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no Dragons in the herds, Worms only a few steps
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@ -2747,6 +2747,11 @@ namespace prairie {
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#define RLOW (sphere?(nonbitrunc?7:6):nonbitrunc?4:2)
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#define RHIGH (sphere?(nonbitrunc?8:9):nonbitrunc?11:13)
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bool no_worms(cell *c) {
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int rv = c->LHU.fi.rval;
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return rv > RLOW+1 && rv < RHIGH-1;
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}
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bool isriver(cell *c) {
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return c->land == laPrairie && c->LHU.fi.rval <= RHIGH && c->LHU.fi.rval >= RLOW;
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}
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4
game.cpp
4
game.cpp
@ -794,6 +794,8 @@ bool passable_for(eMonster m, cell *w, cell *from, flagtype extra) {
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return false;
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return passable(w, from, extra);
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}
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if(m == moDragonHead && prairie::isriver(w))
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return false;
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if(isShark(m))
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return sharkpassable(w, from);
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if(isSlimeMover(m))
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@ -2779,7 +2781,7 @@ void computePathdist(eMonster param) {
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if(qb >= qtarg) {
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if(param == moTortoise && nogoSlow(c, c2)) continue;
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if(param == moIvyRoot && strictlyAgainstGravity(c, c2, false, MF_IVY)) continue;
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if(param == moWorm && (cellUnstable(c) || cellEdgeUnstable(c))) continue;
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if(param == moWorm && (cellUnstable(c) || cellEdgeUnstable(c) || prairie::no_worms(c))) continue;
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if(items[itOrbLava] && c2->cpdist <= 5 && pseudohept(c) && makeflame(c2, 1, true))
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continue;
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}
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