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isEquidLand flag
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@ -17,6 +17,12 @@ bool isGravityLand(eLand l) {
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l == laMountain || l == laDungeon;
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l == laMountain || l == laDungeon;
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}
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}
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bool isEquidLand(eLand l) {
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return
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l == laIvoryTower || l == laEndorian || l == laDungeon ||
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isHaunted(l) || l == laOcean;
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}
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// watery
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// watery
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bool isWatery(cell *c) {
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bool isWatery(cell *c) {
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@ -1139,11 +1139,12 @@ land_validity_t& land_validity(eLand l) {
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if((l == laCrossroads5 || l == laCrossroads2) && (geometry || chaosmode))
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if((l == laCrossroads5 || l == laCrossroads2) && (geometry || chaosmode))
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return some0;
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return some0;
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// equidistant-based lands
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// special construction in the Chaos mode
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if(l == laDungeon || l == laEndorian || l == laIvoryTower || l == laOcean) {
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if(chaosmode && (l == laTemple || l == laHive || l == laOcean || l == laHaunted))
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// special construction
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if(chaosmode && l == laOcean)
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return special_chaos;
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return special_chaos;
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// equidistant-based lands
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if(isEquidLand(l)) {
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// no equidistants supported in chaos mode
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// no equidistants supported in chaos mode
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if(chaosmode)
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if(chaosmode)
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return not_in_chaos;
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return not_in_chaos;
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