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https://github.com/zenorogue/hyperrogue.git
synced 2025-09-01 10:17:56 +00:00
improved the checkmove.cpp, also works for golems now
This commit is contained in:
183
checkmove.cpp
183
checkmove.cpp
@@ -39,28 +39,47 @@ EX bool hasSafeOrb(cell *c) {
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}
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#if HDR
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struct stalemate1 {
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eMonster who;
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cell *moveto;
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cell *pushto;
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cell *comefrom;
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struct player_move_info {
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movei mi;
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cell *swordlast[2], *swordtransit[2], *swordnext[2];
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stalemate1(eMonster w, cell *mt, cell *pt, cell *cf) : who(w), moveto(mt), pushto(pt), comefrom(cf) {}
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player_move_info(movei mi);
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};
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#endif
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EX vector<player_move_info> pmi;
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EX vector<cell*> pushes;
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player_move_info::player_move_info(movei _mi) : mi(_mi) {
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for(int b=0; b<2; b++) swordlast[b] = sword::pos(multi::cpid, b);
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dynamicval<sword::sworddir> x7(sword::dir[multi::cpid], sword::shift(mi, sword::dir[multi::cpid]));
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for(int b=0; b<2; b++) {
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swordnext[b] = sword::pos(multi::cpid, b);
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swordtransit[b] = NULL;
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if(swordnext[b] && swordnext[b] != swordlast[b] && !isNeighbor(swordlast[b], swordnext[b])) {
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forCellEx(c2, swordnext[b])
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if(c2 != mi.t && c2 != mi.s && isNeighbor(c2, S3==3 ? swordlast[b] : mi.t))
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swordtransit[b] = c2;
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if(S3 == 4)
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forCellEx(c2, mi.s)
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if(c2 != mi.s && isNeighbor(c2, swordlast[b]))
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swordtransit[b] = c2;
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}
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}
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}
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EX bool krakensafe(cell *c) {
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return items[itOrbFish] || items[itOrbAether] ||
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(c->item == itOrbFish && c->wall == waBoat) ||
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(c->item == itOrbAether && c->wall == waBoat);
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}
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EX bool monstersnear(stalemate1& sm) {
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EX bool monstersnear(cell *c, eMonster who) {
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cell *c = sm.moveto;
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bool eaten = false;
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if(hardcore && sm.who == moPlayer) return false;
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if(hardcore && who == moPlayer) return false;
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int res = 0;
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bool fast = false;
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@@ -76,9 +95,9 @@ EX bool monstersnear(stalemate1& sm) {
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who_kills_me = moCrusher; res++;
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}
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if(sm.who == moPlayer || items[itOrbEmpathy]) {
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if(who == moPlayer || items[itOrbEmpathy]) {
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fast = (items[itOrbSpeed] && (items[itOrbSpeed] & 1));
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if(sm.who == moPlayer && sm.moveto->item == itOrbSpeed && !items[itOrbSpeed]) fast = true;
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if(who == moPlayer && c->item == itOrbSpeed && !items[itOrbSpeed]) fast = true;
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}
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if(havewhat&HF_OUTLAW) {
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@@ -103,7 +122,7 @@ EX bool monstersnear(stalemate1& sm) {
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if(!logical_adjacent(c3, c3->monst, c2) || !logical_adjacent(c2, c3->monst, c) || (c3->monst == moWitchSpeed && c2->land != laPower))
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continue;
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if(elec::affected(c3)) continue;
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if(c3->stuntime > (sm.who == moPlayer ? 0 : 1)) continue;
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if(c3->stuntime > (who == moPlayer ? 0 : 1)) continue;
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// speedwitches can only attack not-fastened monsters,
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// others can only attack if the move is not fastened
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if(c3->monst == moWitchSpeed && items[itOrbSpeed]) continue;
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@@ -120,19 +139,19 @@ EX bool monstersnear(stalemate1& sm) {
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// consider normal monsters
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if(c2 &&
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isArmedEnemy(c2, sm.who) &&
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(c2->monst != moLancer || isUnarmed(sm.who) || !logical_adjacent(c, sm.who, c2))) {
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isArmedEnemy(c2, who) &&
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(c2->monst != moLancer || isUnarmed(who) || !logical_adjacent(c, who, c2))) {
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eMonster m = c2->monst;
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if(elec::affected(c2)) continue;
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if(fast && c2->monst != moWitchSpeed) continue;
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// Krakens just destroy boats
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if(c2->monst == moKrakenT && onboat(sm)) {
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if(c2->monst == moKrakenT && c->wall == waBoat) {
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if(krakensafe(c)) continue;
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else if(warningprotection(XLAT("This move appears dangerous -- are you sure?")) && res == 0) m = moWarning;
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else continue;
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}
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// they cannot attack through vines
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if(!canAttack(c2, c2->monst, c, sm.who, AF_NEXTTURN)) continue;
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if(!canAttack(c2, c2->monst, c, who, AF_NEXTTURN)) continue;
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if(c2->monst == moWorm || c2->monst == moTentacle || c2->monst == moHexSnake) {
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if(passable_for(c2->monst, c, c2, 0))
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eaten = true;
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@@ -142,18 +161,16 @@ EX bool monstersnear(stalemate1& sm) {
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}
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}
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if(sm.who == moPlayer && res && (markOrb2(itOrbShield) || markOrb2(itOrbShell)) && !eaten)
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if(who == moPlayer && res && (markOrb2(itOrbShield) || markOrb2(itOrbShell)) && !eaten)
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res = 0;
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if(sm.who == moPlayer && res && markOrb2(itOrbDomination) && c->monst)
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if(who == moPlayer && res && markOrb2(itOrbDomination) && c->monst)
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res = 0;
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return !!res;
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}
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EX bool monstersnear2();
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EX bool monstersnear2() {
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EX bool monstersnear_aux() {
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changes.value_set(passive_switch, (gold() & 1) ? moSwitch1 : moSwitch2);
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multi::cpid++;
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bool b = false;
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@@ -162,22 +179,33 @@ EX bool monstersnear2() {
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if(multi::cpid == multi::players || multi::players == 1 || multi::checkonly) {
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if(shmup::delayed_safety) return false;
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dynamicval<eMonster> sw(passive_switch, passive_switch);
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for(int i=0; i<isize(stalemate::moves); i++)
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for(int j=0; j<isize(stalemate::moves); j++) if(i != j) {
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if(swordConflict(stalemate::moves[i], stalemate::moves[j])) {
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for(int i=0; i<isize(pmi); i++)
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for(int j=0; j<isize(pmi); j++) if(i != j) {
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if(swordConflict(pmi[i], pmi[j])) {
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b = true;
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who_kills_me = moEnergySword;
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}
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if(multi::player[i].at == multi::player[j].at)
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if(pmi[i].mi.t == pmi[j].mi.t)
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{ b = true; who_kills_me = moFireball; }
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if(celldistance(multi::player[i].at, multi::player[j].at) > 8)
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if(celldistance(pmi[i].mi.t, pmi[j].mi.t) > 8)
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{ b = true; who_kills_me = moAirball; }
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}
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for(int i=0; !b && i<isize(stalemate::moves); i++)
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b = monstersnear(stalemate::moves[i]);
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for(auto& pushto: pushes)
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for(auto& mi: pmi)
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if(pushto == mi.mi.t) {
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b = true; who_kills_me = moTongue;
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}
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for(int i=0; i<isize(pushes); i++)
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for(int j=0; j<i; j++)
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if(pushes[i] == pushes[j]) {
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b = true; who_kills_me = moCrushball;
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}
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for(int i=0; !b && i<isize(pmi); i++)
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b = monstersnear(pmi[i].mi.t, moPlayer);
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}
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else b = !multimove();
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multi::cpid--;
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@@ -185,94 +213,17 @@ EX bool monstersnear2() {
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return b;
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}
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EX bool monstersnear(cell *c, eMonster who, cell *pushto, cell *comefrom) {
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if(peace::on) return 0; // you are safe
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stalemate1 sm(who, c, pushto, comefrom);
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if(who == moPlayer) for(int b=0; b<2; b++) sm.swordlast[b] = sword::pos(multi::cpid, b);
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cell *none = NULL;
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cell **wcw = &cwt.at;
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if(who != moPlayer) wcw = &none;
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else if(multi::players > 1) wcw = &multi::player[multi::cpid].at;
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dynamicval<cell*> x5(*wcw, c);
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dynamicval<bool> x6(stalemate::nextturn, true);
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dynamicval<sword::sworddir> x7(sword::dir[multi::cpid],
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who == moPlayer ? sword::shift(comefrom, c, sword::dir[multi::cpid]) :
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sword::dir[multi::cpid]);
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for(int b=0; b<2; b++) {
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if(who == moPlayer) {
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sm.swordnext[b] = sword::pos(multi::cpid, b);
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sm.swordtransit[b] = NULL;
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if(sm.swordnext[b] && sm.swordnext[b] != sm.swordlast[b] && !isNeighbor(sm.swordlast[b], sm.swordnext[b])) {
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forCellEx(c2, sm.swordnext[b])
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if(c2 != c && c2 != comefrom && isNeighbor(c2, S3==3 ? sm.swordlast[b] : *wcw))
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sm.swordtransit[b] = c2;
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if(S3 == 4)
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forCellEx(c2, c)
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if(c2 != comefrom && isNeighbor(c2, sm.swordlast[b]))
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sm.swordtransit[b] = c2;
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}
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}
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else {
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sm.swordnext[b] = sm.swordtransit[b] = NULL;
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}
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}
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stalemate::moves.push_back(sm);
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// dynamicval<eMonster> x7(stalemate::who, who);
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bool b;
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if(who == moPlayer && c->wall == waBigStatue) {
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eWall w = comefrom->wall;
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c->wall = waNone;
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if(doesnotFall(comefrom)) comefrom->wall = waBigStatue;
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b = monstersnear2();
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comefrom->wall = w;
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c->wall = waBigStatue;
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}
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else if(who == moPlayer && isPushable(c->wall)) {
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eWall w = c->wall;
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c->wall = waNone;
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b = monstersnear2();
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c->wall = w;
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}
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else {
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b = monstersnear2();
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}
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stalemate::moves.pop_back();
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/** like monstersnear but add the potential moves of other players into account */
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EX bool monstersnear_add_pmi(player_move_info pmi0) {
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pmi.push_back(pmi0);
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bool b = monstersnear_aux();
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pmi.pop_back();
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return b;
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}
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EX namespace stalemate {
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EX vector<stalemate1> moves;
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EX bool nextturn;
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EX bool isMoveto(cell *c) {
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for(int i=0; i<isize(moves); i++) if(moves[i].moveto == c) return true;
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return false;
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}
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EX bool isPushto(cell *c) {
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for(int i=0; i<isize(moves); i++) if(moves[i].pushto == c) return true;
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return false;
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}
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EX }
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EX bool onboat(stalemate1& sm) {
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cell *c = sm.moveto;
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cell *cf = sm.comefrom;
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return (c->wall == waBoat) || (cf->wall == waBoat && c->wall == waSea);
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}
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EX bool multimove() {
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if(multi::cpid == 0) lastkills = tkills();
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if(!multi::playerActive(multi::cpid)) return !monstersnear2();
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if(!multi::playerActive(multi::cpid)) return !monstersnear_aux();
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cellwalker bcwt = cwt;
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cwt = multi::player[multi::cpid];
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bool b = movepcto(multi::whereto[multi::cpid]);
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@@ -293,11 +244,11 @@ EX namespace multi {
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EX bool aftermove;
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EX }
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EX bool swordConflict(const stalemate1& sm1, const stalemate1& sm2) {
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EX bool swordConflict(const player_move_info& sm1, const player_move_info& sm2) {
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if(items[itOrbSword] || items[itOrbSword2])
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for(int b=0; b<2; b++)
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if(sm1.comefrom == sm2.swordlast[b] || sm1.comefrom == sm2.swordtransit[b] || sm1.comefrom == sm2.swordnext[b])
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if(sm1.moveto == sm2.swordlast[b] || sm1.moveto == sm2.swordtransit[b] || sm1.moveto == sm2.swordnext[b])
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if(sm1.mi.s == sm2.swordlast[b] || sm1.mi.s == sm2.swordtransit[b] || sm1.mi.s == sm2.swordnext[b])
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if(sm1.mi.t == sm2.swordlast[b] || sm1.mi.t == sm2.swordtransit[b] || sm1.mi.t == sm2.swordnext[b])
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return true;
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return false;
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}
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