+
+struct cmp_level
+{
+ const char *map_name;
+ const char *title;
+ const char *description;
+
+ int unlocked;
+ int completed_score;
+
+ int _unlock, _linked; // When completed, unlock this level
+ struct cmp_level *unlock, *linked;
+
+ int serial_id;
+ int is_tutorial;
+
+ SteamLeaderboard_t steam_leaderboard;
+};
+
+static struct cmp_level cmp_levels_tutorials[] =
+{
+ // r1
+ {
+ .serial_id = 0,
+ .title = "PRINCIPLE 1",
+ .map_name = "cmp_t01",
+ .description =
+ "Utilize basic transport methods",
+
+ ._unlock = 1,
+ .is_tutorial = 1
+ },
+ // r1
+ {
+ .serial_id = 1,
+ .title = "PRINCIPLE 2",
+ .map_name = "cmp_t02",
+ .description =
+ "Utilize the twisty turny(TM) piece to split the marble\n"
+ "stream into two",
+
+ ._unlock = 2,
+ .is_tutorial = 1,
+ },
+ // r1
+ {
+ .serial_id = 2,
+ .title = "PRINCIPLE 3",
+ .map_name = "cmp_t03",
+ .description =
+ "Merge transport into one",
+
+ ._unlock = 12,
+ .is_tutorial = 1
+ },
+ // r1
+ {
+ .serial_id = 12,
+ .title = "PRINCIPLE 4",
+ .map_name = "cmp_t04",
+ .description =
+ "Some stages require multiple runs to succeed in order to\n"
+ "pass",
+
+ ._unlock = 3,
+ .is_tutorial = 1
+ }
+};
+
+static struct cmp_level cmp_levels_basic[] =
+{
+ // r2 GM
+ {
+ .serial_id = 6,
+ .title = "PATCH",
+ .map_name = "cmp_b04",
+ .description =
+ "For some reason, the division module our intern built\n"
+ "for us is sending twice as many yellows as needed. Send\n"
+ "the excess to be recycled!",
+
+ ._unlock = 7,
+ ._linked = 3
+ },
+ // r1 GM
+ {
+ .serial_id = 3,
+ .title = "SUBDIVISION 1",
+ .map_name = "cmp_b01",
+ .description =
+ "Sometimes getting the desired amount takes dividing up\n"
+ "the input and recombining it.",
+
+ ._linked = 4,
+ ._unlock = 5
+ },
+ // r1 GM
+ {
+ .serial_id = 4,
+ .title = "SUBDIVISION 2",
+ .map_name = "cmp_b02",
+ .description =
+ "",
+
+ ._unlock = 7
+ },
+ // r1 GM
+ {
+ .serial_id = 5,
+ .title = "RESTRUCTURE",
+ .map_name = "cmp_b03",
+ .description =
+ "It is possible to swap these values using simple\n"
+ "division and addition.",
+
+ ._unlock = 8
+ },
+ // r2 GM
+ {
+ .serial_id = 7,
+ .title = "PATTERNS 1",
+ .map_name = "cmp_b05",
+ .description =
+ "Replicate",
+
+ ._linked = 8
+ },
+ // r2 GM
+ {
+ .serial_id = 8,
+ .title = "PATTERNS 2",
+ .map_name = "cmp_b06",
+ .description =
+ "Replicate MORE",
+
+ ._unlock = 15
+ },
+ // r2 GM
+ {
+ .serial_id = 15,
+ .title = "PRINCIPLE 5",
+ .map_name = "cmp_b10",
+ .description =
+ "The eager engineers among you may have already spotted\n"
+ "and utilized these parts of the system\n"
+ "\n"
+ "We forgot to include the relevant principle tasks as\n"
+ "of your training package, you will now be tasked to\n"
+ "complete them",
+
+ ._unlock = 16,
+ .is_tutorial = 1
+ },
+ // r2 GM
+ {
+ .serial_id = 16,
+ .title = "ROUTING PROBLEM",
+ .map_name = "cmp_routing",
+ .description =
+ "Things can get a little chaotic on tight boards, do your\n"
+ "best to utilize principle 5 to get the job done\n",
+
+ ._linked = 9
+ },
+ // r2 GM
+ {
+ .serial_id = 9,
+ .title = "MIGHTY CONSUMER",
+ .map_name = "cmp_b07",
+ .description =
+ "Build a greedy system",
+
+ ._linked = 10,
+ ._unlock = 11
+ },
+ {
+ .serial_id = 10,
+ .title = "SHIFT",
+ .map_name = "cmp_b08",
+ .description =
+ "",
+
+ ._unlock = 17
+ },
+ // r2 GM
+ {
+ .serial_id = 11,
+ .title = "REVERSE",
+ .map_name = "cmp_b09",
+ .description =
+ "Reverse the incoming order. Always length 4",
+
+ ._unlock = 17
+ },
+ // r2 GM
+ {
+ .serial_id = 17,
+ .title = "PRINCIPLE 6",
+ .map_name = "cmp_b11",
+ .description =
+ "Usually the splitter piece will flip flop between left\n"
+ "and right, however it can be forced to only rotate in\n"
+ "one direction if trigger wires are attached.\n"
+ "\n"
+ "Right click and drag from a regular block, and attach it\n"
+ "to a splitter. This creates a trigger.\n"
+ "The default state is left, and once a marble hits the\n"
+ "trigger it will switch to rotating that direction.",
+
+ ._unlock = 18,
+ .is_tutorial = 1
+ },
+ // r2 GM
+ {
+ .serial_id = 18,
+ .title = "NOT GATE",
+ .map_name = "cmp_not",
+ .description =
+ "Test your knowledge of triggers, build an 'NOT GATE'\n"
+ "emulated by marble logic.",
+
+ ._linked = 19,
+ ._unlock = 20
+ },
+ // r2 GM
+ {
+ .serial_id = 19,
+ .title = "AND GATE",
+ .map_name = "cmp_and",
+ .description =
+ "A slightly more complicated gate, but shouldn't be\n"
+ "too difficult for your skillset.",
+
+ ._unlock = 20
+ },
+ // r2 GM
+ {
+ .serial_id = 20,
+ .title = "QUALIFICATION PROJECT",
+ .map_name = "cmp_xor",
+ .description =
+ "Significantly more complicated than an AND or NOT gate,\n"
+ "but possible.",
+
+ ._unlock = 13
+ }
+};
+
+static struct cmp_level cmp_levels_grad[] =
+{
+ // r2
+ {
+ .serial_id = 13,
+ .title = "SORT",
+ .map_name = "cmp_i01",
+ .description =
+ "Device a scheme to filter and sort the inputs. If you\n"
+ "believe you lack the tools required to solve this one,\n"
+ "take a harder look at the inputs.",
+ ._linked = 14
+
+ },
+ // r2
+ {
+ .serial_id = 14,
+ .title = "THIRDS",
+ .map_name = "cmp_i02",
+ .description =
+ "Split the inputs up into a third of their values\n"
+ "\n"
+ "Is this possible? -HG",
+ ._linked = 21
+
+ },
+ // r2 GM
+ {
+ .serial_id = 21,
+ .title = "SIMPLE ADDITION",
+ .map_name = "cmp_grad",
+ .description =
+ "Take the amount of yellows coming in, and add them\n"
+ "together. Send your result using the stream of blues.",
+
+ ._linked = 22
+ },
+ // r2 GM
+ {
+ .serial_id = 22,
+ .title = "SECRET CODE",
+ .map_name = "cmp_secret",
+ .description =
+ ""
+ }
+};
+
+#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
+
+static struct serializable_set
+{
+ struct cmp_level *pack;
+ int count;
+}
+career_serializable[] =
+{
+ {
+ .pack = cmp_levels_tutorials,
+ .count = vg_list_size( cmp_levels_tutorials )
+ },
+ {
+ .pack = cmp_levels_basic,
+ .count = vg_list_size( cmp_levels_basic )
+ },
+ {
+ .pack = cmp_levels_grad,
+ .count = vg_list_size( cmp_levels_grad )
+ }
+};
+
+// Setup pointers and that
+static void career_local_data_init(void)
+{
+ struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
+
+ // COllect pointers
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
+ }
+
+ // Apply
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+ lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
+ lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
+ }
+ }
+}