implement episode 3 battles
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#pragma once
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#include <stdint.h>
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#include <memory>
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#include "../Text.hh"
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#include "DataIndex.hh"
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namespace Episode3 {
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struct MapState {
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le_uint16_t width;
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le_uint16_t height;
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parray<parray<uint8_t, 0x10>, 0x10> tiles;
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parray<parray<uint8_t, 6>, 2> start_tile_definitions;
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MapState();
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void clear();
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void print(FILE* stream) const;
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} __attribute__((packed));
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struct MapAndRulesState {
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MapState map;
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uint8_t num_players;
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uint8_t unused1;
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uint8_t unused_by_server;
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uint8_t num_players_per_team;
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uint8_t num_team0_players;
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uint8_t unused2;
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le_uint16_t start_facing_directions;
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uint32_t unused3;
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le_uint32_t map_number;
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uint32_t unused4;
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Rules rules;
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uint32_t unused5;
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MapAndRulesState();
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void clear();
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bool loc_is_within_bounds(uint8_t x, uint8_t y) const;
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bool tile_is_vacant(uint8_t x, uint8_t y);
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void set_occupied_bit_for_tile(uint8_t x, uint8_t y);
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void clear_occupied_bit_for_tile(uint8_t x, uint8_t y);
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} __attribute__((packed));
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struct OverlayState {
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parray<parray<uint8_t, 0x10>, 0x10> tiles;
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parray<le_uint32_t, 5> unused1;
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parray<le_uint32_t, 0x10> unused2;
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parray<le_uint16_t, 0x10> unused3;
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OverlayState();
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void clear();
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} __attribute__((packed));
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} // namespace Episode3
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