE_LEN, 1)[0];
    std::vector<int> sequence = _memory->ReadArray<int>(id, SEQUENCE, sequenceLength);

    for (int location : sequence) {
        p.sequence.emplace_back(loc_to_xy(p, location));
    }
}

void PuzzleSerializer::ReadSymmetry(Puzzle& p, int id) {
    int hasSymmetry = _memory->ReadEntityData<int>(id, REFLECTION_DATA, 1)[0];
    if (hasSymmetry == 0) return; // Array is null, no puzzle symmetry

    std::vector<int> reflectionData = _memory->ReadArray<int>(id, REFLECTION_DATA, _numIntersections);
    Pos p1 = loc_to_xy(p, reflectionData[0]);
    Pos p2 = loc_to_xy(p, reflectionData[reflectionData[0]]);
    if (p1.x != p2.x) {
        p.symmetry = Puzzle::Symmetry::X;
    } else if (p1.y != p2.y) {
        p.symmetry = Puzzle::Symmetry::Y;
    } else {
        p.symmetry = Puzzle::Symmetry::XY;
    }
}

void PuzzleSerializer::WriteIntersections(const Puzzle& p) {
    // @Cleanup: If I write directly to locations, then I can simplify this gross loop iterator.
    // Use _numGridIntersections computation: = (p.width / 2 + 1) * (p.height / 2 + 1);
    // Grided intersections
    for (int y=p.height-1; y>=0; y-=2) {
        for (int x=0; x<p.width; x+=2) {
            int flags = 0;
            if (p.grid[x][y].start) {
                flags |= Flags::IS_STARTPOINT;
            }
            switch (p.grid[x][y].dot) {
                case Cell::Dot::BLACK:
                    flags |= Flags::HAS_DOT;
                    break;
                case Cell::Dot::BLUE:
                    flags |= Flags::HAS_DOT | Flags::DOT_IS_BLUE;
                    break;
                case Cell::Dot::YELLOW:
                    flags |= Flags::HAS_DOT | Flags::DOT_IS_ORANGE;
                    break;
                case Cell::Dot::INVISIBLE:
                    flags |= Flags::HAS_DOT | Flags::DOT_IS_INVISIBLE;
                    break;
            }

            int numConnections = 0;
            if (p.grid[x][y].end != Cell::Dir::NONE) numConnections++;
            // Create connections for this intersection for top/left only.
            // Top connection
            if (y > 0 && p.grid[x][y-1].gap != Cell::Gap::FULL) {
                _connectionsA.push_back(xy_to_loc(p, x, y-2));
                _connectionsB.push_back(xy_to_loc(p, x, y));
                flags |= Flags::HAS_VERTI_CONN;
                numConnections++;
            }
            // Bottom connection
            if (y < p.height - 1 && p.grid[x][y+1].gap != Cell::Gap::FULL) {
                flags |= Flags::HAS_VERTI_CONN;
                numConnections++;
            }
            // Left connection
            if (x > 0 && p.grid[x-1][y].gap != Cell::Gap::FULL) {
                _connectionsA.push_back(xy_to_loc(p, x-2, y));
                _connectionsB.push_back(xy_to_loc(p, x, y));
                flags |= Flags::HAS_HORIZ_CONN;
                numConnections++;
            }
            // Right connection
            if (x < p.width - 1 && p.grid[x+1][y].gap != Cell::Gap::FULL) {
                flags |= Flags::HAS_HORIZ_CONN;
                numConnections++;
            }
            if (numConnections == 0) flags |= HAS_NO_CONN;
            if (numConnections == 1) flags |= HAS_ONE_CONN;

            auto [xPos, yPos] = xy_to_pos(p, x, y);
            AddIntersection(p, x, y, xPos, yPos, flags);
        }
    }
}

void PuzzleSerializer::WriteEndpoints(const Puzzle& p) {
    for (int x=0; x<p.width; x++) {
        for (int y=0; y<p.height; y++) {
            if (p.grid[x][y].end == Cell::Dir::NONE) continue;
            _connectionsA.push_back(xy_to_loc(p, x, y));
            _connectionsB.push_back(static_cast<int>(_intersectionFlags.size()));

            auto [xPos, yPos] = xy_to_pos(p, x, y);
            switch (p.grid[x][y].end) {
                case Cell::Dir::LEFT:
                    xPos -= .05f;
                    break;
                case Cell::Dir::RIGHT:
                    xPos += .05f;
                    break;
                case Cell::Dir::UP:
                    yPos += .05f; // Y position goes from 0 (bottom) to 1 (top), so this is reversed.
                    break;
                case Cell::Dir::DOWN:
                    yPos -= .05f;
                    break;
            }
            AddIntersection(p, x, y, xPos, yPos, Flags::IS_ENDPOINT);
        }
    }
}

void PuzzleSerializer::WriteDots(const Puzzle& p) {
    for (int x=0; x<p.width; x++) {
        for (int y=0; y<p.height; y++) {
            if (x%2 == y%2) continue; // Cells are invalid, intersections are already handled.
            if (p.grid[x][y].dot == Cell::Dot::NONE) continue;

            // We need to introduce a new segment which contains this dot. Break the existing segment, and add one.
            int connectionLocation = -1;
            for (int i=0; i<_connectionsA.size(); i++) {
                auto [x1, y1] = loc_to_xy(p, _connectionsA[i]);
                auto [x2, y2] = loc_to_xy(p, _connectionsB[i]);
                if ((x1+1 == x && x2-1 == x && y1 == y && y2 == y) ||
                    (y1+1 == y && y2-1 == y && x1 == x && x2 == x)) {
                    connectionLocation = i;
                    break;
                }
            }
            if (connectionLocation == -1) continue; // @Error

            // @Assume: B > A for connections. To remove, add the horiz/verti check, see gaps.
            int other_connection = _connectionsB[connectionLocation];
            _connectionsB[connectionLocation] = static_cast<int>(_intersectionFlags.size());
            _connectionsA.push_back(other_connection);
            _connectionsB.push_back(static_cast<int>(_intersectionFlags.size()));

            int flags = Flags::HAS_DOT;
            switch (p.grid[x][y].dot) {
                case Cell::Dot::BLACK:
                    break;
                case Cell::Dot::BLUE:
                    flags |= DOT_IS_BLUE;
                    break;
                case Cell::Dot::YELLOW:
                    flags |= DOT_IS_ORANGE;
                    break;
                case Cell::Dot::INVISIBLE:
                    flags |= DOT_IS_INVISIBLE;
                    break;
            }

            auto [xPos, yPos] = xy_to_pos(p, x, y);
            AddIntersection(p, x, y, xPos, yPos, flags);
        }
    }
}

void PuzzleSerializer::WriteGaps(const Puzzle& p) {
    for (int x=0; x<p.width; x++) {
        for (int y=0; y<p.height; y++) {
            if (x%2 == y%2) continue; // Cells are invalid, intersections are already handled.

            bool shouldWriteGap = false;
            if (p.grid[x][y].gap == Cell::Gap::BREAK) {
                shouldWriteGap = true;
            } else if (p.symmetry != Puzzle::Symmetry::NONE) {
                Pos sym = p.GetSymmetricalPos(x, y);
                // Write symmetrical gaps, but also add an extra connection so they don't look like a gap.
                if (p.grid[sym.x][sym.y].gap == Cell::Gap::BREAK) {
                    shouldWriteGap = true;
                }
            }
            if (!shouldWriteGap) continue;

            // We need to introduce a new segment which contains this dot. Break the existing segment, and add one.
            int connectionLocation = -1;
            for (int i=0; i<_connectionsA.size(); i++) {
                auto [x1, y1] = loc_to_xy(p, _connectionsA[i]);
                auto [x2, y2] = loc_to_xy(p, _connectionsB[i]);
                if ((x1+1 == x && x2-1 == x && y1 == y && y2 == y) ||
                    (y1+1 == y && y2-1 == y && x1 == x && x2 == x)) {
                    connectionLocation = i;
                    break;
                }
            }
            if (connectionLocation == -1) continue; // @Error

            int gap1Location, gap2Location;
            auto [xPos, yPos] = xy_to_pos(p, x, y);
            // Reminder: Y goes from 0.0 (bottom) to 1.0 (top)
            if (x%2 == 0) { // Vertical gap
                gap1Location = static_cast<int>(_intersectionFlags.size());
                _connectionsA[connectionLocation] = xy_to_loc(p, x, y-1);
                _connectionsB[connectionLocation] = gap1Location;
                AddIntersection(p, x, y, xPos, yPos + GAP_SIZE / 2, Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN);

                gap2Location = static_cast<int>(_intersectionFlags.size());
                _connectionsA.push_back(xy_to_loc(p, x, y+1));
                _connectionsB.push_back(gap2Location);
                AddIntersection(p, x, y, xPos, yPos - GAP_SIZE / 2, Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN);
            } else if (y%2 == 0) { // Horizontal gap
                gap1Location = static_cast<int>(_intersectionFlags.size());
                _connectionsA[connectionLocation] = xy_to_loc(p, x-1, y);
                _connectionsB[connectionLocation] = gap1Location;
                AddIntersection(p, x, y, xPos - GAP_SIZE / 2, yPos, Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN);

                gap2Location = static_cast<int>(_intersectionFlags.size());
                _connectionsA.push_back(xy_to_loc(p, x+1, y));
                _connectionsB.push_back(gap2Location);
                AddIntersection(p, x, y, xPos + GAP_SIZE / 2, yPos, Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN);
            }
            if (p.symmetry != Puzzle::Symmetry::NONE) {
                if (p.grid[x][y].gap == Cell::Gap::NONE) {
                    // A gap was asked to be introduced strictly for interaction reasons, but it shouldn't look like a gap.
                    // Add a connection between two halves of the gap to cover it graphically.
                    _connectionsA.push_back(gap1Location);
                    _connectionsB.push_back(gap2Location);
                }
            }
        }
    }
}

void PuzzleSerializer::WriteDecorations(const Puzzle& p, int id) {
    if (!p.hasDecorations) return;

    std::vector<int> decorations;
    for (int y=p.height-2; y>0; y-=2) {
        for (int x=1; x<p.width-1; x+=2) {
            auto d = p.grid[x][y].decoration;
            if (d) {
                decorations.push_back(d->color | d->type | d->count | d->polyshape);
            } else {
                decorations.push_back(0);
            }
        }
    }

#ifndef NDEBUG
    int maxDecorations = _memory->ReadEntityData<int>(id, NUM_DECORATIONS, 1)[0];
    assert(decorations.size() < maxDecorations);
#endif
    _memory->WriteEntityData<int>(id, NUM_DECORATIONS, {static_cast<int>(decorations.size())});
    _memory->WriteArray<int>(id, DECORATIONS, decorations);
}

void PuzzleSerializer::WriteSequence(const Puzzle& p, int id) {
    if (p.sequence.size() == 0) return;

    std::vector<int> sequence;
    for (Pos pos : p.sequence) {
        // Only include intersections, the game does not treat segments as real objects
        if (pos.x%2 == 0 && pos.y%2 == 0) {
            sequence.emplace_back(xy_to_loc(p, pos.x, pos.y));
        }
    }

    // TODO: Orphaned code?
    // Pos endpoint = p.sequence[p.sequence.size() - 1];
    // int location = extra_xy_to_loc(p, endpoint.x, endpoint.y);

    _memory->WriteEntityData<int>(id, SEQUENCE_LEN, {static_cast<int>(sequence.size())});
    _memory->WriteNewArray<int>(id, SEQUENCE, sequence);
}

void PuzzleSerializer::WriteSymmetry(const Puzzle& p, int id) {
    if (p.symmetry == Puzzle::Symmetry::NONE) {
        _memory->WriteEntityData<int>(id, REFLECTION_DATA, {0});
        return;
    }

    std::vector<int> reflectionData;
    reflectionData.resize(_intersectionFlags.size());

    // Wow, what a horrible solution. But hey, whatever, if it works.
    for (int x=0; x<p.width; x+=2) {
        for (int y=0; y<p.height; y+=2) {
            Pos sym = p.GetSymmetricalPos(x, y);
            int location = xy_to_loc(p, x, y);
            int symLocation = xy_to_loc(p, sym.x, sym.y);
            reflectionData[location] = symLocation;
            reflectionData[symLocation] = location;
            if (p.grid[x][y].end != Cell::Dir::NONE) {
                location = extra_xy_to_loc(p, x, y);
                Pos sym = p.GetSymmetricalPos(x, y);
                symLocation = extra_xy_to_loc(p, sym.x, sym.y);
                reflectionData[location] = symLocation; // @Assume the symmetrical endpoint will write the other pair
            }
        }
    }

    for (int x=0; x<p.width; x++) {
        for (int y=0; y<p.height; y++) {
            if (x%2 == y%2) continue;
            if (p.grid[x][y].gap != Cell::Gap::BREAK) continue;

            Pos sym = p.GetSymmetricalPos(x, y);
            int location = extra_xy_to_loc(p, x, y);
            int symLocation = extra_xy_to_loc(p, sym.x, sym.y);
            // Each gap results in two intersections, @Assume they're written consecutively

            if ((x%2 != 0 && p.symmetry & Puzzle::Symmetry::X) || 
                (y%2 != 0 && p.symmetry & Puzzle::Symmetry::Y)) {
                // Write data inverted, because it's being reflected
                reflectionData[location] = symLocation-1;
                reflectionData[location-1] = symLocation;
                reflectionData[symLocation] = location-1;
                reflectionData[symLocation-1] = location;
            } else { // Write data normally
                reflectionData[location] = symLocation;
                reflectionData[location-1] = symLocation-1;
                reflectionData[symLocation] = location;
                reflectionData[symLocation-1] = location-1;
            }
        }
    }

    _memory->WriteArray<int>(id, REFLECTION_DATA, reflectionData);
}

std::tuple<int, int> PuzzleSerializer::loc_to_xy(const Puzzle& p, int location) const {
    int height2 = (p.height - 1) / 2;
    int width2 = (p.width + 1) / 2;

    int x = 2 * (location % width2);
    int y = 2 * (height2 - location / width2);
    return {x, y};
}

int PuzzleSerializer::xy_to_loc(const Puzzle& p, int x, int y) const {
    assert(x%2 == 0);
    assert(y%2 == 0);
    int height2 = (p.height - 1) / 2;
    int width2 = (p.width + 1) / 2;

    int rowsFromBottom = height2 - y/2;
    return rowsFromBottom * width2 + x/2;
}

int PuzzleSerializer::extra_xy_to_loc(const Puzzle& p, int x, int y) const {
    auto search = _extraLocations.find(x * p.height + y);
    if (search == _extraLocations.end()) return -1; // @Error
    return search->second;
}

std::tuple<int, int> PuzzleSerializer::dloc_to_xy(const Puzzle& p, int location) const {
    int height2 = (p.height - 3) / 2;
    int width2 = (p.width - 1) / 2;

    int x = 2 * (location % width2) + 1;
    int y = 2 * (height2 - location / width2) + 1;
    return {x, y};
}

int PuzzleSerializer::xy_to_dloc(const Puzzle& p, int x, int y) const {
    int height2 = (p.height - 3) / 2;
    int width2 = (p.width - 1) / 2;

    int rowsFromBottom = height2 - (y - 1)/2;
    return rowsFromBottom * width2 + (x - 1)/2;
}

std::tuple<float, float> PuzzleSerializer::xy_to_pos(const Puzzle& p, int x, int y) const {
    return {
        MIN + (x/2.0f) * WIDTH_INTERVAL,
        MAX - (y/2.0f) * HEIGHT_INTERVAL
    };
}

Cell::Dot PuzzleSerializer::FlagsToDot(int flags) const {
    if (!(flags & Flags::HAS_DOT)) return Cell::Dot::NONE;
    if (flags & Flags::DOT_IS_BLUE) return Cell::Dot::BLUE;
    else if (flags & Flags::DOT_IS_ORANGE) return Cell::Dot::YELLOW;
    else if (flags & Flags::DOT_IS_INVISIBLE) return Cell::Dot::INVISIBLE;
    else return Cell::Dot::BLACK;
}

int PuzzleSerializer::FindConnection(int location) const {
    for (int j=0; j<_connectionsA.size(); j++) {
        if (_connectionsA[j] == location) return _connectionsB[j];
        if (_connectionsB[j] == location) return _connectionsA[j];
    }
    return -1;
}

void PuzzleSerializer::AddIntersection(const Puzzle& p, int x, int y, float xPos, float yPos, int flags) {
    _extraLocations[x * p.height + y] = static_cast<int>(_intersectionFlags.size());
    _intersectionLocations.push_back(xPos);
    _intersectionLocations.push_back(yPos);
    _intersectionFlags.push_back(flags);
}