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Elemental Planes work in weirdgeometries with simplified walls. Improved validity reports.
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@ -1043,6 +1043,9 @@ void buildBigStuff(cell *c, cell *from) {
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buildBarrierNowall(c, getNewLand(c->land));
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}
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else if(weirdhyperbolic && specialland == laElementalWall && hrand(I10000) < 1000 && gp_wall_test())
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buildBarrierNowall(c, getNewLand(c->land));
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else if(weirdhyperbolic) ; // non-Nowall barriers not implemented yet in weird hyperbolic
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else if(c->land == laCrossroads2 && !nonbitrunc)
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22
landlock.cpp
22
landlock.cpp
@ -659,7 +659,7 @@ bool rlyehComplete() {
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}
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bool lchance(eLand l) {
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if(tactic::on || yendor::on) return true;
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if(tactic::on || yendor::on || ((geometry || gp::on) && specialland == laElementalWall)) return true;
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if(chaosmode) return hrand(100) < 25;
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return hrand(100) >= 40 * kills[elementalOf(l)] / (elementalKills()+1);
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}
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@ -1039,7 +1039,7 @@ namespace lv {
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land_validity_t special_chaos = { 2, q2, "Special construction in the Chaos mode." };
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land_validity_t special_euclidean = { 2, q2, "Special construction in the Euclidean mode." };
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land_validity_t special_geo = { 2, q2, "Special construction in this geometry." };
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land_validity_t special_geo3 = { 2, q2, "Special construction in this geometry." };
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land_validity_t special_geo3 = { 3, q2, "Special construction in this geometry." };
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land_validity_t not_implemented = {0, q0, "Not implemented."};
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land_validity_t partially_implemented = {1, q1, "Partially implemented."};
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land_validity_t ok = {2, q2 &~ lv::display_in_help, "No comments."};
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@ -1047,7 +1047,7 @@ namespace lv {
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land_validity_t technical = {0, q0, "Technical."};
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land_validity_t full_game = {3, q3, "Full game."};
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land_validity_t inaccurate = {1, q1, "Somewhat inaccurate."};
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land_validity_t great_walls_missing = {1, q1, "Mercury rivers missing."};
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land_validity_t great_walls_missing = {1, q1, "Mercury rivers not implemented (or could not work) in this geometry."};
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land_validity_t pattern_compatibility = {3, q3, "Patterns compatible."};
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land_validity_t specially_designed = {3, q3, "This land is specially designed for this geometry."};
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land_validity_t needs_threecolor = {0, q0, "Three-colorability required."};
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@ -1061,6 +1061,8 @@ namespace lv {
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land_validity_t some1 = {1, q1, "This land does not work well in the current settings. Reason not available."};
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land_validity_t known_buggy = {1, q1, "This combination is known to be buggy at the moment."};
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land_validity_t sloppy_pattern = {1, q1, "Somewhat sloppy pattern."};
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land_validity_t no_fractal_landscapes = {1, q1, "Fractal landscapes not implemented in this geometry."};
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land_validity_t simplified_walls = { 1, q1, "Only simplified walls implemented."};
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}
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// check if the given land should appear in lists
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@ -1078,10 +1080,10 @@ land_validity_t& land_validity(eLand l) {
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// not good in Field quotient
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if(quotient == 2)
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return no_great_walls;
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else
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if(quotient == 1)
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return special_geo3;
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if(weirdhyperbolic)
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return no_great_walls;
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return simplified_walls;
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// works nice on a big non-tetrahedron-based sphere
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if(sphere && S3 != 3 && gp::on)
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return special_geo3;
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@ -1237,7 +1239,7 @@ land_validity_t& land_validity(eLand l) {
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return no_game;
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// Dragon Chasm requires unbounded space [partial]
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if(l == laDragon && bounded)
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if(l == laDragon && smallbounded)
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return unbounded_only;
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// Graveyard pattern does not work on non-bitrunc weird geometries
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@ -1268,17 +1270,17 @@ land_validity_t& land_validity(eLand l) {
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if(l == laWineyard && (gp::on || sphere))
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return pattern_not_implemented_random;
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if(l == laDragon && !stdeuc)
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return not_implemented;
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if(l == laTrollheim && quotient == 2)
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return not_enough_space;
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if(l == laTrollheim && !stdeuc && !bounded)
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return some1;
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if(l == laReptile && (!stdeuc || nonbitrunc || gp::on || quotient == 2))
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if(l == laReptile && (a38 || a4 || sphere || nonbitrunc || gp::on || quotient == 2))
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return bad_graphics;
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if((l == laDragon || l == laReptile) && !stdeuc && !smallbounded)
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return no_fractal_landscapes;
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if(l == laCrossroads && smallsphere)
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return not_enough_space;
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