puzzle setup
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112
src/game/Puzzle.cpp
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112
src/game/Puzzle.cpp
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#include "Puzzle.h"
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#include <cassert>
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namespace
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{
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static constexpr Puzzle::PuzPos Dirs[4]{
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{-1, 0},
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{0, -1},
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{0, 1},
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{1, 0},
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};
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}
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namespace Puzzle
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{
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bool PuzzleNode::HasElement(PuzzleElementType search) const
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{
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for (int32_t i = 0; i < Config::MaxElementsPerTile; ++i)
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{
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if (PlacedTypes[i] == search) return true;
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}
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return false;
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}
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bool PuzzleNode::IsEmpty() const
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{
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for (int32_t i = 0; i < Config::MaxElementsPerTile; ++i)
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{
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if (PlacedTypes[i] != PuzzleElementType::None) return false;
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}
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return true;
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}
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uint8_t PuzzleCardStack::GetRemainingCount()
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{
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assert(MaxAvailableCount >= UsedCount);
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return MaxAvailableCount - UsedCount;
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}
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bool PuzzleSolver::IsPuzzleSolved(const PuzzleData& puzzle)
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{
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bool IsSolved = true;
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for (uint32_t i = 0; i < puzzle.GoalPositionCount; ++i)
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{
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}
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return IsSolved;
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}
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bool PuzzleSolver::IsExitSatisfied(const PuzzleData& puzzle, ElemPos pos)
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{
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const PuzzleNode& goalNode = puzzle.GetNodeAt(pos.Position);
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PuzzleElementType goalType = puzzle.GetElementAt(pos);
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uint32_t currentPositionQueueIdx = 0;
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uint32_t positionQueueCount = 0;
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PuzPos positionQueue[Config::MaxTilesInPuzzle];
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positionQueue[0] = pos.Position;
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positionQueueCount++;
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while (positionQueueCount > 0)
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{
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assert(currentPositionQueueIdx < Config::MaxTilesInPuzzle);
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PuzPos currentPos = positionQueue[currentPositionQueueIdx];
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for (PuzPos dir : Dirs)
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{
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PuzPos nextPos = currentPos + dir;
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if (IsValidGoalConnection(puzzle, nextPos, currentPos, goalType))
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{
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const PuzzleNode& node = puzzle.GetNodeAt(nextPos);
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for (PuzzleElementType e : node.PlacedTypes)
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{
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if (IsValidSource(e, goalType))
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{
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return true;
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}
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}
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positionQueue[positionQueueCount] = nextPos;
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positionQueueCount++;
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}
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}
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currentPositionQueueIdx++;
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}
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return false;
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}
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bool PuzzleSolver::IsValidGoalConnection(const PuzzleData& puzzle,
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PuzPos flowFrom,
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PuzPos flowTo,
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PuzzleElementType goalType)
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{
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const PuzzleNode& from = puzzle.GetNodeAt(flowFrom);
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const PuzzleNode& to = puzzle.GetNodeAt(flowTo);
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if (goalType == PuzzleElementType::WaterGoal)
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{
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return from.HasElement(PuzzleElementType::WaterIn) || from.HasElement(PuzzleElementType::WaterChannel) ||
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from.HasElement(PuzzleElementType::WaterGoal);
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}
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else if (goalType == PuzzleElementType::ElectricGoal)
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{
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return from.HasElement(PuzzleElementType::ElectricIn) || from.HasElement(PuzzleElementType::ElectricGoal) ||
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from.IsEmpty();
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}
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assert(false);
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return false;
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}
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bool PuzzleSolver::IsValidSource(PuzzleElementType sourceType, PuzzleElementType goalType)
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{
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return (sourceType == PuzzleElementType::WaterIn && goalType == PuzzleElementType::WaterGoal) ||
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(sourceType == PuzzleElementType::ElectricIn && goalType == PuzzleElementType::ElectricGoal);
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}
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} // namespace Puzzle
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120
src/game/Puzzle.h
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120
src/game/Puzzle.h
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@@ -0,0 +1,120 @@
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#pragma once
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#include <cstdint>
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namespace Puzzle
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{
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struct Config
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{
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static constexpr uint32_t CardSize = 2;
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static constexpr uint32_t NodesPerCard = CardSize * CardSize;
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static constexpr uint32_t MaxElementsPerTile = 4;
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static constexpr uint32_t MaxPuzzleSizeCards = 16;
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static constexpr uint32_t MaxCardsInPuzzle = MaxPuzzleSizeCards * MaxPuzzleSizeCards;
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static constexpr uint32_t MaxPuzzleSizeTiles = 16 * CardSize;
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static constexpr uint32_t MaxTilesInPuzzle = MaxPuzzleSizeTiles * MaxPuzzleSizeTiles;
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static constexpr uint32_t MaxAvailableStacks = 16;
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static constexpr uint32_t MaxGoalPositions = 16;
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};
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struct PuzPos
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{
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int8_t X = 0;
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int8_t Y = 0;
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PuzPos& operator+=(const PuzPos& rhs)
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{
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X += rhs.X;
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Y += rhs.Y;
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return *this;
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}
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friend PuzPos operator+(PuzPos lhs, const PuzPos& rhs)
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{
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lhs += rhs;
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return lhs;
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}
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};
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struct ElemPos
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{
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PuzPos Position;
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uint8_t ElemIdx = 0;
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};
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enum class PuzzleElementType : uint8_t
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{
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None,
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WaterIn,
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WaterGoal,
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WaterChannel,
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ElectricIn,
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ElectricGoal,
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Blocked,
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Bridge,
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};
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struct PuzzleNode
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{
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PuzzleElementType PlacedTypes[Config::MaxElementsPerTile]{PuzzleElementType::None};
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bool HasElement(PuzzleElementType search) const;
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bool IsEmpty() const;
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};
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struct StaticPuzzleCard
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{
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PuzzleNode Nodes[Config::NodesPerCard];
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};
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struct StaticPuzzleCardHandle
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{
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uint16_t Idx = UINT16_MAX;
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};
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struct PlacedPuzzleCard
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{
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StaticPuzzleCardHandle RefCard;
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PuzPos Position;
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uint8_t Rotation = 0;
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bool IsLocked = false;
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};
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struct PuzzleCardStack
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{
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StaticPuzzleCardHandle RefCard;
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uint8_t MaxAvailableCount = 0;
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uint8_t UsedCount = 0;
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uint8_t GetRemainingCount();
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};
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struct PuzzleData
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{
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uint32_t AvailableCardCount = 0;
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PuzzleCardStack AvailableCards[Config::MaxAvailableStacks];
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uint32_t PlacedCardCount = 0;
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PlacedPuzzleCard PlacedCards[Config::MaxCardsInPuzzle];
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// Indexed by board position
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PuzzleNode PlacedNodes[Config::MaxTilesInPuzzle];
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uint32_t GoalPositionCount = 0;
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ElemPos GoalPositions[Config::MaxGoalPositions];
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const PuzzleNode& GetNodeAt(PuzPos pos) const;
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PuzzleElementType GetElementAt(ElemPos pos) const;
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};
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struct PuzzleSolver
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{
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bool IsPuzzleSolved(const PuzzleData& puzzle);
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bool IsExitSatisfied(const PuzzleData& puzzle, ElemPos pos);
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// This assumes flowFrom is already verified to be connected.
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bool IsValidGoalConnection(const PuzzleData& puzzle,
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PuzPos flowFrom,
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PuzPos flowTo,
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PuzzleElementType goalType);
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bool IsValidSource(PuzzleElementType sourceType, PuzzleElementType goalType);
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};
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} // namespace Puzzle
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