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Autoplay improvements 2

This commit is contained in:
Jesse Ruderman 2021-07-14 20:56:46 -07:00
parent bfe81feb2c
commit 36af5f186f

View File

@ -7,6 +7,7 @@
namespace hr {
bool doAutoplay;
eLand autoplayLand;
namespace prairie { extern long long enter; }
@ -144,7 +145,7 @@ void autoplay(int num_moves = 1000000000) {
} else if (croll == 29) {
printf("Place fun walls\n");
forCellEx(cz, cwt.at)
if (!cz->wall)
if (!cz->wall && !cz->monst)
cz->wall = pick(waExplosiveBarrel, waBigStatue, waThumperOff, waBonfireOff, waCloud, waMirror);
} else if (croll == 30) {
cell *ct = dcal[hrand(isize(dcal))];
@ -164,8 +165,57 @@ void autoplay(int num_moves = 1000000000) {
printf("Spam some slime\n");
ct->item = itNone;
ct->wall = hrand(2) ? waFloorA : waFloorB;
ct->monst = hrand(2) ? moSlime : moNone;
switch(hrand(4)) {
case 0: ct->monst = moSlime; break;
case 1: ct->item = itGreenStone; break;
default: ;
}
}
} else if (croll == 37) {
cell *ct = dcal[hrand(isize(dcal))];
if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
ct->monst = pick(moRagingBull, moTroll, moAcidBird, moMiner, moReptile, moVineBeast, moBug0, moBug1);
printf("Spam a monster: %s\n", minf[ct->monst].name);
}
// todo: dice
} else if (croll == 38) {
forCellEx(cz, cwt.at) {
if (cz->monst == moPrincessArmed) {
printf("Disarming a princess\n");
cz->monst = moPrincess;
}
}
} else if (croll == 39) {
//forCellEx(cz, cwt.at) {
// if (!cz->monst) {
// printf("Summoning an unarmed princess incorrectly\n");
// cz->monst = moPrincess;
// break;
// }
//}
} else if (croll == 40) {
//forCellEx(cz, cwt.at) {
// if (!cz->monst) {
// printf("Summoning an armed princess incorrectly\n");
// cz->monst = moPrincessArmed;
// break;
// }
//}
} else if (croll == 41) {
cell *ct = dcal[hrand(isize(dcal))];
if (among(ct->wall, waNone, waVinePlant, waFloorA, waFloorB, waTrapdoor, waChasm, waBigStatue)) {
// Set wparam on a cell where it shouldn't matter, so that if this wall is later converted
// to a walltype that does care by some code that assumes wparam was 0,
// we can find out if that causes bugs.
printf("Randomizing wparam on %s at %p\n", winf[ct->wall].name, (void *)ct);
ct->wparam = (unsigned char) hrand(256);
}
} else if (croll == 42) {
vid.wallmode = hrand(7);
printf("Set vid.wallmode to %d: %s\n", vid.wallmode, wdmodes[vid.wallmode]);
} else if (croll == 43) {
vid.monmode = hrand(4);
printf("Set vid.monmode to %d: %s\n", vid.monmode, mdmodes[vid.monmode]);
}
// don't show warning dialogs
@ -228,8 +278,7 @@ void autoplay(int num_moves = 1000000000) {
printf("RESET\n");
gcount = 0;
cellcount = 0;
activateSafety(laCrossroads);
// landlist[hrand(isize(landlist))]);
activateSafety(autoplayLand ? autoplayLand : landlist[hrand(isize(landlist))]);
if (cellcount < 0) {
//printf("How did cellcount become negative?\n");
cellcount = 1;
@ -255,7 +304,7 @@ void autoplay(int num_moves = 1000000000) {
for(int i=0; i<isize(dcal); i++) {
cell *c = dcal[i];
if(c->land == laCamelot && celldistAltRelative(c) == 0 && c->wall != waRoundTable) {
printf("The round table of camelot has been breached!\n");
printf("The round table of camelot is interrupted by a cell of %s\n", winf[c->wall].name);
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
@ -266,6 +315,9 @@ void autoplay(int num_moves = 1000000000) {
if(cwt.at->monst && !isMultitile(cwt.at->monst)) {
printf("on a non-multitile monster: %s\n", minf[cwt.at->monst].name);
}
else if(isDie(cwt.at->wall)) {
printf("on a wall-type die: %s\n", winf[cwt.at->wall].name);
}
for(int i=0; i<isize(dcal); i++) {
cell *c = dcal[i];
@ -284,6 +336,29 @@ void autoplay(int num_moves = 1000000000) {
canmove = true;
doAutoplay = false;
}
if(isPrincess(c->monst) && princess::getPrincessInfo(c) == nullptr) {
printf("missing princess info\n");
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
}
if(dice::on(c)) {
if(dice::data.count(c) == 0) {
c->item = itBuggy;
printf("missing dice::data[%p]\n", (void *)c);
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
}
else if(!dice::data[c].which) {
// we might get here instead if someone already tried to do data[c], which creates a new element out of nothing
c->item = itBuggy;
printf("missing dice::data[%p].which\n", (void *)c);
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
}
}
}
if(buggyGeneration || isize(buggycells)) {
@ -303,6 +378,13 @@ int readArgs() {
using namespace arg;
if(0) ;
else if(argis("-autoplayW")) {
// Start in this land and reset to this land
PHASE(3);
shift();
autoplayLand = readland(args());
activateSafety(autoplayLand);
}
else if(argis("-autoplay")) {
PHASE(3);
autoplay();