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#pragma once
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#include <vector>
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#include <utility>
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#include <string>
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#include <random>
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#include <algorithm>
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#include <fmt/core.h>
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#include "point.hpp"
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#include "tser.hpp"
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#include "lights.hpp"
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#include "pathing.hpp"
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#include "matrix.hpp"
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#include "constants.hpp"
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using lighting::LightSource;
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struct Room {
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int depth;
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size_t x = 0;
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size_t y = 0;
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size_t width = 0;
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size_t height = 0;
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Point entry;
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Point exit;
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DEFINE_SERIALIZABLE(Room, x, y, width, height);
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};
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class Map {
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public:
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size_t $width;
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size_t $height;
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Matrix $tiles;
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Matrix $walls;
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Pathing $paths;
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std::vector<Room> $rooms;
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Map(size_t width, size_t height);
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Map(Matrix &walls, Pathing &paths);
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// disable copying
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Map(Map &map) = delete;
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Matrix& paths() { return $paths.paths(); }
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Matrix& tiles() { return $tiles; }
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Matrix& input_map() { return $paths.input(); }
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Matrix& walls() { return $walls; }
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size_t width() { return $width; }
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size_t height() { return $height; }
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int distance(Point to) { return $paths.distance(to); }
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Room &room(size_t at) { return $rooms[at]; }
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size_t room_count() { return $rooms.size(); }
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Point place_entity(size_t room_index);
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bool inmap(size_t x, size_t y);
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bool iswall(size_t x, size_t y);
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bool can_move(Point move_to);
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bool neighbors(Point &out, bool random=false);
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void make_paths();
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void set_target(const Point &at, int value=0);
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void clear_target(const Point &at);
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Point map_to_camera(const Point &loc, const Point &cam_orig);
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Point center_camera(const Point &around, size_t view_x, size_t view_y);
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void dump(int show_x=-1, int show_y=-1);
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bool INVARIANT();
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};
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