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added an unlock rule for the Ruins

This commit is contained in:
Zeno Rogue 2018-01-03 21:49:31 +01:00
parent a8460b1ac7
commit 2678fd93f0
2 changed files with 11 additions and 0 deletions

View File

@ -545,6 +545,9 @@ string generateHelpForLand(eLand l) {
KILLREQ(moAirElemental, laWhirlwind);
}
if(l == laInvincible)
KILLREQ(moSkeleton, laPalace);
if(l == laTrollheim) {
KILLREQ(moTroll, laCaves);
KILLREQ(moFjordTroll, laLivefjord);

View File

@ -211,6 +211,10 @@ int isNative(eLand l, eMonster m) {
case laSwitch:
return m == moSwitch1 || m == moSwitch2 ? 2 : 0;
case laInvincible:
return among(m, moPair, moHexDemon, moAltDemon, moMonk, moCrusher) ? 2 :
m == moSkeleton ? 1 : 0;
}
return false;
}
@ -542,6 +546,9 @@ bool landUnlocked(eLand l) {
case laSwitch:
return gold() >= R90;
case laInvincible:
return kills[moSkeleton];
}
return false;
}
@ -801,6 +808,7 @@ eLand getNewLand(eLand old) {
tab[cnt++] = laPalace;
if(old == laDragon && items[itElixir] >= U10) LIKELY tab[cnt++] = laReptile;
if(kills[moVizier]) tab[cnt++] = laEmerald;
if(kills[moSkeleton]) tab[cnt++] = laInvincible;
if(items[itFeather] >= U10) {
tab[cnt++] = laZebra;
if(old == laMotion || old == laHunting) LIKELY2 tab[cnt++] = laZebra;