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fixed checkmate rule in Jelly Kingdom

This commit is contained in:
Zeno Rogue 2020-03-02 02:38:18 +01:00
parent 406e289c1f
commit a9a5a0c9c2

View File

@ -152,6 +152,7 @@ EX bool monstersnear(stalemate1& sm) {
EX bool monstersnear2();
EX bool monstersnear2() {
changes.value_set(passive_switch, (gold() & 1) ? moSwitch1 : moSwitch2);
multi::cpid++;
bool b = false;
bool recorduse[ittypes];
@ -160,25 +161,6 @@ EX bool monstersnear2() {
dynamicval<eMonster> sw(passive_switch, passive_switch);
// check for safe orbs and switching first
for(auto &sm: stalemate::moves) if(sm.who == moPlayer) {
if(hasSafeOrb(sm.moveto)) {
multi::cpid--; return 0;
}
if(sm.moveto->item && itemclass(sm.moveto->item) == IC_TREASURE)
passive_switch = active_switch();
if(items[itOrbMagnetism]) forCellEx(c2, sm.moveto)
if(canPickupItemWithMagnetism(c2, sm.comefrom)) {
if(itemclass(c2->item) == IC_TREASURE)
passive_switch = active_switch();
if(hasSafeOrb(c2)) {
multi::cpid--;
return 0;
}
}
}
for(int i=0; i<isize(stalemate::moves); i++)
for(int j=0; j<isize(stalemate::moves); j++) if(i != j) {
if(swordConflict(stalemate::moves[i], stalemate::moves[j])) {