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magma fills water, wolves change
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@ -1869,8 +1869,12 @@ namespace heat {
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if(isFire(c)) hmod += 4 * xrate;
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if(isPrincess(c->monst)) hmod += (markEmpathy(itOrbWinter) ? -1.2 : 1.2) * xrate;
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forCellEx(ct, c) if(!isIcyLand(ct) && isFire(ct))
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hmod += xrate*.1;
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forCellEx(ct, c) {
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if(!isIcyLand(ct) && isFire(ct))
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hmod += xrate*.1;
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if(ct->land == laVolcano)
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hmod += xrate * (ct->wall == waMagma ? .4 : .2);
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}
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forCellEx(ct, c) {
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if(!isIcyLand(ct)) {
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34
game.cpp
34
game.cpp
@ -740,7 +740,7 @@ bool passable_for(eMonster m, cell *w, cell *from, flagtype extra) {
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if(w->monst && !(extra & P_MONSTER) && !isPlayerOn(w))
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return false;
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if(m == moWolf) {
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return isIcyLand(w) && (isPlayerOn(w) || passable(w, from, extra));
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return (isIcyLand(w) || w->land == laVolcano) && (isPlayerOn(w) || passable(w, from, extra));
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}
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if(normalMover(m) || isBug(m) || isDemon(m) || m == moHerdBull) {
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if((isWitch(m) || m == moEvilGolem) && w->land != laPower && w->land != laHalloween)
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@ -2466,7 +2466,7 @@ void checkTide(cell *c) {
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if(c->land == laVolcano) {
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int id = alchemyval(c, 0);
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if(id < 96) {
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if(c->wall == waNone) c->wall = waMagma;
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if(c->wall == waNone || isWateryOrBoat(c) || c->wall == waVinePlant) c->wall = waMagma;
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}
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else if(c->wall == waMagma) c->wall = waNone;
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}
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@ -3305,6 +3305,8 @@ void moveMonster(cell *ct, cell *cf) {
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}
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if(m == moAirElemental) airmap.push_back(make_pair(ct, 0));
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if(m == moWolf && ct->land == laVolcano) ct->monst = moLavaWolf;
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if(m == moLavaWolf && isIcyLand(ct)) ct->monst = moWolfMoved;
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int inc = incline(cf, ct);
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if(inc == -3 && ct->monst == moReptile)
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@ -3389,6 +3391,12 @@ int bulldistance(cell *c, cell *d) {
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return 8 * cd - low;
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}
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int landheattype(cell *c) {
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if(isIcyLand(c)) return 0;
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if(c->land == laVolcano) return 2;
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return 1;
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}
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// move value
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int moveval(cell *c1, cell *c2, int d, int mf) {
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if(!c2) return -5000;
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@ -3448,8 +3456,26 @@ int moveval(cell *c1, cell *c2, int d, int mf) {
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if(!lancerok) return 750;
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}
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bool hunt = true;
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if(m == moLavaWolf) {
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// prefers to keep to volcano
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int clht = landheattype(c1);
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int dlht = landheattype(c2);
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if(dlht > clht) return 1510;
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if(dlht < clht) return 700;
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// will not hunt the player if these rules do not allow it
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bool onlava = false;
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for(cell *c: targets) {
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if(landheattype(c) >= clht) onlava = true;
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forCellEx(cc, c) if(landheattype(cc) >= clht) onlava = true;
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}
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if(!onlava) hunt = false;
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}
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if(m == moWolf) {
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int val = 1500;
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if(c2->land == laVolcano) return 1510;
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if(heat::absheat(c2) <= heat::absheat(c1))
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return 900;
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for(int i=0; i<c1->type; i++) {
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@ -3473,7 +3499,7 @@ int moveval(cell *c1, cell *c2, int d, int mf) {
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if(m == moRagingBull && c1->mondir != NODIR)
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return 1500 - bulldist(c2);
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if((mf & MF_PATHDIST) && c2->pathdist < c1->pathdist && !peace::on) return 1500; // good move
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if(hunt && (mf & MF_PATHDIST) && c2->pathdist < c1->pathdist && !peace::on) return 1500; // good move
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// prefer straight direction when wandering
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int dd = angledist(c1, c1->mondir, d);
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@ -3510,6 +3536,8 @@ int stayval(cell *c, flagtype mf) {
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if(c->monst == moRagingBull) return -1690; // worse than to stay in place
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if(c->monst == moBat && batsAfraid(c)) return 575;
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if(c->monst == moHunterGuard) return 1600; // prefers to stay in place
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// Lava Wolves will wander if not hunting
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if(c->monst == moLavaWolf) return 750;
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return 1000;
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}
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