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https://github.com/zenorogue/hyperrogue.git
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More detailed land validity reporting
This commit is contained in:
parent
3ea4bd91a8
commit
210f9e80c7
@ -376,8 +376,8 @@ void showEuclideanMenu() {
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dialog::addSelItem(XLAT("geometry"), XLAT(ginf[geometry].name) + XLAT(bitruncnames[nonbitrunc]), '5');
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dialog::addBreak(50);
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generateLandList(isLandValid);
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stable_sort(landlist.begin(), landlist.end(), [] (eLand l1, eLand l2) { return isLandValid(l1) > isLandValid(l2); });
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generateLandList([] (eLand l) { return land_validity(l).flags & lv::appears_in_geom_exp; });
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stable_sort(landlist.begin(), landlist.end(), [] (eLand l1, eLand l2) { return land_validity(l1).quality_level > land_validity(l2).quality_level; });
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for(int i=0; i<euperpage; i++) {
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if(euperpage * eupage + i >= size(landlist)) { dialog::addBreak(100); break; }
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@ -396,7 +396,7 @@ void showEuclideanMenu() {
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}
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dialog::lastItem().color = linf[l].color;
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dialog::lastItem().value += validclasses[isLandValid(l)];
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dialog::lastItem().value += validclasses[land_validity(l).quality_level];
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}
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dialog::addBreak(50);
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if(chaosUnlocked && !quotient && !euclid && !sphere)
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4
help.cpp
4
help.cpp
@ -659,6 +659,10 @@ string generateHelpForLand(eLand l) {
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);
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}
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auto lv = land_validity(specialland);
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if(lv.flags & lv::display_in_help)
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s += "\n\n" + XLAT(lv.msg);
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#if !ISMOBILE
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if(l == laCA)
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s += XLAT("\n\nHint: use 'm' to toggle cells quickly");
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17
hyper.h
17
hyper.h
@ -2505,10 +2505,23 @@ void runGeometryExperiments();
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#define BEHIND_LIMIT 1e-6
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namespace lv {
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static const flagtype appears_in_geom_exp = 1;
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static const flagtype display_error_message = 2;
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static const flagtype appears_in_full = 4;
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static const flagtype appears_in_ptm = 8;
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static const flagtype display_in_help = 16;
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};
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struct land_validity_t {
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int quality_level; // 0 (dont show), 1 (1/2), 2 (ok), 3(1!)
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flagtype flags;
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string msg;
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};
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extern vector<eLand> landlist;
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template<class T> void generateLandList(T t);
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int isLandValid(eLand l);
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bool isLandValid2(eLand l);
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land_validity_t& land_validity(eLand l);
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bool isLandIngame(eLand l);
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bool inmirrororwall(eLand l);
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286
landlock.cpp
286
landlock.cpp
@ -1012,288 +1012,348 @@ eLand getLandForList(cell *c) {
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bool isLandIngame(eLand l) {
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if(isElemental(l)) l = laElementalWall;
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if(isLandValid(l) < 1)
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return false;
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if(l == laWildWest)
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return false;
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return true;
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return land_validity(l).flags & lv::appears_in_full;
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}
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namespace lv {
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flagtype q0 = lv::display_error_message | lv::display_in_help;
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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;
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flagtype q3 = lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help;
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land_validity_t no_randpattern_version = { 0, q0, "No random pattern version."};
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land_validity_t no_great_walls = { 0, q0, "Great Walls not implemented."};
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land_validity_t pattern_incompatibility = { 0, q0, "Pattern incompatible."};
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land_validity_t pattern_not_implemented_random = { 1, q1, "Pattern not implemented -- using random."};
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land_validity_t pattern_not_implemented_weird = { 1, q1, "Pattern not implemented."};
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land_validity_t pattern_not_implemented_exclude = { 0, q1 & ~ lv::appears_in_full, "Pattern not implemented -- using random."};
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land_validity_t not_enough_space = { 0, q0, "Not enough space."};
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land_validity_t dont_work = { 0, q0, "Does not work in this geometry."};
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land_validity_t bounded_only = { 0, q0, "This land is designed for bounded worlds."};
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land_validity_t unbounded_only = { 0, q0, "This land is designed for infinite worlds."};
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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, q2 &~ 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."};
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land_validity_t not_in_chaos = { 0, q0, "Does not work in chaos mode."};
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land_validity_t special_chaos = { 2, q2, "Special construction in the Chaos mode." };
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land_validity_t special_euclidean = { 2, q2, "Special construction in the Euclidean mode." };
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land_validity_t special_geo = { 2, q2, "Special construction in this geometry." };
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land_validity_t special_geo3 = { 2, q2, "Special construction in this geometry." };
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land_validity_t not_implemented = {0, q0, "Not implemented."};
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land_validity_t partially_implemented = {1, q1, "Partially implemented."};
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land_validity_t ok = {2, q2 &~ lv::display_in_help, "No comments."};
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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, "Technical."};
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land_validity_t full_game = {3, q3, "Full game."};
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land_validity_t inaccurate = {1, q1, "Somewhat inaccurate."};
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land_validity_t great_walls_missing = {1, q1, "Mercury rivers missing."};
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land_validity_t pattern_compatibility = {3, q3, "Patterns compatible."};
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land_validity_t specially_designed = {3, q3, "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, "Land not implemented."};
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land_validity_t interesting = {3, q3, "Special interest."};
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land_validity_t better_version_exists = {0, q0, "Better version exists."};
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land_validity_t dont_work_but_ingame = {0, 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."};
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land_validity_t bad_graphics = {1, q1, "Graphics not implemented in this geometry."};
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land_validity_t some0 = {0, q0, "This land does not work in the current settings. Reason not available."};
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land_validity_t some1 = {1, q1, "This land does not work well in the current settings. Reason not available."};
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land_validity_t known_buggy = {1, q1, "This combination is known to be buggy at the moment."};
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land_validity_t sloppy_pattern = {1, q1, "Somewhat sloppy pattern."};
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}
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// check if the given land should appear in lists
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int isLandValid(eLand l) {
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land_validity_t& land_validity(eLand l) {
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using namespace lv;
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// Random Pattern allowed only in some specific lands
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if(randomPatternsMode && !isRandland(l))
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return 0;
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return no_randpattern_version;
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if(isElemental(l)) {
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if(l != laElementalWall)
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return 0;
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return technical;
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// not good in Field quotient
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if(quotient == 2)
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return 0;
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return no_great_walls;
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else
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return special_geo3;
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if(weirdhyperbolic)
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return 0;
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return no_great_walls;
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// works nice on a big non-tetrahedron-based sphere
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if(sphere && S3 != 3 && gp::on)
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return 3;
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return special_geo3;
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}
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// does not agree with the pattern
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if(l == laStorms && quotient == 2)
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return 0;
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return pattern_incompatibility;
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// pattern not implemented
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if(l == laStorms && S7 == 8)
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return 1;
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return pattern_not_implemented_random;
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// not enough space
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if(l == laStorms && nonbitrunc && elliptic)
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return 0;
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return not_enough_space;
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if(l == laStorms && nonbitrunc && S3 == 3)
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return 0;
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return not_enough_space;
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// mirrors do not work in gp
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if(among(l, laMirror, laMirrorOld) && gp::on)
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return 0;
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return dont_work;
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// available only in non-standard geometries
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if(l == laMirrorOld && !geometry)
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return 0;
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return better_version_exists;
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// available only in standard geometry
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if(l == laMirror && geometry)
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return 0;
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return not_implemented;
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// Halloween needs bounded world (can be big bounded)
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if(l == laHalloween && !bounded)
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return 0;
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return bounded_only;
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// these don't appear in normal game, but do appear in special modes
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bool normalgame = !geometry && !tactic::on;
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if((l == laWildWest || l == laDual) && normalgame)
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return 0;
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if(l == laWildWest)
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return out_of_theme;
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// Crystal World is designed for nice_dual geometries
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if(l == laDual && !has_nice_dual())
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return 0;
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return dont_work;
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if(l == laHaunted && chaosmode)
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return 0;
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return not_in_chaos;
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// standard, non-PTM specific
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if(l == laCrossroads5 && tactic::on)
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return 0;
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return not_in_ptm;
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// standard non-PTM non-chaos specific
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if((l == laCrossroads5 || l == laCrossroads2) && (geometry || chaosmode))
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return 0;
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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 == laMountain || l == laOcean) {
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if(l == laDungeon || l == laEndorian || l == laIvoryTower || l == laOcean) {
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// special construction
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if(chaosmode && l == laOcean)
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return 2;
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return special_chaos;
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// no equidistants supported in chaos mode
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if(chaosmode)
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return 0;
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return not_in_chaos;
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// no equidistants supported in these geometries (big sphere is OK though)
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if(quotient || elliptic || smallsphere || torus)
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return 0;
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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 0;
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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))
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return 2;
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if(euclid && (l == laIvoryTower || l == laMountain || l == laOcean || l == laMountain))
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return special_geo;
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// in other geometries, it works
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if(geometry)
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return 2;
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return ok;
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}
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// equidistant-based lands, but also implemented in Euclidean
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if((l == laIvoryTower || l == laMountain) && (!stdeuc || chaosmode)) {
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if(quotient || euclid || elliptic || smallsphere || chaosmode)
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return 0; //CHECKMORE
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if(l == laDungeon) return 1;
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return 0;
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}
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if(l == laPrincessQuest && chaosmode)
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return not_in_chaos;
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if(l == laPrincessQuest && (!stdeuc || chaosmode || tactic::on))
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return 0;
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if(l == laPrincessQuest && tactic::on)
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return not_in_ptm;
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if(l == laPrincessQuest && !stdeuc)
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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)
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return not_in_chaos;
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if(l == laClearing)
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if(chaosmode || !(stdeuc || a38 || (a45 && !nonbitrunc) || (a47 && !nonbitrunc)) || gp::on)
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return 0;
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if(!(stdeuc || a38 || (a45 && !nonbitrunc) || (a47 && !nonbitrunc)) || gp::on)
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return not_implemented;
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// does not work in non-bitrunc a4
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if(l == laOvergrown && a4 && nonbitrunc)
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return 0;
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return some0;
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// does not work in bounded either
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if(l == laOvergrown && bounded)
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return 0;
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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) && (bounded || chaosmode))
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return 0;
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if(l == laWhirlpool || l == laCamelot || l == laCaribbean || l == laTemple || l == laHive) {
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if(chaosmode) {
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if(l == laTemple || l == laHive)
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return special_chaos;
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return not_in_chaos;
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}
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if(bounded) return unbounded_only;
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}
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if(chaosmode && isCrossroads(l))
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return 0;
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if(gp::on && !horo_ok() && isCyclic(l))
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return 0;
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// Temple and Hive has a special Chaos Mode variant, but they are still essentially unbounded
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if((l == laTemple || l == laHive) && bounded)
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return 0;
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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 0;
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return not_enough_space;
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// ... and it works in gp only partially
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if((l == laBlizzard || l == laVolcano) && gp::on)
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return 1;
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return partially_implemented;
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// Kraken does not really work on odd-sided cells;
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// a nice football pattern will solve the problem by forbidding the Kraken to go there
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// (but we do have to allow it in non-bitrunc standard)
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if(l == laKraken && (S7&1) && !has_nice_dual()) {
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if(!geometry) return 1;
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return 0;
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return dont_work_but_ingame;
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}
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// works in most spheres, Zebra quotient, and stdeuc
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if(l == laWhirlwind) {
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if(!(stdeuc || quotient == 1 || (S7 == 4 && !nonbitrunc) || (bigsphere && nonbitrunc && !elliptic)))
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return 0;
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if(gp::on)
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return 1;
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if(quotient == 1)
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return pattern_compatibility;
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if(stdeuc) ;
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else if(S7 == 4 && !nonbitrunc) return special_geo;
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else if(bigsphere && nonbitrunc && !elliptic) return special_geo;
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else return dont_work;
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}
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// needs standard/Euclidean (needs fractal landscape)
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if(l == laTortoise && !stdeuc)
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return 0;
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return not_implemented;
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// technical lands do not count
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if(l != laCA && isTechnicalLand(l))
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return 0;
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return technical;
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// only in bounded geometry, and not in PTM
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if(l == laCA && !bounded)
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return 0;
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return bounded_only;
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if(l == laCA && tactic::on)
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return 0;
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return not_in_ptm;
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if(l == laCA)
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return no_game;
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// Dragon Chasm requires unbounded space [partial]
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if(l == laDragon && bounded)
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return 0;
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return unbounded_only;
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// Graveyard pattern does not work on non-bitrunc weird geometries
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if(l == laGraveyard)
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return geosupport_graveyard();
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if(l == laGraveyard) switch(geosupport_graveyard()) {
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case 0:
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return dont_work;
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case 1:
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return sloppy_pattern;
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default: ;
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}
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// Warped Coast does not work on non-bitrunc S3s (except standard heptagonal where we have to keep it)
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if(l == laWarpCoast && (S3==3) && !has_nice_dual()) {
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if(!geometry) return 1;
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return 0;
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return ugly_version;
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}
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// laPower and laEmerald and laPalace -> [partial] in quotients and hyperbolic_non37
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if((l == laPower || l == laEmerald || l == laPalace) && !euclid && !bigsphere && (quotient || !hyperbolic_37))
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return 1;
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if(l == laPower || l == laEmerald || l == laPalace) {
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if(euclid || bigsphere) ;
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else if(!hyperbolic_37) return pattern_not_implemented_random;
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else if(quotient) return pattern_incompatibility;
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}
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// ... wineyard pattern is GOOD only in the standard geometry or Euclidean
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if(l == laWineyard && (gp::on || sphere))
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return 1;
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return pattern_not_implemented_random;
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if(l == laDragon && !stdeuc)
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return 1;
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return not_implemented;
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if(l == laTrollheim && quotient == 2)
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return 0;
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return not_enough_space;
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if(l == laTrollheim && !stdeuc)
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return 1;
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if(l == laTrollheim && !stdeuc && !bounded)
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return some1;
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if(l == laReptile && (!stdeuc || nonbitrunc))
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return 1;
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if(l == laCrossroads && weirdhyperbolic)
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return 0;
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if(l == laReptile && (!stdeuc || nonbitrunc || gp::on))
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return bad_graphics;
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if(l == laCrossroads && smallsphere)
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return 0;
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return not_enough_space;
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|
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if(l == laCrossroads3 && !stdeuc && !bigsphere)
|
||||
return 0;
|
||||
return not_enough_space;
|
||||
|
||||
if(among(l, laCrossroads, laCrossroads2, laCrossroads3, laCrossroads5) && gp::on && hyperbolic)
|
||||
return 0;
|
||||
if(among(l, laCrossroads, laCrossroads2, laCrossroads3, laCrossroads5) && weirdhyperbolic)
|
||||
return no_great_walls;
|
||||
|
||||
// Crossroads IV is great in weird hyperbolic
|
||||
if(l == laCrossroads4 && weirdhyperbolic)
|
||||
return 3;
|
||||
if(l == laCrossroads4 && weirdhyperbolic && !quotient)
|
||||
return full_game;
|
||||
|
||||
// OK in small bounded worlds, and in Euclidean
|
||||
if(l == laCrossroads4 && !(stdeuc || smallbounded))
|
||||
return 0;
|
||||
if(l == laCrossroads4 && quotient)
|
||||
return some0;
|
||||
|
||||
if(l == laZebra && !(stdeuc || (a4 && nonbitrunc) || a46 || quotient == 1))
|
||||
return 0;
|
||||
return pattern_not_implemented_weird;
|
||||
|
||||
if(l == laCrossroads3 && euclid)
|
||||
return 1; // because it is not accurate
|
||||
return inaccurate; // because it is not accurate
|
||||
|
||||
if(l == laPrairie) {
|
||||
if(gp::on) return 0;
|
||||
if(gp::on) return not_implemented;
|
||||
else if(stdeuc || (bigsphere && !nonbitrunc && !elliptic) || (quotient == 2)) ;
|
||||
else if(!bounded) return 1;
|
||||
else return 0;
|
||||
else if(!bounded) return not_implemented;
|
||||
else return unbounded_only;
|
||||
}
|
||||
|
||||
if(l == laTerracotta && !stdeuc && !(bigsphere))
|
||||
return 1;
|
||||
return great_walls_missing;
|
||||
|
||||
// highlight Crossroads on Euclidean
|
||||
if(euclid && !torus && (l == laCrossroads || l == laCrossroads4))
|
||||
return 3;
|
||||
return full_game;
|
||||
|
||||
// highlight Zebra-based lands on Zebra Quotient!
|
||||
if((l == laZebra || l == laWhirlwind || l == laStorms) && quotient == 1)
|
||||
return 3;
|
||||
return pattern_compatibility;
|
||||
|
||||
// highlight FP-based lands on Field Quotient!
|
||||
if((l == laPrairie || l == laVolcano || l == laBlizzard) && quotient == 2)
|
||||
return 3;
|
||||
return pattern_compatibility;
|
||||
|
||||
// these are highlighted whenever allowed
|
||||
if(l == laHalloween || l == laDual)
|
||||
return 3;
|
||||
return specially_designed;
|
||||
|
||||
if(l == laSnakeNest)
|
||||
return geosupport_threecolor() >= 2 ? 3 : 0;
|
||||
if(l == laSnakeNest) {
|
||||
if(geosupport_threecolor() < 2)
|
||||
return needs_threecolor;
|
||||
else return specially_designed;
|
||||
}
|
||||
|
||||
if(l == laDocks && !randomPatternsMode) {
|
||||
if(a38 && !gp::on) return 3;
|
||||
if(a38) return 1;
|
||||
return 0;
|
||||
if(a38 && !gp::on) return specially_designed;
|
||||
if(a38) return pattern_not_implemented_weird;
|
||||
return pattern_not_implemented_exclude;
|
||||
}
|
||||
|
||||
if(l == laStorms && torus)
|
||||
return 3;
|
||||
return interesting;
|
||||
|
||||
if(l == laMagnetic)
|
||||
return 0;
|
||||
return land_not_implemented;
|
||||
|
||||
return 2;
|
||||
if(shmup::on && among(l, laMirror, laMirrorOld) && among(geometry, gElliptic, gQuotient))
|
||||
return known_buggy;
|
||||
|
||||
return ok;
|
||||
}
|
||||
|
||||
bool isLandValid2(eLand l) { return isLandValid(l) >= 2; }
|
||||
/*
|
||||
int checkLands() {
|
||||
for(int i=0; i<landtypes; i++) {
|
||||
|
@ -62,8 +62,9 @@ void welcomeMessage() {
|
||||
addMessage(XLAT("Welcome to HyperRogue!"));
|
||||
}
|
||||
|
||||
if(shmup::on && (specialland == laMirror || specialland == laMirrorOld) && (geometry == gElliptic || geometry == gQuotient))
|
||||
addMessage(XLAT("This combination is known to be buggy at the moment."));
|
||||
auto lv = land_validity(specialland);
|
||||
if(lv.flags & lv::display_error_message)
|
||||
addMessage(XLAT(lv.msg));
|
||||
|
||||
#if ISMAC
|
||||
addMessage(XLAT("Press F1 or right-shift-click things for help."));
|
||||
|
4
tour.cpp
4
tour.cpp
@ -125,7 +125,7 @@ bool handleKeyTour(int sym, int uni) {
|
||||
|
||||
if(sym == '2') {
|
||||
dynamicval<eGeometry> g(geometry, gEuclid);
|
||||
if(cwt.c->land != laCanvas && !isLandValid(cwt.c->land)) {
|
||||
if(cwt.c->land != laCanvas && !land_validity(cwt.c->land).quality_level) {
|
||||
addMessage(XLAT("This land has no Euclidean version."));
|
||||
return true;
|
||||
}
|
||||
@ -133,7 +133,7 @@ bool handleKeyTour(int sym, int uni) {
|
||||
|
||||
if(sym == '1') {
|
||||
dynamicval<eGeometry> g(geometry, gSphere);
|
||||
if(cwt.c->land != laCanvas && !isLandValid(cwt.c->land)) {
|
||||
if(cwt.c->land != laCanvas && !land_validity(cwt.c->land).quality_level) {
|
||||
addMessage(XLAT("This land has no spherical version."));
|
||||
return true;
|
||||
}
|
||||
|
@ -668,7 +668,7 @@ namespace tactic {
|
||||
|
||||
{
|
||||
dynamicval<bool> t(tactic::on, true);
|
||||
generateLandList(isLandValid2);
|
||||
generateLandList([] (eLand l) { return land_validity(l).flags & lv::appears_in_ptm; });
|
||||
}
|
||||
|
||||
int nl = size(landlist);
|
||||
|
Loading…
Reference in New Issue
Block a user