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https://github.com/zenorogue/hyperrogue.git
synced 2024-12-30 03:50:34 +00:00
Autoplay: split into several functions
This commit is contained in:
parent
4dfb77d727
commit
ab7d6c407e
@ -20,101 +20,7 @@ bool sameland(eLand ll, eLand ln) {
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return false;
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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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if (c->land == laCamelot && c->wall == waNone) {
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printf("Trying to teleport into Camelot\n");
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items[itOrbTeleport] += 1;
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return c;
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}
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}
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}
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if(cwt.at->land == laCamelot) {
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int oldDist = celldistAltRelative(cwt.at);
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if (oldDist > 3) {
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for (cell *c: dcal) {
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if (c->land == laCamelot) {
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int dist = celldistAltRelative(c);
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if (-1 <= dist && dist <= 1 && hrand(10) == 0) {
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printf("Trying to teleport near the round table (%d to %d)\n", oldDist, dist);
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items[itOrbTeleport] += 1;
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return c;
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}
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}
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}
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}
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}
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return dcal[hrand(isize(dcal))];
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}
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/* auto a3 = addHook(hooks_nextland, 100, [] (eLand l) {
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eLand l2;
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do { l2 = pick(laRuins, laTerracotta, laPrairie); } while(l2 == l);
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return l2;
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}); */
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void autoplay(int num_moves = 1000000000) {
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// drawMesh();
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// exit(0);
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doAutoplay = true;
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cheater = 1;
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eLand lland = laIce;
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eLand lland2 = laIce;
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int lcount = 0;
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int gcount = 0;
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int lastgold = 0;
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// landlist = { laRuins, laTerracotta, laPrairie };
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generateLandList(isLandIngame);
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#ifndef NOSDL
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int lastdraw = 0;
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#endif
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while(doAutoplay) {
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long long ienter = (long long) prairie::enter;
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if(ienter && ienter < 100000) {
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printf("ERROR: enter has incorrect value\n");
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exit(1);
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}
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if(gold() > lastgold) {
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lastgold = gold();
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gcount = 0;
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}
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else gcount++;
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if(false && sameland(lland, cwt.at->land)) lcount++;
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else {
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lcount = 0; lland2 = lland; lland = cwt.at->land;
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printf("%10dcc %5dt %5de %5d$ %5dK %5dgc %-30s H%d\n", cellcount, turncount, celldist(cwt.at), gold(), tkills(), gcount, dnameof(cwt.at->land).c_str(), hrand(1000000));
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fflush(stdout);
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#ifndef NOSDL
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if(int(SDL_GetTicks()) > lastdraw + 3000) {
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lastdraw = SDL_GetTicks();
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fullcenter();
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msgs.clear();
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popScreenAll();
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drawscreen();
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clearAnimations();
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}
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#endif
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//mainloop();
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}
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/* if(gcount < 500) for(int i=1; i<isize(dcal); i++) {
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c2 = dcal[i];
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if(lcount >= 50 && !sameland(lland, c2->land) && !sameland(lland2, c2->land)) break;
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else if(lcount < 50 && c2->item && c2->item != itOrbSafety) break;
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} */
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// Use a random cheat
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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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@ -217,11 +123,43 @@ void autoplay(int num_moves = 1000000000) {
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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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if (c->land == laCamelot && c->wall == waNone) {
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printf("Trying to teleport into Camelot\n");
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items[itOrbTeleport] += 1;
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return c;
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}
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}
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}
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if(cwt.at->land == laCamelot) {
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int oldDist = celldistAltRelative(cwt.at);
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if (oldDist > 3) {
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for (cell *c: dcal) {
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if (c->land == laCamelot) {
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int dist = celldistAltRelative(c);
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if (-1 <= dist && dist <= 1 && hrand(10) == 0) {
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printf("Trying to teleport near the round table (%d to %d)\n", oldDist, dist);
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items[itOrbTeleport] += 1;
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return c;
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}
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}
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}
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}
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}
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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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// Make a random move
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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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@ -248,7 +186,6 @@ void autoplay(int num_moves = 1000000000) {
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}
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} else {
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printf("MOVE CONFUSED %d\n", d);
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return;
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}
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} else {
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// try to use a ranged orb
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@ -257,8 +194,102 @@ void autoplay(int num_moves = 1000000000) {
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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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if(false) if(turncount % 5000 == 0) {
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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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long long ienter = (long long) 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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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(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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}
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}
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}
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return false;
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}
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void stopIfBug()
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{
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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 {
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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}
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}
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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");
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@ -274,9 +305,11 @@ void autoplay(int num_moves = 1000000000) {
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printf("\n\n\n");
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}
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if(hrand(5000) == 0 || (isGravityLand(cwt.at->land) && coastvalEdge(cwt.at) >= 100) || gcount > 2000 || cellcount >= 20000000) {
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void resetIfNeeded(int *gcount)
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{
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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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*gcount = 0;
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cellcount = 0;
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activateSafety(autoplayLand ? autoplayLand : landlist[hrand(isize(landlist))]);
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if (cellcount < 0) {
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@ -289,86 +322,72 @@ void autoplay(int num_moves = 1000000000) {
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printf("Safety generated\n");
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forCellEx(c2, cwt.at) c2->item = itOrbSafety;
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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("Heat is out of expected range\n");
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canmove = true;
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doAutoplay = false;
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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("The round table of camelot is interrupted by a cell of %s\n", winf[c->wall].name);
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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/* auto a3 = addHook(hooks_nextland, 100, [] (eLand l) {
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eLand l2;
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do { l2 = pick(laRuins, laTerracotta, laPrairie); } while(l2 == l);
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return l2;
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}); */
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void autoplay(int num_moves = 1000000000) {
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// drawMesh();
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// exit(0);
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doAutoplay = true;
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cheater = 1;
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eLand lland = laIce;
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eLand lland2 = laIce;
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int lcount = 0;
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int gcount = 0;
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int lastgold = 0;
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// landlist = { laRuins, laTerracotta, laPrairie };
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generateLandList(isLandIngame);
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#ifndef NOSDL
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int lastdraw = 0;
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#endif
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while(doAutoplay) {
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if(gold() > lastgold) {
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lastgold = gold();
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gcount = 0;
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}
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else gcount++;
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if(false && sameland(lland, cwt.at->land)) lcount++;
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else {
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lcount = 0; lland2 = lland; lland = cwt.at->land;
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printf("%10dcc %5dt %5de %5d$ %5dK %5dgc %-30s H%d\n", cellcount, turncount, celldist(cwt.at), gold(), tkills(), gcount, dnameof(cwt.at->land).c_str(), hrand(1000000));
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fflush(stdout);
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#ifndef NOSDL
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if(int(SDL_GetTicks()) > lastdraw + 3000) {
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lastdraw = SDL_GetTicks();
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fullcenter();
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msgs.clear();
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popScreenAll();
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drawscreen();
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clearAnimations();
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}
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#endif
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//mainloop();
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}
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if(cwt.at->monst && !isMultitile(cwt.at->monst)) {
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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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printf("on a wall-type die: %s\n", winf[cwt.at->wall].name);
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}
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/* if(gcount < 500) for(int i=1; i<isize(dcal); i++) {
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c2 = dcal[i];
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if(lcount >= 50 && !sameland(lland, c2->land) && !sameland(lland2, c2->land)) break;
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else if(lcount < 50 && c2->item && c2->item != itOrbSafety) break;
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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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if(isChild(c, NULL)) {
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}
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if(childbug) doAutoplay = false;
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if(c->land == laNone) {
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printf("no-land found\n");
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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}
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if(c->item == itBuggy || c->item == itBuggy2) {
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printf("buggy item found\n");
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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}
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if(isPrincess(c->monst) && princess::getPrincessInfo(c) == nullptr) {
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printf("missing princess info\n");
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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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("missing dice::data[%p]\n", (void *)c);
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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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("missing dice::data[%p].which\n", (void *)c);
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kills[moPlayer] = 0;
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canmove = true;
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doAutoplay = false;
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}
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}
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}
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if(buggyGeneration || isize(buggycells)) {
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if(noGUI) {
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printf("Fatal: buggy generation\n");
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exit(1);
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}
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println(hlog, "buggy generation");
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return;
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}
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randomCheat();
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randomMove();
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if(false) if(turncount % 5000 == 0) showAutoplayStats();
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resetIfNeeded(&gcount);
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noteUnusualSituations();
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stopIfBug();
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if(turncount >= num_moves) return;
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}
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