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#pragma once
#include <iostream>
#include <fstream>
#include <map>
#include <utility>
#include "MinigridGrammar.h"
#include "PrismModulesPrinter.h"
#include "ConfigYaml.h"
struct GridOptions {
std::vector<AgentName> agentsToBeConsidered;
std::vector<AgentName> agentsWithView;
std::vector<AgentName> agentsWithProbabilisticBehaviour;
std::vector<float> probabilitiesForActions;
bool enforceOneWays;
};
class Grid {
public:
Grid(cells gridCells, cells background, const GridOptions &gridOptions, const std::map<coordinates, float> &stateRewards = {});
cells getGridCells();
bool isBlocked(coordinates p);
bool isWall(coordinates p);
bool isLockedDoor(coordinates p);
bool isUnlockedDoor(coordinates p);
bool isKey(coordinates p);
bool isBox(coordinates p);
void printToPrism(std::ostream &os, std::vector<Configuration>& configuration, const prism::ModelType& modelType);
void applyOverwrites(std::string& str, std::vector<Configuration>& configuration);
std::array<bool, 8> getWalkableDirOf8Neighborhood(cell c);
friend std::ostream& operator<<(std::ostream& os, const Grid &grid);
private:
GridOptions gridOptions;
cells allGridCells;
cells background;
coordinates maxBoundaries;
cell agent;
cells adversaries;
AgentNameAndPositionMap agentNameAndPositionMap;
KeyNameAndPositionMap keyNameAndPositionMap;
cells walls;
cells floor;
cells slipperyNorth;
cells slipperyEast;
cells slipperySouth;
cells slipperyWest;
cells lockedDoors;
cells unlockedDoors;
cells boxes;
cells lava;
cells goals;
cells keys;
std::map<Color, cells> backgroundTiles;
std::map<coordinates, float> stateRewards;
};