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/**
* @file utils/walk_path_speech.hpp
*
* Walk-path helpers, PosOk variants, and BFS pathfinding for accessibility speech.
*/
#pragma once
#include <cstdint>
#include <optional>
#include <string>
#include <vector>
#include "engine/displacement.hpp"
#include "engine/point.hpp"
namespace devilution {
struct Player;
// Walk direction helpers
Point NextPositionForWalkDirection(Point position, int8_t walkDir);
Point PositionAfterWalkPathSteps(Point start, const int8_t *path, int steps);
int8_t OppositeWalkDirection(int8_t walkDir);
// PosOk variants for pathfinding
bool PosOkPlayerIgnoreDoors(const Player &player, Point position);
bool IsTileWalkableForTrackerPath(Point position, bool ignoreDoors, bool ignoreBreakables);
bool PosOkPlayerIgnoreMonsters(const Player &player, Point position);
bool PosOkPlayerIgnoreDoorsAndMonsters(const Player &player, Point position);
bool PosOkPlayerIgnoreDoorsMonstersAndBreakables(const Player &player, Point position);
// BFS pathfinding for speech
std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeech(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable = false);
std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechRespectingDoors(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable = false);
std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechIgnoringMonsters(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable = false);
std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechRespectingDoorsIgnoringMonsters(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable = false);
std::optional<std::vector<int8_t>> FindKeyboardWalkPathForSpeechLenient(const Player &player, Point startPosition, Point destinationPosition, bool allowDestinationNonWalkable = false);
std::optional<std::vector<int8_t>> FindKeyboardWalkPathToClosestReachableForSpeech(const Player &player, Point startPosition, Point destinationPosition, Point &closestPosition);
// Speech formatting
void AppendKeyboardWalkPathForSpeech(std::string &message, const std::vector<int8_t> &path);
void AppendDirectionalFallback(std::string &message, const Displacement &delta);
} // namespace devilution