mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-19 19:54:47 +00:00
Merge branch 'master' of https://github.com/zenorogue/hyperrogue
This commit is contained in:
commit
8da22c4ba9
@ -527,7 +527,7 @@ EX void killMonster(cell *c, eMonster who, flagtype deathflags IS(0)) {
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princess::reviveAt = gold(NO_LOVE) + 20;
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}
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}
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if(princess::challenge) showMissionScreen();
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if(princess::challenge) changes.at_commit([] { showMissionScreen(); });
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}
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}
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|
10
complex2.cpp
10
complex2.cpp
@ -911,6 +911,7 @@ EX namespace dice {
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int faces;
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int facesides;
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int order;
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int highest_hardness;
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die_structure(int ord, const vector<vector<int>>& v) {
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sides = v;
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spins = sides;
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@ -933,6 +934,9 @@ EX namespace dice {
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for(int i=0; i<faces; i++)
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for(int j: sides[i])
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hardness[i] = min(hardness[i], hardness[j]+1);
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highest_hardness = 0;
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for(int i=0; i<faces; i++)
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highest_hardness = max(highest_hardness, hardness[i]);
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}
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};
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@ -1201,7 +1205,11 @@ EX namespace dice {
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visit(c, dd, V);
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for(int i=0; i<isize(data); i++) {
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auto dat = data[i];
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queuestr(fpp ? dat.V * zpush(cgi.FLOOR) : dat.V, .5, its(dat.dd.val+1), 0xFF8000FF);
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int wa = dw->hardness[dat.dd.val];
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int wb = dw->highest_hardness;
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unsigned int red = ((wa * 0x00) + ((wb-wa) * 0xff)) / wb;
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color_t col = 0xFF0000FF + (red << 16);
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queuestr(fpp ? dat.V * zpush(cgi.FLOOR) : dat.V, .5, its(dat.dd.val+1), col);
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if(i <= 22)
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forCellIdEx(c2, id, dat.c) if(can_roll(si, dat.dd.dir, movei(dat.c, id)) && !visited.count(c2)) {
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auto re = roll_effect(movei(dat.c, id), dat.dd);
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|
@ -9,7 +9,7 @@ namespace hr {
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bool doAutoplay;
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eLand autoplayLand;
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namespace prairie { extern long long enter; }
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namespace prairie { extern cell *enter; }
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bool sameland(eLand ll, eLand ln) {
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if(ln == laBarrier || ln == laOceanWall)
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@ -20,6 +20,111 @@ bool sameland(eLand ll, eLand ln) {
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return false;
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}
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void randomCheat() {
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int croll = hrand(50);
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if (croll < 25) {
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eItem b = (eItem) hrand(ittypes);
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printf("Gain item: %s\n", iinf[b].name);
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items[b] = (1 << hrand(11)) - 1;
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items[itOrbYendor] &= 15;
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reduceOrbPowers(); // in particlar, cancel out slaying+weakness, since the combination may confuse shadow
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} else if (croll == 25) {
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printf("Gain kills\n");
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kills[hrand(motypes)] = (1 << hrand(11)) - 1;
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} else if (croll == 26) {
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printf("Princess soon\n");
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princess::saved = true;
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princess::everSaved = true;
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items[itSavedPrincess]++;
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items[itOrbLove] = 1;
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items[itOrbTime] = 0;
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} else if (croll == 27) {
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printf("Gain allies\n");
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forCellEx(cz, cwt.at)
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if (!cz->monst)
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cz->monst = pick(moMouse, moFriendlyGhost, moGolem, moTameBomberbird, moKnight);
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} else if (croll == 28) {
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printf("Place orbs with pickup effects\n");
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forCellEx(cz, cwt.at)
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if (!cz->item)
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cz->item = pick(itOrbLife, itOrbFriend, itOrbSpeed, itOrbShield, itOrbChaos, itOrbPurity);
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} else if (croll == 29) {
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printf("Place fun walls\n");
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forCellEx(cz, cwt.at)
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if (!cz->wall && !cz->monst)
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cz->wall = pick(waExplosiveBarrel, waBigStatue, waThumperOff, waBonfireOff, waCloud, waMirror);
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} else if (croll == 30) {
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cell *ct = dcal[hrand(isize(dcal))];
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if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
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eWall hazard = pick(waRose, waFireTrap, waMineMine, waTrapdoor, waChasm, waCavewall);
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printf("Spam a hazard: %s\n", winf[hazard].name);
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ct->wall = hazard;
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}
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} else if (croll == 31 && !memory_saving_mode) {
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//printf("Saving memory\n");
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//memory_saving_mode = true;
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//save_memory();
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//memory_saving_mode = false;
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} else if (croll == 33) {
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cell *ct = dcal[hrand(isize(dcal))];
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if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
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printf("Spam some slime\n");
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ct->item = itNone;
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ct->wall = hrand(2) ? waFloorA : waFloorB;
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switch(hrand(4)) {
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case 0: ct->monst = moSlime; break;
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case 1: ct->item = itGreenStone; break;
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default: ;
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}
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}
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} else if (croll == 37) {
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cell *ct = dcal[hrand(isize(dcal))];
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if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
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ct->monst = pick(moRagingBull, moTroll, moAcidBird, moMiner, moReptile, moVineBeast, moBug0, moBug1);
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printf("Spam a monster: %s\n", minf[ct->monst].name);
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}
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// todo: dice
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} else if (croll == 38) {
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forCellEx(cz, cwt.at) {
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if (cz->monst == moPrincessArmed) {
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printf("Disarming a princess\n");
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cz->monst = moPrincess;
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}
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}
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} else if (croll == 39) {
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//forCellEx(cz, cwt.at) {
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// if (!cz->monst) {
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// printf("Summoning an unarmed princess incorrectly\n");
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// cz->monst = moPrincess;
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// break;
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// }
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//}
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} else if (croll == 40) {
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//forCellEx(cz, cwt.at) {
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// if (!cz->monst) {
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// printf("Summoning an armed princess incorrectly\n");
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// cz->monst = moPrincessArmed;
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// break;
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// }
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//}
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} else if (croll == 41) {
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cell *ct = dcal[hrand(isize(dcal))];
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if (among(ct->wall, waNone, waVinePlant, waFloorA, waFloorB, waTrapdoor, waChasm, waBigStatue)) {
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// Set wparam on a cell where it shouldn't matter, so that if this wall is later converted
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// to a walltype that does care by some code that assumes wparam was 0,
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// we can find out if that causes bugs.
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printf("Randomizing wparam on %s at %p\n", winf[ct->wall].name, (void *)ct);
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ct->wparam = (unsigned char) hrand(256);
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}
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} else if (croll == 42) {
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vid.wallmode = hrand(7);
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printf("Set vid.wallmode to %d: %s\n", vid.wallmode, wdmodes[vid.wallmode]);
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} else if (croll == 43) {
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vid.monmode = hrand(4);
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printf("Set vid.monmode to %d: %s\n", vid.monmode, mdmodes[vid.monmode]);
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}
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}
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cell *cellToTarget() {
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if (isCrossroads(cwt.at->land)) {
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for (cell *c: dcal) {
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@ -50,6 +155,175 @@ cell *cellToTarget() {
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return dcal[hrand(isize(dcal))];
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}
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void randomMove()
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{
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// don't show warning dialogs
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items[itWarning] = 1;
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int roll = hrand(50);
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if (roll == 0) {
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// drop dead orb
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bool res = movepcto(MD_DROP, 1);
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printf("DROP: %d\n", res);
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} else if (roll < 5) {
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// skip turn
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bool res = movepcto(MD_WAIT, 1);
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printf("WAIT: %d\n", res);
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} else if (roll < 42) {
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// move to or attack a neighbor cell
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int i = hrand(cwt.at->type);
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cell *c2 = cwt.at->move(i);
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cwt.spin = 0;
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int d = neighborId(cwt.at, c2);
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if (d >= 0) {
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int subdir = (roll%2==0)?1:-1;
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string c2info = dnameof(c2->wall) + "; " + dnameof(c2->monst) + "; " + dnameof(c2->item);
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bool res = movepcto(d, subdir, false);
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printf("MOVE %d [%s] sub %d: %d\n", d, c2info.c_str(), subdir, res);
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if (!res && c2->monst) {
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printf("clearing the monster (%s)\n", minf[c2->monst].name);
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killMonster(c2, moNone);
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}
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} else {
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printf("MOVE CONFUSED %d\n", d);
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}
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} else {
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// try to use a ranged orb
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cell *ct = cellToTarget();
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eItem ti = targetRangedOrb(ct, roMouseForce);
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const char *tm = (ti == eItem(-1)) ? "orb cannot be used (see message log)" : iinf[ti].name;
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printf("TARGET %p: %s\n", (void*)ct, tm);
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}
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}
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void noteUnusualSituations()
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{
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if(cwt.at->monst && !isMultitile(cwt.at->monst)) {
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// This is possible in multiple ways
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printf("on a non-multitile monster: %s\n", minf[cwt.at->monst].name);
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}
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else if(isDie(cwt.at->wall)) {
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// This is possible with aether + teleport
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printf("on a wall-type die: %s\n", winf[cwt.at->wall].name);
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}
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}
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bool isAnythingWrong()
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{
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uintptr_t ienter = (uintptr_t) prairie::enter;
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if(ienter && ienter < 100000) {
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printf("ERROR: prairie::enter has incorrect value\n");
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return true;
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}
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if(buggyGeneration || isize(buggycells)) {
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println(hlog, "ERROR: buggy generation");
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return true;
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}
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if(isIcyLand(cwt.at)) {
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float heat = HEAT(cwt.at);
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// Checking for extreme values as well as NaNs and infinities
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if (!(-1e10 < heat && heat < 1e10)) {
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printf("ERROR: Heat is out of expected range\n");
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return true;
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}
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}
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if (cwt.at->land == laCamelot) {
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for(int i=0; i<isize(dcal); i++) {
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cell *c = dcal[i];
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if(c->land == laCamelot && celldistAltRelative(c) == 0 && c->wall != waRoundTable) {
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printf("ERROR: The round table of camelot is interrupted by a cell of %s\n", winf[c->wall].name);
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return true;
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}
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}
|
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}
|
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|
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for(int i=0; i<isize(dcal); i++) {
|
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cell *c = dcal[i];
|
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(void)isChild(c, NULL);
|
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if(childbug) return true;
|
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if(c->land == laNone) {
|
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printf("ERROR: no-land found\n");
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return true;
|
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}
|
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if(c->item == itBuggy || c->item == itBuggy2) {
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printf("ERROR: buggy item found\n");
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return true;
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}
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if(!euclid && isPrincess(c->monst) && princess::getPrincessInfo(c) == nullptr) {
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printf("ERROR: missing princess info\n");
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return true;
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}
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if(dice::on(c)) {
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if(dice::data.count(c) == 0) {
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c->item = itBuggy;
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printf("ERROR: missing dice::data[%p]\n", (void *)c);
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return true;
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}
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else if(!dice::data[c].which) {
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// we might get here instead if someone already tried to do data[c], which creates a new element out of nothing
|
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c->item = itBuggy;
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printf("ERROR: missing dice::data[%p].which\n", (void *)c);
|
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return true;
|
||||
}
|
||||
}
|
||||
}
|
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|
||||
return false;
|
||||
}
|
||||
|
||||
void stopIfBug()
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||||
{
|
||||
if(isAnythingWrong()) {
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if(noGUI) {
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exit(1);
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}
|
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else {
|
||||
kills[moPlayer] = 0;
|
||||
canmove = true;
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doAutoplay = false;
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}
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}
|
||||
}
|
||||
|
||||
void showAutoplayStats()
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{
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printf("cells travelled: %d\n", celldist(cwt.at));
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|
||||
printf("\n");
|
||||
|
||||
for(int i=0; i<ittypes; i++) if(items[i])
|
||||
printf("%4dx %s\n", items[i], iinf[i].name);
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|
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printf("\n");
|
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|
||||
for(int i=1; i<motypes; i++) if(kills[i])
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printf("%4dx %s <%d>\n", kills[i], minf[i].name, i);
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||||
|
||||
printf("\n\n\n");
|
||||
}
|
||||
|
||||
void resetIfNeeded(int *gcount)
|
||||
{
|
||||
if(hrand(5000) == 0 || (isGravityLand(cwt.at->land) && coastvalEdge(cwt.at) >= 100) || *gcount > 2000 || cellcount >= 20000000) {
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||||
printf("RESET\n");
|
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*gcount = 0;
|
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cellcount = 0;
|
||||
activateSafety(autoplayLand ? autoplayLand : landlist[hrand(isize(landlist))]);
|
||||
if (cellcount < 0) {
|
||||
//printf("How did cellcount become negative?\n");
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cellcount = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if(cwt.at->land == laWestWall && cwt.at->landparam >= 30) {
|
||||
printf("Safety generated\n");
|
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forCellEx(c2, cwt.at) c2->item = itOrbSafety;
|
||||
}
|
||||
}
|
||||
|
||||
/* auto a3 = addHook(hooks_nextland, 100, [] (eLand l) {
|
||||
eLand l2;
|
||||
do { l2 = pick(laRuins, laTerracotta, laPrairie); } while(l2 == l);
|
||||
@ -77,13 +351,7 @@ void autoplay(int num_moves = 1000000000) {
|
||||
int lastdraw = 0;
|
||||
#endif
|
||||
while(doAutoplay) {
|
||||
|
||||
long long ienter = (long long) prairie::enter;
|
||||
if(ienter && ienter < 100000) {
|
||||
printf("ERROR: enter has incorrect value\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
|
||||
if(gold() > lastgold) {
|
||||
lastgold = gold();
|
||||
gcount = 0;
|
||||
@ -114,261 +382,12 @@ void autoplay(int num_moves = 1000000000) {
|
||||
else if(lcount < 50 && c2->item && c2->item != itOrbSafety) break;
|
||||
} */
|
||||
|
||||
// Use a random cheat
|
||||
int croll = hrand(50);
|
||||
if (croll < 25) {
|
||||
eItem b = (eItem) hrand(ittypes);
|
||||
printf("Gain item: %s\n", iinf[b].name);
|
||||
items[b] = (1 << hrand(11)) - 1;
|
||||
items[itOrbYendor] &= 15;
|
||||
reduceOrbPowers(); // in particlar, cancel out slaying+weakness, since the combination may confuse shadow
|
||||
} else if (croll == 25) {
|
||||
printf("Gain kills\n");
|
||||
kills[hrand(motypes)] = (1 << hrand(11)) - 1;
|
||||
} else if (croll == 26) {
|
||||
printf("Princess soon\n");
|
||||
princess::saved = true;
|
||||
princess::everSaved = true;
|
||||
items[itSavedPrincess]++;
|
||||
items[itOrbLove] = 1;
|
||||
items[itOrbTime] = 0;
|
||||
} else if (croll == 27) {
|
||||
printf("Gain allies\n");
|
||||
forCellEx(cz, cwt.at)
|
||||
if (!cz->monst)
|
||||
cz->monst = pick(moMouse, moFriendlyGhost, moGolem, moTameBomberbird, moKnight);
|
||||
} else if (croll == 28) {
|
||||
printf("Place orbs with pickup effects\n");
|
||||
forCellEx(cz, cwt.at)
|
||||
if (!cz->item)
|
||||
cz->item = pick(itOrbLife, itOrbFriend, itOrbSpeed, itOrbShield, itOrbChaos, itOrbPurity);
|
||||
} else if (croll == 29) {
|
||||
printf("Place fun walls\n");
|
||||
forCellEx(cz, cwt.at)
|
||||
if (!cz->wall && !cz->monst)
|
||||
cz->wall = pick(waExplosiveBarrel, waBigStatue, waThumperOff, waBonfireOff, waCloud, waMirror);
|
||||
} else if (croll == 30) {
|
||||
cell *ct = dcal[hrand(isize(dcal))];
|
||||
if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
|
||||
eWall hazard = pick(waRose, waFireTrap, waMineMine, waTrapdoor, waChasm, waCavewall);
|
||||
printf("Spam a hazard: %s\n", winf[hazard].name);
|
||||
ct->wall = hazard;
|
||||
}
|
||||
} else if (croll == 31 && !memory_saving_mode) {
|
||||
//printf("Saving memory\n");
|
||||
//memory_saving_mode = true;
|
||||
//save_memory();
|
||||
//memory_saving_mode = false;
|
||||
} else if (croll == 33) {
|
||||
cell *ct = dcal[hrand(isize(dcal))];
|
||||
if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
|
||||
printf("Spam some slime\n");
|
||||
ct->item = itNone;
|
||||
ct->wall = hrand(2) ? waFloorA : waFloorB;
|
||||
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
|
||||
items[itWarning] = 1;
|
||||
|
||||
// Make a random move
|
||||
int roll = hrand(50);
|
||||
if (roll == 0) {
|
||||
// drop dead orb
|
||||
bool res = movepcto(MD_DROP, 1);
|
||||
printf("DROP: %d\n", res);
|
||||
} else if (roll < 5) {
|
||||
// skip turn
|
||||
bool res = movepcto(MD_WAIT, 1);
|
||||
printf("WAIT: %d\n", res);
|
||||
} else if (roll < 42) {
|
||||
// move to or attack a neighbor cell
|
||||
int i = hrand(cwt.at->type);
|
||||
cell *c2 = cwt.at->move(i);
|
||||
cwt.spin = 0;
|
||||
int d = neighborId(cwt.at, c2);
|
||||
if (d >= 0) {
|
||||
int subdir = (roll%2==0)?1:-1;
|
||||
string c2info = dnameof(c2->wall) + "; " + dnameof(c2->monst) + "; " + dnameof(c2->item);
|
||||
bool res = movepcto(d, subdir, false);
|
||||
printf("MOVE %d [%s] sub %d: %d\n", d, c2info.c_str(), subdir, res);
|
||||
if (!res && c2->monst) {
|
||||
printf("clearing the monster (%s)\n", minf[c2->monst].name);
|
||||
killMonster(c2, moNone);
|
||||
}
|
||||
} else {
|
||||
printf("MOVE CONFUSED %d\n", d);
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
// try to use a ranged orb
|
||||
cell *ct = cellToTarget();
|
||||
eItem ti = targetRangedOrb(ct, roMouseForce);
|
||||
const char *tm = (ti == eItem(-1)) ? "orb cannot be used (see message log)" : iinf[ti].name;
|
||||
printf("TARGET %p: %s\n", (void*)ct, tm);
|
||||
}
|
||||
|
||||
if(false) if(turncount % 5000 == 0) {
|
||||
printf("cells travelled: %d\n", celldist(cwt.at));
|
||||
|
||||
printf("\n");
|
||||
|
||||
for(int i=0; i<ittypes; i++) if(items[i])
|
||||
printf("%4dx %s\n", items[i], iinf[i].name);
|
||||
|
||||
printf("\n");
|
||||
|
||||
for(int i=1; i<motypes; i++) if(kills[i])
|
||||
printf("%4dx %s <%d>\n", kills[i], minf[i].name, i);
|
||||
|
||||
printf("\n\n\n");
|
||||
}
|
||||
|
||||
if(hrand(5000) == 0 || (isGravityLand(cwt.at->land) && coastvalEdge(cwt.at) >= 100) || gcount > 2000 || cellcount >= 20000000) {
|
||||
printf("RESET\n");
|
||||
gcount = 0;
|
||||
cellcount = 0;
|
||||
activateSafety(autoplayLand ? autoplayLand : landlist[hrand(isize(landlist))]);
|
||||
if (cellcount < 0) {
|
||||
//printf("How did cellcount become negative?\n");
|
||||
cellcount = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if(cwt.at->land == laWestWall && cwt.at->landparam >= 30) {
|
||||
printf("Safety generated\n");
|
||||
forCellEx(c2, cwt.at) c2->item = itOrbSafety;
|
||||
}
|
||||
|
||||
if(isIcyLand(cwt.at)) {
|
||||
float heat = HEAT(cwt.at);
|
||||
// Checking for extreme values as well as NaNs and infinities
|
||||
if (!(-1e10 < heat && heat < 1e10)) {
|
||||
printf("Heat is out of expected range\n");
|
||||
canmove = true;
|
||||
doAutoplay = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (cwt.at->land == laCamelot) {
|
||||
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 is interrupted by a cell of %s\n", winf[c->wall].name);
|
||||
kills[moPlayer] = 0;
|
||||
canmove = true;
|
||||
doAutoplay = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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];
|
||||
if(isChild(c, NULL)) {
|
||||
}
|
||||
if(childbug) doAutoplay = false;
|
||||
if(c->land == laNone) {
|
||||
printf("no-land found\n");
|
||||
kills[moPlayer] = 0;
|
||||
canmove = true;
|
||||
doAutoplay = false;
|
||||
}
|
||||
if(c->item == itBuggy || c->item == itBuggy2) {
|
||||
printf("buggy item found\n");
|
||||
kills[moPlayer] = 0;
|
||||
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)) {
|
||||
if(noGUI) {
|
||||
printf("Fatal: buggy generation\n");
|
||||
exit(1);
|
||||
}
|
||||
println(hlog, "buggy generation");
|
||||
return;
|
||||
}
|
||||
randomCheat();
|
||||
randomMove();
|
||||
if(false) if(turncount % 5000 == 0) showAutoplayStats();
|
||||
resetIfNeeded(&gcount);
|
||||
noteUnusualSituations();
|
||||
stopIfBug();
|
||||
|
||||
if(turncount >= num_moves) return;
|
||||
}
|
||||
|
@ -678,8 +678,8 @@ S("Rangers take care of the magic mirrors in the Land of Mirrors. "
|
||||
"Strážci se starají o kouzelná zrcadla v Kraji zrcadel. Vědí, že lupiči "
|
||||
"jako ty rádi tato zrcadla rozbíjejí... a proto na tebe útočí!")
|
||||
|
||||
S("A nasty creature native to the Living Caves. They don't like you "
|
||||
"for some reason.",
|
||||
// TODO update translation
|
||||
S("A nasty creature that lives in caves. They don't like you for some reason.",
|
||||
"Hnusná potvora žijící v Živoucích jeskyních. Z nějakého důvodu "
|
||||
"tě nemají rády.")
|
||||
|
||||
|
@ -641,8 +641,8 @@ S("Rangers take care of the magic mirrors in the Land of Mirrors. "
|
||||
"Ranger beschützen die Zauberspiegel im Spiegelland. Sie wissen, dass Schurken wie du "
|
||||
"die Spiegel gerne zerbrechen - also greifen sie dich an!")
|
||||
|
||||
S("A nasty creature native to the Living Caves. They don't like you "
|
||||
"for some reason.",
|
||||
// TODO update translation
|
||||
S("A nasty creature that lives in caves. They don't like you for some reason.",
|
||||
"Ein grässliches Geschöpf, das in den Lebenden Höhlen haust. Irgendwie können diese Kreaturen dich nicht leiden.")
|
||||
|
||||
S("A tribe of men native to the Desert. They have even tamed the huge Sandworms, who won't attack them.",
|
||||
|
@ -654,8 +654,8 @@ S("Rangers take care of the magic mirrors in the Land of Mirrors. "
|
||||
"Strażnicy chronią lustra w Krainie Luster. Wiedzą, że złodzieje lubią "
|
||||
"rozbijać lustra... także spodziewaj się ataku!")
|
||||
|
||||
S("A nasty creature native to the Living Caves. They don't like you "
|
||||
"for some reason.",
|
||||
// TODO update translation
|
||||
S("A nasty creature that lives in caves. They don't like you for some reason.",
|
||||
"Brzydki stwór z Żywych Jaskiń. Jakoś Cię nie lubi.")
|
||||
|
||||
S("A tribe of men native to the Desert. They have even tamed the huge Sandworms, who won't attack them.",
|
||||
@ -8399,7 +8399,7 @@ N("shallow water", GEN_F, "płytka woda", "płytkie wody", "płytką wodę", "p
|
||||
S("Shallow water is passable both for land creatures and for water creatures.",
|
||||
"Przez płytką wodę mogą przejść i stworzenia lądowe, i wodne.")
|
||||
|
||||
N("shallow water", GEN_F, "głęboka woda", "głębokie wody", "głęboką wodę", "głęboką wodą")
|
||||
N("deep water", GEN_F, "głęboka woda", "głębokie wody", "głęboką wodę", "głęboką wodą")
|
||||
|
||||
S("This body of water is calm and beautiful, but too deep to pass.",
|
||||
"Ta woda jest spokojna i piękna, ale zbyt głęboka, by przez nią przejść.")
|
||||
@ -9408,3 +9408,5 @@ S(
|
||||
)
|
||||
|
||||
N("Palace Quest", GEN_O, "Misja w Pałacu", "Misje w Pałacu", "Misję w Pałacu", "na Misji w Pałacu")
|
||||
|
||||
N("Pike", GEN_F, "Szczupak", "Szczupaki", "Szczupaka", "Szczupakiem")
|
||||
|
@ -665,14 +665,14 @@ S(
|
||||
"Rangers take care of the magic mirrors in the Land of Mirrors. "
|
||||
"They know that rogues like to break these mirrors... so "
|
||||
"they will attack you!",
|
||||
|
||||
|
||||
"Strażnicy chronią lustra w Krainie Luster. Wiedzą, że złodzieje lubią "
|
||||
"rozbijać lustra... także spodziewaj się ataku!")
|
||||
|
||||
// TODO update translation
|
||||
S(
|
||||
"A nasty creature native to the Living Caves. They don't like you "
|
||||
"for some reason.",
|
||||
|
||||
"A nasty creature that lives in caves. They don't like you for some reason.",
|
||||
|
||||
"Brzydki stwór z Żywych Jaskiń."
|
||||
"Jakoś Cię nie lubi.")
|
||||
|
||||
|
@ -651,8 +651,8 @@ S("Rangers take care of the magic mirrors in the Land of Mirrors. "
|
||||
"Странники охраняют магические зеркала. Они знают, что эти "
|
||||
"разбойники хотят разбить их зеркала и тут же нападают на Вас!")
|
||||
|
||||
S("A nasty creature native to the Living Caves. They don't like you "
|
||||
"for some reason.",
|
||||
// TODO update translation
|
||||
S("A nasty creature that lives in caves. They don't like you for some reason.",
|
||||
"Противное существо из Живых пещер. По каким-то причинам не любит людей.")
|
||||
|
||||
S("A tribe of men native to the Desert. They have even tamed the huge Sandworms, who won't attack them.",
|
||||
@ -7325,6 +7325,43 @@ S("multiplayer", "режим нескольких игроков")
|
||||
// [PL:7811]
|
||||
S("Hint: these keys usually work during the game", "Подсказка: можно использовать эти клавиши во время игры")
|
||||
|
||||
// [PL:8390]
|
||||
N("Wetland", GEN_N, "Водно-болотное угодье", "Водно-болотные угодья", "Водно-болотное угодье", "в Водно-болотном угодье")
|
||||
|
||||
S("Some people have definitely drowned in this treacherous area. Better be careful!",
|
||||
"Некоторые люди несомненно утонули в этом опасном месте. Берегитесь!")
|
||||
|
||||
N("Water Lily", GEN_F, "Кувшинка", "Кувшинки", "Кувшинку", "Кувшинкой")
|
||||
S("A beautiful plant from the Wetland.", "Красивое растение из Водно-болотного угодья.")
|
||||
|
||||
N("shallow water", GEN_F, "неглубокая вода", "неглубокая вода", "неглубокую воду", "в неглубокой воде")
|
||||
S("Shallow water is passable both for land creatures and for water creatures.",
|
||||
"Эта вода проходима и для наземных существ, и для водных существ.")
|
||||
|
||||
N("deep water", GEN_F, "глубокая вода", "глубокая вода", "глубокую воду", "в глубокой воде")
|
||||
S("This body of water is calm and beautiful, but too deep to pass.",
|
||||
"Эта вода тиха и красива, но слишком глубока, чтобы через неё проходить.")
|
||||
|
||||
S("You remember anglers from your hometown showing the impressive pikes they have caught. This one is much larger.",
|
||||
"Вы помните, как рыбаки из Вашей родины показывали щук впечатляющих размеров, которых они ловили. "
|
||||
"А эта щука гораздо больше.")
|
||||
|
||||
N("Rusałka", GEN_F, "Русалка", "Русалки", "Русалку", "Русалкой")
|
||||
S("A malicious water being. When you kill her, she changes the tile you are standing on, from land to shallow water, or from shallow water to deep water.",
|
||||
"Злобное водное существо. Когда её убьёте, она превратит клетку на котором Вы стоите из суши в неглубокую воду, или из неглубокой воды в глубокую.")
|
||||
|
||||
N("Topielec", GEN_M, "Утопец", "Утопцы", "Утопца", "Утопцем")
|
||||
S("A malicious water being. When you kill him, he changes the tile you are standing on, from land to shallow water, or from shallow water to deep water.",
|
||||
"Злобное водное существо. Когда его убьёте, он превратит клетку на котором Вы стоите из суши в неглубокую воду, или из неглубокой воды в глубокую.")
|
||||
|
||||
Orb("Plague", "Заражения")
|
||||
S(
|
||||
"When you kill an enemy, adjacent enemies are also attacked, as long as they are further away from you than from the originally attacked enemy. "
|
||||
"These enemies may in turn infect further enemies, up to distance of at most 4 from you.",
|
||||
"Когда Вы убьёте врага, стоящие рядом враги тоже будут атакованы, если они находятся дальше от Вас, "
|
||||
"чем изначально атакованный. "
|
||||
"Эти враги, в своём очереди, заразят стоящих рядом них врагов, вплоть до 4 клетки от Вас.")
|
||||
|
||||
// [PL:8443]
|
||||
N("Frog Park", GEN_O, "Жабный парк", "Жабные парки", "Жабный парк", "в Жабном парке")
|
||||
|
||||
@ -7394,6 +7431,8 @@ S("highlight stuff", "подсветить вещи")
|
||||
|
||||
N("Palace Quest", GEN_O, "Дворцовый квест", "Дворцовые квесты", "Дворцовый квест", "в Дворцовом квесте")
|
||||
|
||||
N("Pike", GEN_F, "Щука", "Щуки", "Щуку", "Щукой")
|
||||
|
||||
// Note: the translation should be complete until the marked line.
|
||||
// The following are missing from the Polish translation:
|
||||
S("quick projection", "быстрая проекция")
|
||||
|
@ -608,8 +608,8 @@ S("Rangers take care of the magic mirrors in the Land of Mirrors. "
|
||||
"they will attack you!",
|
||||
"Seyyahların aynalarını kıracağını bildiklerinden sana saldıracaklar!")
|
||||
|
||||
S("A nasty creature native to the Living Caves. They don't like you "
|
||||
"for some reason.",
|
||||
// TODO update translation
|
||||
S("A nasty creature that lives in caves. They don't like you for some reason.",
|
||||
"Yaşayan Mağaralarda yaşayan iğrenç bir yaratık. Nedense seni hiç sevmiyor.")
|
||||
|
||||
S("A tribe of men native to the Desert. They have even tamed the huge Sandworms, who won't attack them.",
|
||||
|
@ -191,7 +191,7 @@ EX void initgame() {
|
||||
if((isGravityLand(firstland) && !isCyclic(firstland)) || (firstland == laOcean && !safety && !yendor::on))
|
||||
firstland = weirdhyperbolic ? laCrossroads4 : laCrossroads;
|
||||
|
||||
clear_euland(specialland);
|
||||
clear_euland(firstland);
|
||||
|
||||
cwt.at = currentmap->gamestart(); cwt.spin = 0; cwt.mirrored = false;
|
||||
cwt.at->land = firstland;
|
||||
|
Loading…
Reference in New Issue
Block a user