hyperrogue/landlock.cpp

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2017-10-08 10:10:40 +00:00
// land statistics and flags
// 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) ? 2 : 0;
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: return 0;
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)) return 2;
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 1;
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;
case laDogPlains:
return m == moHunterDog ? 1 : 0;
case laCA: return false;
}
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 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;
case laDogPlains: return itDogPlains;
case laCA: return itNone;
}
return itNone;
}
bool isSealand(eLand l) {
return l == laOcean || l == laCaribbean || l == laWhirlpool || l == laLivefjord ||
l == laOceanWall || l == laWarpSea || l == laKraken;
}
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;
}
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;
bool landUnlocked(eLand l) {
if(randomPatternsMode) {
int i = isRandland(l);
if(i == 2) return true;
if(i == 1) return hiitemsMax(treasureType(l)) >= 10;
return false;
}
switch(l) {
case laOvergrown:
return gold() >= R60 && items[itRuby] >= U10;
case laStorms: case laWhirlwind:
return gold() >= R60;
case laWildWest: case laHalloween:
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:
case laMirrored2:
return gold() >= R30;
case laCaribbean: case laWhirlpool:
return exploreland[0][laOcean] || items[itCoast] || items[itStatue];
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:
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:
return gold() >= R60;
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:
return gold() >= R30 && items[itElixir] >= U10;
case laDogPlains:
return true;
case laTerracotta: case laMercuryRiver:
return gold() >= 60;
case laBlizzard:
return items[itDiamond] >= 5 && items[itWindstone] >= 5;
case laCrossroads5:
return gold() >= R300;
}
return false;
}
void countHyperstoneQuest(int& i1, int& i2) {
i1 = 0; i2 = 0;
for(int t=1; t<ittypes; t++)
if(t != itHyperstone && t != itBounty && t != itTreat &&
itemclass(eItem(t)) == IC_TREASURE) {
i2++; if(items[t] >= R10) i1++;
}
}
bool hyperstonesUnlocked() {
int i1, i2;
if(tactic::on && isCrossroads(tactic::lasttactic) && !tactic::trailer) return true;
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)
return 2;
for(int i=0; i<RANDLANDS; i++) if(randlands[i] == l) return 1;
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;
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;
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) return true;
if(chaosmode) return hrand(100) < 25;
return hrand(100) >= 40 * kills[elementalOf(l)] / (elementalKills()+1);
}
eLand pickLandRPM(eLand old) {
while(true) {
eLand n = randlands[hrand(RANDLANDS)];
if(incompatible(n, old)) continue;
if(isRandland(n) == 2) return n;
if(hiitemsMax(treasureType(n)) < 10)
continue;
return n;
}
}
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++)
bool noChaos(eLand l) {
if(l == laOcean || l == laTemple) return false;
return
isCrossroads(l) || isCyclic(l) || isHaunted(l) ||
l == laCaribbean || isGravityLand(l) || l == laPrincessQuest ||
l == laPrairie || l == laHalloween;
}
eLand getNewSealand(eLand old) {
while(true) {
eLand p = pick(laOcean, pick(laCaribbean, laLivefjord, laWarpSea, laKraken));
if(p == laKraken && !landUnlocked(p)) continue;
if(p == laKraken && peace::on) continue;
if(incompatible(old, p)) continue;
if(p == old) continue;
if(chaosmode && noChaos(p)) continue;
return p;
}
}
bool createOnSea(eLand old) {
return
old == laWarpSea || old == laCaribbean || old == laKraken ||
(old == laLivefjord && hrand(2)) ||
(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;
if(old == laTerracotta && !chaosmode && hrand(5) >= (tactic::on ? 0 : markOrb(itOrbLuck) ? 2 : 1)) return laTerracotta;
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(noChaos(n)) continue;
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 == firstland)) return firstland;
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[256];
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;
tab[cnt++] = laAlchemist;
if(old != laDeadCaves) tab[cnt++] = laCaves;
// the intermediate lands
if(gold() >= R30) {
tab[cnt++] = laCrossroads;
tab[cnt++] = laMirror;
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;
if(items[itFeather] >= U10) tab[cnt++] = laZebra;
tab[cnt++] = laWarpCoast;
if(euclid) tab[cnt++] = laWarpSea;
// Ivory Tower tends to crash while generating equidistant
if(!generatingEquidistant) tab[cnt++] = laIvoryTower;
if(items[itElixir] >= U10) tab[cnt++] = laReptile;
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;
tab[cnt++] = laWhirlwind;
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;
tab[cnt++] = laDryForest;
tab[cnt++] = laWineyard;
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;
tab[cnt++] = laRose;
}
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;
}
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) LIKELY tab[cnt++] = laCocytus;
}
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) || (chaosmode && noChaos(n))) n = tab[hrand(cnt)];
return n;
}