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Cellular Automaton now works when enabled in land_list
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@ -3498,6 +3498,7 @@ EX namespace ca {
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}
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}
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for(int i=0; i<dcs; i++) {
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for(int i=0; i<dcs; i++) {
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cell *c = allcells[i];
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cell *c = allcells[i];
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if(c->land != laCA) continue;
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auto last = c->wall;
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auto last = c->wall;
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c->wall = willlive[i] ? wlive : waNone;
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c->wall = willlive[i] ? wlive : waNone;
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if(c->wall != last) {
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if(c->wall != last) {
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@ -1454,7 +1454,7 @@ LAND( 0xC000C0, "Crossroads V", laCrossroads5, ZERO, itHyperstone, RESERVED, "Ex
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LAND( 0xC0C0C0, "Cellular Automaton", laCA, ZERO | LF_TECHNICAL, itNone, RESERVED, cadesc)
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LAND( 0xC0C0C0, "Cellular Automaton", laCA, ZERO | LF_TECHNICAL, itNone, RESERVED, cadesc)
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NATIVE(0)
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NATIVE(0)
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REQ(NEVER)
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REQ(ALWAYS)
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LAND( 0xC0C0FF, "Mirror Wall", laMirrorWall, ZERO | LF_TECHNICAL | LF_INMIRRORORWALL, itShard, RESERVED, mirroreddesc)
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LAND( 0xC0C0FF, "Mirror Wall", laMirrorWall, ZERO | LF_TECHNICAL | LF_INMIRRORORWALL, itShard, RESERVED, mirroreddesc)
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NATIVE(isNative(laMirror, m))
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NATIVE(isNative(laMirror, m))
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@ -565,6 +565,7 @@ EX eLand getNewLand(eLand old) {
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tab[cnt++] = laHalloween;
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tab[cnt++] = laHalloween;
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tab[cnt++] = laWildWest;
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tab[cnt++] = laWildWest;
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tab[cnt++] = laAsteroids;
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tab[cnt++] = laAsteroids;
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tab[cnt++] = laCA;
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// the advanced lands
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// the advanced lands
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if(all_unlocked || gold() >= R60) {
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if(all_unlocked || gold() >= R60) {
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