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hyperrogue/landlock.cpp

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// Hyperbolic Rogue
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
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// land statistics and flags
bool nodisplay(eMonster m) {
return
m == moIvyDead ||
m == moDragonTail ||
m == moWolfMoved ||
m == moIvyNext ||
m == moIvyDead;
}
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// returns: 2 = treasure increaser, 1 = just appears, 0 = does not appear
int isNative(eLand l, eMonster m) {
switch(l) {
case laIce:
return (m == moWolf || m == moWolfMoved || m == moYeti) ? 2 : 0;
case laJungle:
return (m == moIvyRoot || m == moMonkey) ? 2 :
(isIvy(m) || m == moEagle || m == moMonkey) ? 1 : 0;
case laCaves:
return (m == moGoblin || m == moTroll) ? 2 : m == moSeep ? 1 : 0;
case laDesert:
return (m == moDesertman || m == moWorm) ? 2 : 0;
case laAlchemist:
return (m == moSlime) ? 2 : 0;
case laMirror: case laMirrored: case laMirrorWall: case laMirrorWall2: case laMirrored2:
return (m == moMirrorSpirit || m == moNarciss || m == moMimic) ? 1 : 0;
case laMirrorOld:
return (m == moEagle || m == moRanger || m == moMimic) ? 1 : 0;
case laMotion:
return (m == moRunDog) ? 2 : 0;
case laGraveyard:
return (m == moZombie || m == moNecromancer) ? 2 :
m == moGhost ? 1 : 0;
case laRlyeh:
return
(m == moCultist || m == moTentacle || m == moPyroCultist) ? 2 :
(m == moCultistLeader || isIvy(m)) ? 1 : 0;
case laDryForest:
return (m == moHedge || m == moFireFairy) ? 2 : 0;
case laHell:
return (m == moLesser || m == moGreater) ? 2 : 0;
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case laCocytus:
return (m == moShark || m == moGreaterShark || m == moCrystalSage) ? 2 :
m == moYeti ? 1 : 0;
case laCrossroads: case laCrossroads2: case laCrossroads3: case laCrossroads4:
case laCrossroads5:
case laNone: case laBarrier: case laOceanWall: case laCanvas: case laMemory:
return 0;
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case laEmerald:
return (m == moFlailer || m == moLancer || m == moMiner) ? 2 :
m == moHedge ? 1 : 0;
case laWineyard:
return (m == moVineSpirit || m == moVineBeast) ? 2 : 0;
case laHive:
return isBug(m) ? 1 : 0;
case laDeadCaves:
return (m == moEarthElemental || m == moDarkTroll) ? 2 :
(m == moGoblin || m == moSeep) ? 1 : 0;
case laPower:
return (isWitch(m) || m == moEvilGolem) ? 1 : 0;
case laCamelot:
return (m == moKnight || m == moHedge || m == moFlailer || m == moLancer) ? 1 : 0;
case laTemple:
return (m == moTentacle || m == moCultist || m == moPyroCultist || m == moCultistLeader) ? 1 : 0;
case laCaribbean:
return (m == moPirate || m == moParrot || m == moCShark) ? 1 : 0;
case laRedRock: return (m == moRedTroll || m == moHexSnake) ? 2 : 0;
case laMinefield:
return (m == moBomberbird || m == moTameBomberbird) ? 1 : 0;
case laOcean:
return (m == moAlbatross) ? 2 : (m == moPirate || m == moCShark) ? 1 : 0;
case laWhirlpool:
return (m == moPirate || m == moCShark) ? 1 : 0;
case laPalace: case laPrincessQuest:
return (m == moPalace || m == moFatGuard || m == moSkeleton || m == moVizier) ? 2 :
m == moSkeleton ? 1 : 0;
case laLivefjord:
return m == moViking ? 2 : (m == moFjordTroll || m == moWaterElemental) ? 1 : 0;
case laIvoryTower:
return (m == moFamiliar || m == moGargoyle) ? 2 : 0;
case laZebra: return (m == moOrangeDog) ? 2 : 0;
case laEAir: case laEEarth: case laEWater: case laEFire:
case laElementalWall:
if(m == elementalOf(l) && m) return 2;
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return (m == moAirElemental || m == moEarthElemental || m == moWaterElemental || m == moFireElemental) ? 1 : 0;
case laStorms:
return (m == moMetalBeast || m == moMetalBeast2 || m == moStormTroll) ? 1 : 0;
case laOvergrown:
return (m == moMutant || m == moForestTroll) ? 1 : 0;
case laWildWest:
return (m == moOutlaw) ? 2 : 0;
case laHalloween:
return (m == moGhost || m == moZombie || m == moWitch ||
m == moLesser || m == moGreater ||
m == moVampire || m == moDraugr ||
m == moSkeleton || m == moWitchFire ||
m == moFlailer || m == moPyroCultist ||
m == moFatGuard || m == moHedge ||
m == moLancer || m == moFireFairy ||
m == moBomberbird || m == moRatlingAvenger ||
m == moVineBeast || m == moDragonHead || m == moDragonTail) ? 1 : 0;
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case laClearing:
return (m == moMutant || m == moRedFox) ? 1 : 0;
case laHaunted: case laHauntedWall: case laHauntedBorder:
return (m == moGhost || m == moFriendlyGhost) ? 1 : 0;
case laWhirlwind:
return (m == moAirElemental || m == moWindCrow) ? 2 : 0;
case laRose:
return (m == moFalsePrincess || m == moRoseBeauty || m == moRoseLady) ? 2 : 0;
case laWarpCoast: case laWarpSea:
return m == moRatling ? 2 : m == moRatlingAvenger ? 1 : 0;
case laDragon:
return (isDragon(m) || m == moFireElemental) ? 1 : 0;
case laEndorian:
return (m == moResearcher || m == moSparrowhawk) ? 2 : 0;
case laTortoise:
return m == moTortoise ? 1 : 0;
case laTrollheim:
return isTroll(m) ? 1 : 0;
case laKraken:
return m == moKrakenH ? 2 : (m == moViking || m == moKrakenT) ? 1 : 0;
case laBurial:
return m == moDraugr ? 1 : 0;
case laDungeon:
return
m == moBat ? 2 :
m == moSkeleton || m == moGhost ? 1 :
0;
case laMountain:
return
m == moEagle || m == moMonkey || isIvy(m) || m == moFriendlyIvy ? 1 : 0;
case laReptile:
return m == moReptile ? 1 : 0;
case laBull:
return (m == moSleepBull || m == moRagingBull || m == moButterfly || m == moGadfly) ? 1 : 0;
case laPrairie:
return (m == moRagingBull || m == moHerdBull || m == moGadfly) ? 1 : 0;
case laVolcano:
return (m == moLavaWolf || m == moSalamander) ? 2 : 0;
case laTerracotta: case laMercuryRiver:
return m == moJiangshi ? 2 : m == moTerraWarrior ? 1 : 0;
case laBlizzard:
return (m == moVoidBeast || m == moIceGolem) ? 2 : 0;
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case laHunting:
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return m == moHunterDog ? 1 : 0;
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case laDual:
return m == moRatling ? 2 : 0;
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case laSnakeNest:
return m == moHexSnake ? 2 : 0;
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case laCA: return 0;
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case laDocks:
return among(m, moRatling, moPirate, moCShark, moAlbatross, moFireFairy) ? 2 : 0;
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case laSwitch:
return m == moSwitch1 || m == moSwitch2 ? 2 : 0;
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case laRuins:
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return among(m, moPair, moHexDemon, moAltDemon, moMonk, moCrusher) ? 2 :
m == moSkeleton ? 1 : 0;
case laMagnetic:
return isMagneticPole(m) ? 2 : 0;
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}
return false;
}
eItem treasureType(eLand l) {
switch(l) {
case laIce: return itDiamond;
case laJungle: return itRuby;
case laCaves: return itGold;
case laDesert: return itSpice;
case laAlchemist: return itElixir;
case laMirror: case laMirrored: case laMirrorWall: case laMirrorWall2: case laMirrored2:
case laMirrorOld:
return itShard;
case laMotion: return itFeather;
case laGraveyard: return itBone;
case laRlyeh: return itStatue;
case laDryForest: return itFernFlower;
case laHell: return itHell;
case laCocytus: return itSapphire;
case laCrossroads: return itHyperstone;
case laCrossroads2: return itHyperstone;
case laCrossroads3: return itHyperstone;
case laCrossroads4: return itHyperstone;
case laCrossroads5: return itHyperstone;
case laNone: return itNone;
case laBarrier: return itNone;
case laOceanWall: return itNone;
case laCanvas: return itNone;
case laMemory: return itNone;
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case laEmerald: return itEmerald;
case laWineyard: return itWine;
case laHive: return itRoyalJelly;
case laDeadCaves: return itSilver;
case laPower: return itPower;
case laCamelot: return itHolyGrail;
case laTemple: return itGrimoire;
case laCaribbean: return itPirate;
case laRedRock: return itRedGem;
case laMinefield: return itBombEgg;
case laOcean: return itCoast;
case laWhirlpool: return itWhirlpool;
case laPalace: return itPalace;
case laLivefjord: return itFjord;
case laIvoryTower: return itIvory;
case laZebra: return itZebra;
case laEAir: case laEEarth: case laEWater: case laEFire:
case laElementalWall: return itElemental;
case laPrincessQuest: return itSavedPrincess;
case laStorms: return itFulgurite;
case laOvergrown: return itMutant;
case laWildWest: return itBounty;
case laHalloween: return itTreat;
case laClearing: return itMutant2;
case laHaunted: case laHauntedWall: case laHauntedBorder: return itLotus;
case laWhirlwind: return itWindstone;
case laRose: return itRose;
case laWarpCoast: case laWarpSea: return itCoral;
case laDragon: return itDragon;
case laEndorian: return itApple;
case laTortoise: return itBabyTortoise;
case laTrollheim: return itTrollEgg;
case laKraken: return itKraken;
case laBurial: return itBarrow;
case laDungeon: return itSlime;
case laMountain: return itAmethyst;
case laReptile: return itDodeca;
case laBull: return itBull;
case laPrairie: return itGreenGrass;
case laVolcano: return itLavaLily;
case laTerracotta: case laMercuryRiver: return itTerra;
case laBlizzard: return itBlizzard;
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case laHunting: return itHunting;
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case laDual: return itGlowCrystal;
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case laSnakeNest: return itSnake;
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case laDocks: return itDock;
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case laRuins: return itRuins;
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case laSwitch: return itSwitch;
case laMagnetic: return itMagnet;
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case laCA: return itNone;
}
return itNone;
}
eItem treasureTypeUnlock(eLand l, eItem u) {
if(u != itOrbLove && l == laPrincessQuest)
return itPalace;
return treasureType(l);
}
eLand landof(eItem it) {
for(int i=0; i<landtypes; i++) if(treasureType(eLand(i)) == it) return eLand(i);
return laNone;
}
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bool isSealand(eLand l) {
return l == laOcean || l == laCaribbean || l == laWhirlpool || l == laLivefjord ||
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l == laOceanWall || l == laWarpSea || l == laKraken || l == laDocks;
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}
bool isCoastal(eLand l) {
return l == laWarpSea || l == laWarpCoast || l == laLivefjord || l == laOcean;
}
bool isPureSealand(eLand l) {
return l == laCaribbean || l == laKraken;
}
bool isElemental(eLand l) {
return l == laEAir || l == laEWater || l == laEEarth || l == laEFire ||
l == laElementalWall;
}
bool isHaunted(eLand l) {
return l == laHaunted || l == laHauntedBorder || l == laHauntedWall;
}
int landMultiplier(eLand l) {
if(l == laCamelot || l == laPrincessQuest) return 10;
return 1;
}
bool isTrollLand(eLand l) {
return l == laCaves || l == laStorms || l == laOvergrown ||
l == laDeadCaves || l == laLivefjord || l == laRedRock;
}
bool isCrossroads(eLand l) {
return l == laCrossroads || l == laCrossroads2 || l == laCrossroads3 ||
l == laCrossroads4 || l == laCrossroads5;
}
bool bearsCamelot(eLand l) {
return isCrossroads(l) && l != laCrossroads2 && l != laCrossroads5;
}
bool inmirror(eLand l) {
return l == laMirrored || l == laMirrorWall2 || l == laMirrored2;
}
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bool inmirrororwall(eLand l) {
return l == laMirrored || l == laMirrorWall2 || l == laMirrored2 || l == laMirrorWall;
}
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bool inmirror(cell *c) {
return inmirror(c->land);
}
bool inmirror(const cellwalker& cw) {
return inmirror(cw.c->land);
}
eLand oppositeElement(eLand l, eLand l2) {
if(l == laEFire) return laEWater;
if(l == laEWater) return laEFire;
if(l == laEAir) return laEEarth;
if(l == laEEarth) return laEAir;
if(l == laMirror && l2 == laMirrored) return laMirrored2;
if(l == laMirrored2 && l2 == laMirrored) return laMirror;
return l;
}
// land unlocking
eLand firstland = laIce, specialland = laIce;
bool chaosmode = false;
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bool landUnlockedRPM(eLand n) {
if(isRandland(n) == 2) return true;
if(isRandland(n) == 1)
return (autocheat || cheater || hiitemsMax(treasureType(n)) >= 10);
return false;
}
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bool landUnlocked(eLand l) {
if(randomPatternsMode) {
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return landUnlockedRPM(l);
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}
switch(l) {
case laOvergrown:
return gold() >= R60 && items[itRuby] >= U10;
case laStorms: case laWhirlwind:
return gold() >= R60;
case laWildWest: case laHalloween:
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return false;
case laIce: case laJungle: case laCaves: case laDesert:
case laMotion: case laCrossroads: case laAlchemist:
return true;
case laMirror: case laMinefield: case laPalace:
case laOcean: case laLivefjord: case laMirrored: case laMirrorWall: case laMirrorWall2:
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case laDocks:
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case laMirrored2:
return gold() >= R30;
case laCaribbean: case laWhirlpool:
return gold() >= R30;
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case laRlyeh: case laDryForest: case laWineyard: case laCrossroads2:
return gold() >= R60;
case laDeadCaves:
return gold() >= R60 && items[itGold] >= U10;
case laGraveyard:
return tkills() >= R100;
case laHive:
return tkills() >= R100 && gold() >= R60;
case laRedRock:
return gold() >= R60 && items[itSpice] >= U10;
case laEmerald:
return (items[itFernFlower] >= U5 && items[itGold] >= U5) || kills[moVizier];
case laCamelot:
return items[itEmerald] >= U5;
case laHell: case laCrossroads3:
return hellUnlocked();
case laPower:
return items[itHell] >= U10;
case laCocytus:
return items[itHell] >= U10 && items[itDiamond] >= U10;
case laTemple:
return items[itStatue] >= U5;
case laClearing:
return items[itMutant] >= U5;
case laIvoryTower: return gold() >= R30;
case laZebra: return gold() >= R30 && items[itFeather] >= U10;
case laEAir: case laEEarth: case laEWater: case laEFire: case laElementalWall:
return elementalUnlocked();
case laBarrier: case laNone: case laOceanWall: case laCanvas: case laCA: case laMemory:
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return false;
case laMirrorOld:
return false;
case laHaunted: case laHauntedWall: case laHauntedBorder:
return items[itBone] >= U10;
case laPrincessQuest: return kills[moVizier] && !shmup::on && multi::players == 1;
case laRose:
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return gold() >= R90;
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case laWarpCoast: case laWarpSea:
return gold() >= R30;
case laCrossroads4:
return gold() >= R200;
case laEndorian:
return items[itIvory] >= U10;
case laTortoise:
return tortoise::seek();
case laDragon:
return killtypes() >= R20;
case laKraken:
return items[itFjord] >= U10;
case laBurial:
return items[itKraken] >= U10;
case laTrollheim:
return trollUnlocked();
case laDungeon:
return items[itPalace] >= U5 && items[itIvory] >= U5;
case laMountain:
return items[itRuby] >= U5 && items[itIvory] >= U5;
case laReptile:
return gold() >= R30 && items[itElixir] >= U10;
case laPrairie:
case laBull:
return gold() >= R90;
case laVolcano:
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return gold() >= R60 && items[itElixir] >= U10;
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case laHunting:
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return true;
case laTerracotta: case laMercuryRiver:
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return gold() >= R90;
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case laBlizzard:
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return items[itDiamond] >= U5 && items[itWindstone] >= U5;
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case laCrossroads5:
return gold() >= R300;
case laDual:
case laSnakeNest:
return gold() >= R90;
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case laSwitch:
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return gold() >= R30 && items[itElixir] >= U10;
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case laRuins:
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return kills[moSkeleton];
case laMagnetic:
return false; // not implemented
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}
return false;
}
void countHyperstoneQuest(int& i1, int& i2) {
i1 = 0; i2 = 0;
generateLandList(isLandIngame);
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for(eLand l: landlist) if(l != laCamelot && l != laPrincessQuest) {
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eItem ttype = treasureType(l);
if(ttype != itHyperstone) {
i2++; if(items[ttype] >= R10) i1++;
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}
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}
}
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bool hyperstonesUnlocked() {
int i1, i2;
if(tactic::on && isCrossroads(specialland) && !tactic::trailer) return true;
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countHyperstoneQuest(i1, i2);
return i1 == i2;
}
// 2 = always available, 1 = highscore required, 0 = never available
int isRandland(eLand l) {
if(l == laIce || l == laDesert || l == laCaves || l == laWildWest || l == laDocks)
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return 2;
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for(eLand ll: randlands) if(l == ll) return 1;
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return 0;
}
bool incompatible1(eLand l1, eLand l2) {
if(isCrossroads(l1) && isCrossroads(l2)) return true;
if(l1 == laJungle && l2 == laMotion) return true;
if(l1 == laMirrorOld && l2 == laMotion) return true;
if(l1 == laPower && l2 == laWineyard) return true;
if(l1 == laPower && l2 == laDryForest) return true;
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if(l1 == laVolcano && l2 == laDryForest) return true;
if(l1 == laVolcano && l2 == laWineyard) return true;
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if(l1 == laDragon && l2 == laDryForest) return true;
if(l1 == laEFire && l2 == laWineyard) return true;
if(l1 == laEFire && l2 == laDryForest) return true;
if(l1 == laGraveyard && l2 == laDryForest) return true;
if(l1 == laGraveyard && l2 == laRedRock) return true;
if(l1 == laGraveyard && l2 == laEmerald) return true;
if(l1 == laDeadCaves && l2 == laEmerald) return true;
if(l1 == laDeadCaves && l2 == laCaves) return true;
if(l1 == laWarpSea && l2 == laKraken) return true;
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if(l1 == laPrairie && l2 == laCrossroads3) return true;
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if(isElemental(l1) && isElemental(l2)) return true;
return false;
}
eLand randomElementalLand() {
int i = hrand(4);
eLand t[4] = { laEFire, laEWater, laEAir, laEEarth };
return t[i];
}
int elementalKills() {
return
kills[moAirElemental] + kills[moWaterElemental] + kills[moEarthElemental] + kills[moFireElemental];
}
bool elementalUnlocked() {
return
kills[moAirElemental] && kills[moWaterElemental] && kills[moEarthElemental] && kills[moFireElemental];
}
bool trollUnlocked() {
return
kills[moTroll] && kills[moDarkTroll] && kills[moRedTroll] &&
kills[moStormTroll] && kills[moForestTroll] && kills[moFjordTroll];
}
eLand randomElementalLandWeighted() {
int i = hrand(elementalKills());
i -= kills[moAirElemental]; if(i<0) return laEAir;
i -= kills[moWaterElemental]; if(i<0) return laEWater;
i -= kills[moEarthElemental]; if(i<0) return laEEarth;
i -= kills[moFireElemental]; if(i<0) return laEFire;
printf("elemental bug\n");
return laElementalWall;
}
bool incompatible(eLand nw, eLand old) {
return (nw == old) || incompatible1(nw, old) || incompatible1(old, nw);
}
bool rlyehComplete() {
if(chaosmode) return items[itStatue] >= 1;
return items[itStatue] >= 10 || items[itGrimoire] >= 10;
}
bool lchance(eLand l) {
if(tactic::on || yendor::on || ((geometry || gp::on) && specialland == laElementalWall)) return true;
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if(chaosmode) return hrand(100) < 25;
return hrand(100) >= 40 * kills[elementalOf(l)] / (elementalKills()+1);
}
eLand pickLandRPM(eLand old) {
while(true) {
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eLand n = randlands[hrand(size(randlands))];
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if(incompatible(n, old)) continue;
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if(landUnlockedRPM(n)) return n;
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}
}
eLand pickluck(eLand l1, eLand l2) {
int t1 = items[treasureType(l1)];
int t2 = items[treasureType(l2)];
if(t1 < t2) return l1;
if(t2 < t1) return l2;
if(isCrossroads(l1)) return l1;
return l2;
}
#define LIKELY for(int u=0; u<5; u++)
#define LIKELY2 for(int u=0; u<2; u++)
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/* bool noChaos(eLand l) {
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if(l == laOcean || l == laTemple) return false;
return
isCrossroads(l) || isCyclic(l) || isHaunted(l) ||
l == laCaribbean || isGravityLand(l) || l == laPrincessQuest ||
l == laPrairie || l == laHalloween;
} */
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eLand getNewSealand(eLand old) {
while(true) {
eLand p = pick(laOcean, pick(laCaribbean, laLivefjord, laWarpSea, laKraken, laDocks));
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if(p == laKraken && !landUnlocked(p)) continue;
if(p == laKraken && peace::on) continue;
if(incompatible(old, p)) continue;
if(p == old) continue;
if(!isLandIngame(p)) continue;
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return p;
}
}
bool createOnSea(eLand old) {
return
old == laWarpSea || old == laCaribbean || old == laKraken ||
(old == laLivefjord && hrand(2)) ||
(old == laDocks && hrand(2)) ||
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(old == laOcean && (chaosmode ? hrand(2) : !generatingEquidistant));
}
hookset<eLand(eLand)> *hooks_nextland;
eLand getNewLand(eLand old) {
if(old == laMirror && !chaosmode && hrand(10) >= (tactic::on ? 0 : markOrb(itOrbLuck) ? 5 : 2)) return laMirrored;
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if(old == laTerracotta && !chaosmode && hrand(5) >= (tactic::on ? 0 : markOrb(itOrbLuck) ? 2 : 1) && !weirdhyperbolic) return laTerracotta;
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eLand l = callhandlers(laNone, hooks_nextland, old);
if(l) return l;
if(cheatdest != old) if(!isCyclic(cheatdest) && !isTechnicalLand(cheatdest)) return cheatdest;
if(old == laTortoise) return laDragon;
if(yendor::on && chaosmode) {
while(true) {
eLand n = eLand(hrand(landtypes));
if(n == old) continue;
if(incompatible(n,old)) continue;
if(!isLandIngame(n)) continue;
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if(n == laElementalWall || isTechnicalLand(n)) continue;
if(n == laWildWest) continue;
if(isElemental(n) && hrand(100) >= 25) continue;
return n;
}
}
if(markOrb(itOrbLuck)) {
int i = items[itOrbLuck];
items[itOrbLuck] = 0;
eLand l1 = getNewLand(old);
for(int i=1; i<3; i++)
l1 = pickluck(l1, getNewLand(old));
items[itOrbLuck] = i;
return l1;
}
if(randomPatternsMode) return pickLandRPM(old);
if(old == laEEarth && lchance(old)) return hrand(2) ? laEWater : laEFire;
if(old == laEAir && lchance(old)) return hrand(2) ? laEWater : laEFire;
if(old == laEWater && lchance(old)) return hrand(2) ? laEEarth : laEAir;
if(old == laEFire && lchance(old)) return hrand(2) ? laEEarth : laEAir;
if(tactic::on && !(tactic::trailer && old == specialland)) return specialland;
if(weirdhyperbolic && specialland != old && specialland != laCrossroads4 && !chaosmode) return specialland;
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if(yendor::on && (yendor::clev().flags & YF_WALLS)) {
if(old != yendor::clev().l) return yendor::clev().l;
else if(old == laOcean) return pick(laLivefjord, laCaribbean);
}
if(yendor::on && yendor::nexttostart) {
eLand l = yendor::nexttostart;
if(!(yendor::clev().flags & YF_REPEAT))
yendor::nexttostart = laNone;
return l;
}
if(old == laDragon && tortoise::seek() && hrand(100) < 50)
return laTortoise;
if(isWarped(old) && (hrand(100) < 25) && chaosmode) return eLand(old ^ laWarpCoast ^ laWarpSea);
if(createOnSea(old))
return getNewSealand(old);
if(old == laGraveyard && generatingEquidistant)
return laHaunted;
if(old == laOcean && gold() >= R60 && hrand(100) < 75 && !rlyehComplete())
return laRlyeh;
if(old == laRlyeh && !rlyehComplete())
return laOcean;
eLand tab[1024];
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int cnt = 0;
/* if(isHive(old) && hrand(100) < 90) {
eLand n = old;
while(n == old) n = eLand(laHive0 + hrand(3));
return n;
} */
// return (hrand(2)) ? laMotion : laJungle;
// the basic lands, always available
tab[cnt++] = laCrossroads;
tab[cnt++] = laIce;
tab[cnt++] = laDesert;
tab[cnt++] = laJungle;
tab[cnt++] = laMotion;
if(old == laZebra) LIKELY2 {
tab[cnt++] = laMotion;
tab[cnt++] = laHunting;
}
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tab[cnt++] = laHunting;
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tab[cnt++] = laAlchemist;
if(old != laDeadCaves) tab[cnt++] = laCaves;
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// the intermediate lands
if(gold() >= R30) {
tab[cnt++] = laCrossroads;
tab[cnt++] = geometry ? laMirrorOld : laMirror;
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tab[cnt++] = laOcean;
tab[cnt++] = laLivefjord;
tab[cnt++] = laMinefield;
tab[cnt++] = laPalace;
if(old == laDragon && items[itElixir] >= U10) LIKELY tab[cnt++] = laReptile;
if(kills[moVizier]) tab[cnt++] = laEmerald;
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if(kills[moSkeleton]) tab[cnt++] = laRuins;
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if(items[itFeather] >= U10) {
tab[cnt++] = laZebra;
if(old == laMotion || old == laHunting) LIKELY2 tab[cnt++] = laZebra;
}
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tab[cnt++] = laWarpCoast;
if(euclid) tab[cnt++] = laWarpSea;
tab[cnt++] = laDocks;
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// Ivory Tower tends to crash while generating equidistant
if(!generatingEquidistant) tab[cnt++] = laIvoryTower;
if(items[itElixir] >= U10) tab[cnt++] = laReptile;
if(items[itElixir] >= U10) tab[cnt++] = laSwitch;
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if(items[itIvory] >= U10 && !generatingEquidistant) tab[cnt++] = laEndorian;
if(items[itKraken] >= U10) tab[cnt++] = laBurial;
}
if(landUnlocked(laDungeon)) {
tab[cnt++] = laDungeon;
if(old == laPalace) LIKELY tab[cnt++] = laDungeon;
}
// the advanced lands
if(gold() >= R60) {
tab[cnt++] = laStorms;
if(!weirdhyperbolic) tab[cnt++] = laWhirlwind;
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tab[cnt++] = laCrossroads;
if(!generatingEquidistant) tab[cnt++] = laCrossroads2;
if(items[itRuby] >= U10) {
tab[cnt++] = laOvergrown;
if(old == laJungle) LIKELY tab[cnt++] = laOvergrown;
}
if(rlyehComplete()) tab[cnt++] = laRlyeh;
else if(chaosmode && (old == laWarpCoast || old == laLivefjord || old == laOcean))
tab[cnt++] = laRlyeh;
if(items[itStatue] >= U5 && chaosmode)
tab[cnt++] = laTemple;
if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean;
if(old == laOcean) tab[cnt++] = laCrossroads;
if(items[itGold] >= U5 && items[itFernFlower] >= U5 && !kills[moVizier])
tab[cnt++] = laEmerald;
if(items[itWindstone] >= U5 && items[itDiamond] >= U5) {
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tab[cnt++] = laBlizzard;
if(old == laIce || old == laCocytus || old == laWhirlwind)
LIKELY tab[cnt++] = laBlizzard;
if(old == laBlizzard) LIKELY tab[cnt++] = laIce;
if(old == laBlizzard) LIKELY tab[cnt++] = laWhirlwind;
}
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tab[cnt++] = laDryForest;
tab[cnt++] = laWineyard;
if(items[itElixir] >= U10) {
tab[cnt++] = laVolcano;
if(old == laAlchemist) LIKELY2 tab[cnt++] = laVolcano;
if(old == laVolcano) LIKELY2 tab[cnt++] = laAlchemist;
}
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if(items[itGold] >= U10) tab[cnt++] = laDeadCaves;
// tab[cnt++] = laCaribbean;
if(items[itSpice] >= U10) {
tab[cnt++] = laRedRock;
if(old == laDesert) LIKELY tab[cnt++] = laRedRock;
}
if(old == laRedRock) LIKELY tab[cnt++] = laDesert;
if(old == laOvergrown) LIKELY tab[cnt++] = laJungle;
}
if(gold() >= R90) {
if(!chaosmode) tab[cnt++] = laPrairie;
if(old == laPrairie) LIKELY tab[cnt++] = laBull;
tab[cnt++] = laBull;
if(old == laBull && !chaosmode) LIKELY tab[cnt++] = laPrairie;
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tab[cnt++] = laTerracotta;
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tab[cnt++] = laRose;
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if(chaosmode && geometry) tab[cnt++] = laDual;
if(chaosmode && geosupport_threecolor()) tab[cnt++] = laSnakeNest;
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}
if(gold() >= R300)
tab[cnt++] = laCrossroads5;
if(tkills() >= R100) {
tab[cnt++] = laGraveyard;
if(gold() >= R60) tab[cnt++] = laHive;
}
if(killtypes() >= R20) {
tab[cnt++] = laDragon;
if(old == laReptile) LIKELY tab[cnt++] = laDragon;
}
if(trollUnlocked()) {
tab[cnt++] = laTrollheim;
if(isTrollLand(old)) LIKELY tab[cnt++] = laTrollheim;
if(old == laTrollheim) for(int i=0; i<landtypes; i++) {
eLand l2 = eLand(i);
if(isTrollLand(l2)) LIKELY tab[cnt++] = l2;
}
}
if(elementalUnlocked()) {
tab[cnt++] = randomElementalLandWeighted();
if(old == laDragon) LIKELY tab[cnt++] = laEFire;
if(old == laEFire) LIKELY tab[cnt++] = laDragon;
if(old == laLivefjord) LIKELY tab[cnt++] = laEWater;
if(old == laEWater) LIKELY tab[cnt++] = laLivefjord;
if(old == laDeadCaves) LIKELY tab[cnt++] = laEEarth;
if(old == laEEarth) LIKELY tab[cnt++] = laDeadCaves;
if(old == laWhirlwind) LIKELY tab[cnt++] = laEAir;
if(old == laEAir) LIKELY tab[cnt++] = laWhirlwind;
}
if(hellUnlocked()) {
if(!generatingEquidistant && old != laPrairie) tab[cnt++] = laCrossroads3;
tab[cnt++] = laHell;
}
if(items[itHell] >= U10) {
if(items[itDiamond] >= U10) {
tab[cnt++] = laCocytus;
if(old == laHell || old == laIce || old == laBlizzard) LIKELY tab[cnt++] = laCocytus;
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}
if(old == laCocytus) LIKELY { tab[cnt++] = laIce; tab[cnt++] = laHell; }
tab[cnt++] = laPower;
if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean;
if(old == laOcean) tab[cnt++] = laCrossroads2;
}
// for(int i=0; i<20; i++) tab[cnt++] = laRedRock;
// for(int i=0; i<20; i++) tab[cnt++] = laCaribbean;
// for(int i=0; i<20; i++) tab[cnt++] = laCocytus;
// for(int i=0; i<20; i++) tab[cnt++] = laCrossroads;
eLand n = old;
while(incompatible(n, old) || !isLandIngame(n)) {
n = tab[hrand(cnt)];
if(weirdhyperbolic && specialland == laCrossroads4 && isCrossroads(n))
n = laCrossroads4;
}
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return n;
}
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vector<eLand> land_over = {
laIce, laCaves, laDesert, laHunting, laMotion, laJungle, laAlchemist,
laCrossroads,
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laMirror, laMirrorOld, laMinefield, laPalace, laPrincessQuest, laZebra, laSwitch, laReptile,
laOcean, laDocks, laWarpCoast, laLivefjord, laKraken, laCaribbean, laWhirlpool, laRlyeh, laTemple,
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laIvoryTower, laEndorian, laDungeon, laMountain,
laCrossroads2,
laDryForest, laWineyard, laDeadCaves, laGraveyard, laHaunted, laHive,
laRedRock, laVolcano,
laDragon, laTortoise,
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laOvergrown, laClearing, laStorms, laBurial, laWhirlwind,
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laBlizzard,
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laRuins, laEmerald, laCamelot,
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laPrairie, laBull, laTerracotta, laRose,
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laElementalWall, laTrollheim,
laHell, laCrossroads3, laCocytus, laPower, laCrossroads4,
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laCrossroads5,
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// EXTRA
laWildWest, laHalloween, laDual, laSnakeNest, laMagnetic, laCA
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};
vector<eLand> landlist;
template<class T> void generateLandList(T t) {
landlist.clear();
for(auto l: land_over) if(t(l)) landlist.push_back(l);
}
eLand getLandForList(cell *c) {
eLand l = c->land;
if(isElemental(l)) return laElementalWall;
if(l == laWarpSea) return laWarpCoast;
if(l == laMercuryRiver) return laTerracotta;
if(l == laBarrier) return laCrossroads;
if(l == laOceanWall) return laOcean;
if(l == laPalace && princess::dist(cwt.c) < OUT_OF_PRISON)
l = laPrincessQuest;
// princess?
return l;
}
bool isLandIngame(eLand l) {
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if(isElemental(l)) l = laElementalWall;
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return land_validity(l).flags & lv::appears_in_full;
}
namespace lv {
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flagtype q0 = lv::display_error_message | lv::display_in_help | lv::appears_in_geom_exp;
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flagtype q1 = lv::display_error_message | lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help;
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flagtype q2 = lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help | lv::appears_in_ptm;
flagtype q3 = lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help | lv::appears_in_ptm;
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flagtype qm2= q2 | lv::display_error_message;
flagtype qm3= q3 | lv::display_error_message;
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land_validity_t no_randpattern_version = { 0, q0, "No random pattern version."};
land_validity_t no_great_walls = { 0, q0, "Great Walls not implemented."};
land_validity_t pattern_incompatibility = { 0, q0, "Pattern incompatible."};
land_validity_t pattern_not_implemented_random = { 1, q1, "Pattern not implemented -- using random."};
land_validity_t pattern_not_implemented_weird = { 1, q1, "Pattern not implemented."};
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land_validity_t pattern_not_implemented_exclude = { 1, q1 & ~ lv::appears_in_full, "Pattern not implemented."};
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land_validity_t not_enough_space = { 0, q0, "Not enough space."};
land_validity_t dont_work = { 0, q0, "Does not work in this geometry."};
land_validity_t bounded_only = { 0, q0, "This land is designed for bounded worlds."};
land_validity_t unbounded_only = { 0, q0, "This land is designed for infinite worlds."};
land_validity_t unbounded_only_except_bigsphere = { 0, q0, "This land is designed for infinite worlds or big spheres."};
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land_validity_t out_of_theme = { 3, qm2 &~ lv::appears_in_full, "Out of theme for the full game."};
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land_validity_t no_game = { 2, q2 &~ lv::appears_in_full, "No game here."};
land_validity_t not_in_chaos = { 0, q0, "Does not work in chaos mode."};
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land_validity_t not_in_full_game = {2, qm2 &~ lv::appears_in_full, "Not in the full game."};
land_validity_t not_in_full_game3 = {3, qm2 &~ lv::appears_in_full, "Not in the full game."};
land_validity_t special_chaos = { 2, qm2, "Special construction in the Chaos mode." };
land_validity_t special_euclidean = { 2, qm2, "Special construction in the Euclidean mode." };
land_validity_t special_geo = { 2, qm2, "Special construction in this geometry." };
land_validity_t special_geo3 = { 3, qm2, "Special construction in this geometry." };
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land_validity_t not_implemented = {0, q0, "Not implemented."};
land_validity_t partially_implemented = {1, q1, "Partially implemented."};
land_validity_t ok = {2, q2 &~ lv::display_in_help, "No comments."};
land_validity_t not_in_ptm = {0, q0, "Does not work in pure tactics mode."};
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land_validity_t technical = {0, q0 &~ lv::appears_in_geom_exp, "Technical."};
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land_validity_t full_game = {3, q3, "Full game."};
land_validity_t inaccurate = {1, q1, "Somewhat inaccurate."};
land_validity_t great_walls_missing = {1, q1, "Mercury rivers not implemented (or could not work) in this geometry."};
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land_validity_t pattern_compatibility = {3, qm3, "Patterns compatible."};
land_validity_t specially_designed = {3, qm3, "This land is specially designed for this geometry."};
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land_validity_t needs_threecolor = {0, q0, "Three-colorability required."};
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land_validity_t land_not_implemented = {0, q0 &~ lv::appears_in_geom_exp, "Land not implemented."};
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land_validity_t interesting = {3, q3, "Special interest."};
land_validity_t better_version_exists = {0, q0, "Better version exists."};
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land_validity_t dont_work_but_ingame = {1, q0 | lv::appears_in_full, "Does not work in this geometry."};
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land_validity_t ugly_version = {1, q1 | lv::appears_in_full, "Grid does not work in this geometry."};
land_validity_t bad_graphics = {1, q1, "Graphics not implemented in this geometry."};
land_validity_t some0 = {0, q0, "This land does not work in the current settings. Reason not available."};
land_validity_t some1 = {1, q1, "This land does not work well in the current settings. Reason not available."};
land_validity_t known_buggy = {1, q1, "This combination is known to be buggy at the moment."};
land_validity_t sloppy_pattern = {1, q1, "Somewhat sloppy pattern."};
land_validity_t no_fractal_landscapes = {1, q1, "Fractal landscapes not implemented in this geometry."};
land_validity_t simplified_walls = { 1, q1, "Only simplified walls implemented."};
}
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// check if the given land should appear in lists
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land_validity_t& land_validity(eLand l) {
using namespace lv;
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// Random Pattern allowed only in some specific lands
if(randomPatternsMode && !isRandland(l))
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return no_randpattern_version;
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if(isElemental(l)) {
if(l != laElementalWall)
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return technical;
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// not good in Field quotient
if(quotient == 2)
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return no_great_walls;
if(quotient == 1)
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return special_geo3;
if(weirdhyperbolic)
return simplified_walls;
// works nice on a big non-tetrahedron-based sphere
if(sphere && S3 != 3 && gp::on)
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return special_geo3;
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}
// does not agree with the pattern
if(l == laStorms && quotient == 2)
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return pattern_incompatibility;
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// pattern not implemented
if(l == laStorms && S7 == 8)
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return pattern_not_implemented_random;
// not enough space
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if(l == laStorms && nonbitrunc && elliptic)
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return not_enough_space;
if(l == laStorms && S7 == 3)
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return not_enough_space;
// mirrors do not work in gp
if(among(l, laMirror, laMirrorOld) && gp::on)
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return dont_work;
// available only in non-standard geometries
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if(l == laMirrorOld && !geometry)
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return better_version_exists;
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// available only in standard geometry
if(l == laMirror && geometry)
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return not_implemented;
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// Halloween needs bounded world (can be big bounded)
if(l == laHalloween && !bounded)
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return bounded_only;
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// Crystal World is designed for nice_dual geometries
if(l == laDual && !has_nice_dual())
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return dont_work;
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if(l == laHaunted && chaosmode)
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return not_in_chaos;
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// standard, non-PTM specific
if(l == laCrossroads5 && tactic::on)
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return not_in_ptm;
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// standard non-PTM non-chaos specific
if((l == laCrossroads5 || l == laCrossroads2) && (geometry || chaosmode))
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return some0;
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// equidistant-based lands
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if(l == laDungeon || l == laEndorian || l == laIvoryTower || l == laOcean) {
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// special construction
if(chaosmode && l == laOcean)
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return special_chaos;
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// no equidistants supported in chaos mode
if(chaosmode)
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return not_in_chaos;
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// no equidistants supported in these geometries (big sphere is OK though)
if(quotient || elliptic || smallsphere || torus)
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return unbounded_only_except_bigsphere;
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// Yendorian only implemented in standard
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if(l == laEndorian && geometry)
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return not_implemented;
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// special Euclidean implementations
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if(euclid && (l == laIvoryTower || l == laMountain || l == laOcean || l == laMountain))
return special_geo;
// in other geometries, it works
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if(geometry)
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return ok;
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}
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if(l == laPrincessQuest && chaosmode)
return not_in_chaos;
if(l == laPrincessQuest && tactic::on)
return not_in_ptm;
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if(l == laPrincessQuest && (!stdeuc || gp::on))
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return not_implemented;
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// works correctly only in some geometries
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if(l == laClearing && chaosmode)
return not_in_chaos;
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if(l == laClearing)
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if(!(stdeuc || a38 || (a45 && !nonbitrunc) || (a47 && !nonbitrunc)) || gp::on)
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if(!bounded)
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return not_implemented;
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// does not work in non-bitrunc a4
if(l == laOvergrown && a4 && nonbitrunc)
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return some0;
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// does not work in bounded either
if(l == laOvergrown && bounded)
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return some0;
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// horocycle-based lands, not available in bounded geometries nor in Chaos mode
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if(l == laWhirlpool || l == laCamelot || l == laCaribbean || l == laTemple || l == laHive) {
if(chaosmode) {
if(l == laTemple || l == laHive)
return special_chaos;
return not_in_chaos;
}
if(bounded) return unbounded_only;
}
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if(chaosmode && isCrossroads(l))
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return not_in_chaos;
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// this pattern does not work on elliptic and small spheres
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if((l == laBlizzard || l == laVolcano) && elliptic && S7 < 5)
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return not_enough_space;
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// ... and it works in gp only partially
if((l == laBlizzard || l == laVolcano) && gp::on)
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return partially_implemented;
// Kraken does not really work on odd-sided cells;
// a nice football pattern will solve the problem by forbidding the Kraken to go there
// (but we do have to allow it in non-bitrunc standard)
if(l == laKraken && (S7&1) && !has_nice_dual()) {
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return dont_work_but_ingame;
}
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// works in most spheres, Zebra quotient, and stdeuc
if(l == laWhirlwind) {
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if(quotient == 1)
return pattern_compatibility;
if(stdeuc) ;
else if(S7 == 4 && !nonbitrunc) return special_geo;
else if(bigsphere && nonbitrunc && !elliptic) return special_geo;
else return dont_work;
}
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// needs standard/Euclidean (needs fractal landscape)
if(l == laTortoise && !stdeuc)
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return not_implemented;
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// technical lands do not count
if(l != laCA && isTechnicalLand(l))
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return technical;
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// only in bounded geometry, and not in PTM
if(l == laCA && !bounded)
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return bounded_only;
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if(l == laCA && tactic::on)
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return not_in_ptm;
if(l == laCA)
return no_game;
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// Dragon Chasm requires unbounded space [partial]
if(l == laDragon && smallbounded)
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return unbounded_only;
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// Graveyard pattern does not work on non-bitrunc weird geometries
if(l == laGraveyard && !randomPatternsMode) switch(geosupport_graveyard()) {
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case 0:
return dont_work;
case 1:
return sloppy_pattern;
default: ;
}
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// Warped Coast does not work on non-bitrunc S3s (except standard heptagonal where we have to keep it)
if(l == laWarpCoast && (S3==3) && !has_nice_dual()) {
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return ugly_version;
}
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if(l == laWarpCoast && quotient == 2 && !randomPatternsMode)
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return pattern_incompatibility;
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// laPower and laEmerald and laPalace -> [partial] in quotients and hyperbolic_non37
if((l == laPower || l == laEmerald || l == laPalace || l == laWildWest) && !randomPatternsMode) {
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if(euclid || bigsphere) ;
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else if(!hyperbolic_37) return l == laWildWest ? some0 : pattern_not_implemented_random;
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else if(quotient) return pattern_incompatibility;
}
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// ... wineyard pattern is GOOD only in the standard geometry or Euclidean
if(l == laWineyard && (gp::on || sphere) && !randomPatternsMode)
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return pattern_not_implemented_random;
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if(l == laTrollheim && quotient == 2)
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return not_enough_space;
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if(l == laTrollheim && !stdeuc && !bounded)
return some1;
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if(l == laReptile && (a38 || a4 || sphere || nonbitrunc || gp::on || quotient == 2))
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return bad_graphics;
if((l == laDragon || l == laReptile) && !stdeuc && !smallbounded && !randomPatternsMode)
return no_fractal_landscapes;
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if(l == laCrossroads && smallsphere)
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return not_enough_space;
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if(l == laCrossroads3 && !stdeuc && !bigsphere)
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return not_enough_space;
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if(among(l, laCrossroads, laCrossroads2, laCrossroads3, laCrossroads5) && weirdhyperbolic)
return no_great_walls;
// Crossroads IV is great in weird hyperbolic
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if(l == laCrossroads4 && weirdhyperbolic && !quotient)
return full_game;
// OK in small bounded worlds, and in Euclidean
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if(l == laCrossroads4 && quotient)
return some0;
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if(l == laZebra && quotient == 2 && !randomPatternsMode)
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return pattern_incompatibility;
if(l == laZebra && !(stdeuc || (a4 && nonbitrunc) || a46) && !randomPatternsMode)
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return pattern_not_implemented_weird;
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if(l == laCrossroads3 && euclid)
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return inaccurate; // because it is not accurate
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if(l == laPrairie) {
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if(gp::on) return not_implemented;
else if(stdeuc || (bigsphere && !nonbitrunc && !elliptic) || (quotient == 2)) ;
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else if(!bounded) return not_implemented;
else return unbounded_only;
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}
if(l == laTerracotta && !stdeuc && !(bigsphere))
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return great_walls_missing;
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// highlight Crossroads on Euclidean
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if(euclid && !torus && (l == laCrossroads || l == laCrossroads4))
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return full_game;
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// highlight Zebra-based lands on Zebra Quotient!
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if((l == laZebra || l == laWhirlwind || l == laStorms || l == laWarpCoast || l == laWarpSea) && quotient == 1)
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return pattern_compatibility;
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// highlight FP-based lands on Field Quotient!
if((l == laPrairie || l == laVolcano || l == laBlizzard) && quotient == 2)
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return pattern_compatibility;
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// these are highlighted whenever allowed
if(l == laHalloween)
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return specially_designed;
if(l == laDual && geosupport_threecolor() == 2)
return specially_designed;
if(l == laDual && !geometry && !gp::on)
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return hyperbolic_37 ? not_in_full_game3 : not_in_full_game;
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if(l == laSnakeNest) {
if(geosupport_threecolor() < 2)
return needs_threecolor;
else return specially_designed;
}
if(l == laDocks && !randomPatternsMode) {
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if(a38 && !gp::on) return specially_designed;
if(a38) return pattern_not_implemented_weird;
return pattern_not_implemented_exclude;
}
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if(l == laStorms && torus)
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return interesting;
if(l == laMagnetic)
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return land_not_implemented;
if(shmup::on && among(l, laMirror, laMirrorOld) && among(geometry, gElliptic, gQuotient))
return known_buggy;
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// these don't appear in normal game, but do appear in special modes
if(l == laWildWest && !randomPatternsMode)
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return out_of_theme;
if(l == laIce && !gp::on && hyperbolic_37)
return full_game;
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return ok;
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}
/*
int checkLands() {
for(int i=0; i<landtypes; i++) {
eLand l = eLand(i);
char inover = 'N';
for(int i=0; i<LAND_OVERX; i++) if(land_over[i] == l) inover = 'X';
for(int i=0; i<LAND_OVER; i++) if(land_over[i] == l) inover = 'Y';
char ineuc = 'N';
for(int i=0; i<LAND_EUC; i++) if(land_euc[i] == l) ineuc = 'Y';
char insph = 'N';
for(int i=0; i<LAND_SPH; i++) if(land_sph[i] == l) insph = 'Y';
char inoct = 'N';
for(int i=0; i<LAND_OCT; i++) if(land_oct[i] == l) inoct = 'Y';
char intac = 'N';
for(auto ti: land_tac) if(l == ti.l) intac = 'Y';
printf("%c %c %c %c %c %c %c :: %s\n",
isTechnicalLand(l) ? 'T' : 'R',
inover, ineuc, insph, inoct, intac, noChaos(l) ? 'N' : 'Y', linf[i].name);
}
exit(0);
}
auto hookcl = addHook(hooks_args, 100, checkLands); */