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cleaned up getNewLand
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parent
36f218f1bf
commit
acfd182913
158
landlock.cpp
158
landlock.cpp
@ -362,24 +362,49 @@ EX eLand getNewLand(eLand old) {
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if(old == laRlyeh && !rlyehComplete())
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if(old == laRlyeh && !rlyehComplete())
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return laOcean;
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return laOcean;
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eLand tab[1024];
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eLand tab[16384];
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int cnt = 0;
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int cnt = 0;
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// return (hrand(2)) ? laMotion : laJungle;
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// return (hrand(2)) ? laMotion : laJungle;
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// the basic lands, always available
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for(eLand l: {
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tab[cnt++] = laCrossroads;
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laCrossroads, laIce, laDesert, laJungle, laMotion, laHunting, laAlchemist, laCaves,
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tab[cnt++] = laIce;
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laMinefield, laPalace, laReptile, laSwitch, laBurial, laDungeon, laRuins, laZebra,
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tab[cnt++] = laDesert;
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laStorms, laWhirlwind, laOvergrown, laBlizzard, laDryForest, laWineyard, laVolcano,
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tab[cnt++] = laJungle;
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laDeadCaves, laRedRock, laVariant, laHell, laCocytus, laPower,
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tab[cnt++] = laMotion;
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laBull, laTerracotta, laRose, laGraveyard, laHive, laDragon, laTrollheim,
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if(old == laZebra) LIKELY2 {
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laCrossroads5,
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tab[cnt++] = laMotion;
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})
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tab[cnt++] = laHunting;
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if(landUnlocked(l)) tab[cnt++] = l;
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struct clos {
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eLand l1;
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eLand l2;
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int f1;
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int f2;
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};
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for(clos c: {
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clos{laZebra, laMotion, 2, 2}, {laZebra, laHunting, 2, 2},
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{laDragon, laReptile, 5, 5},
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{laVariant, laRuins, 5, 5}, {laVariant, laEmerald, 5, 5}, {laVariant, laGraveyard, 5, 5},
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{laPalace, laDungeon, 5, 0},
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{laJungle, laOvergrown, 5, 5},
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{laIce, laBlizzard, 5, 5}, {laCocytus, laBlizzard, 5, 5}, {laHell, laCocytus, 5, 5}, {laIce, laCocytus, 5, 5},
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{laWhirlwind, laBlizzard, 5, 5},
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{laAlchemist, laVolcano, 5, 5},
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{laDesert, laRedRock, 5, 5},
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{laEFire, laDragon, 5, 5}, {laEWater, laLivefjord, 5, 5}, {laEEarth, laDeadCaves, 5, 5}, {laEAir, laWhirlwind, 5, 5},
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}) {
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if(old == c.l1 && landUnlocked(c.l2)) for(int i=0; i<c.f1; i++) tab[cnt++] = c.l2;
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if(old == c.l2 && landUnlocked(c.l1)) for(int i=0; i<c.f2; i++) tab[cnt++] = c.l1;
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}
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}
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tab[cnt++] = laHunting;
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tab[cnt++] = laAlchemist;
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// these lands tend to crash while generating equidistant
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if(old != laDeadCaves) tab[cnt++] = laCaves;
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for(eLand l: {laIvoryTower, laEndorian, laWestWall})
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if(landUnlocked(l) && !generatingEquidistant)
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tab[cnt++] = l;
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// the intermediate lands
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// the intermediate lands
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if(gold() >= R30) {
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if(gold() >= R30) {
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@ -387,47 +412,16 @@ EX eLand getNewLand(eLand old) {
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tab[cnt++] = geometry ? laMirrorOld : laMirror;
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tab[cnt++] = geometry ? laMirrorOld : laMirror;
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tab[cnt++] = laOcean;
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tab[cnt++] = laOcean;
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tab[cnt++] = laLivefjord;
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tab[cnt++] = laLivefjord;
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tab[cnt++] = laMinefield;
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tab[cnt++] = laPalace;
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if(old == laDragon && items[itElixir] >= U10) LIKELY tab[cnt++] = laReptile;
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if(kills[moVizier]) tab[cnt++] = laEmerald;
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if(kills[moVizier]) tab[cnt++] = laEmerald;
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if(kills[moSkeleton]) {
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tab[cnt++] = laRuins;
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if(old == laVariant) LIKELY tab[cnt++] = laRuins;
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}
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if(items[itFeather] >= U10) {
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tab[cnt++] = laZebra;
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if(old == laMotion || old == laHunting) LIKELY2 tab[cnt++] = laZebra;
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}
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tab[cnt++] = laWarpCoast;
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tab[cnt++] = laWarpCoast;
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if(euclid) tab[cnt++] = laWarpSea;
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if(euclid) tab[cnt++] = laWarpSea;
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tab[cnt++] = laDocks;
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tab[cnt++] = laDocks;
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// Ivory Tower tends to crash while generating equidistant
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if(!generatingEquidistant) tab[cnt++] = laIvoryTower;
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if(items[itElixir] >= U10) tab[cnt++] = laReptile;
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if(items[itElixir] >= U10) tab[cnt++] = laSwitch;
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if(items[itIvory] >= U10 && !generatingEquidistant) tab[cnt++] = laEndorian;
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if(items[itIvory] >= U5 && !generatingEquidistant && items[itFeather] >= U5)
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tab[cnt++] = laWestWall;
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if(items[itKraken] >= U10) tab[cnt++] = laBurial;
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}
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if(landUnlocked(laDungeon)) {
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tab[cnt++] = laDungeon;
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if(old == laPalace) LIKELY tab[cnt++] = laDungeon;
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}
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}
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// the advanced lands
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// the advanced lands
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if(gold() >= R60) {
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if(gold() >= R60) {
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tab[cnt++] = laStorms;
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if(!weirdhyperbolic) tab[cnt++] = laWhirlwind;
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tab[cnt++] = laCrossroads;
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tab[cnt++] = laCrossroads;
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if(!generatingEquidistant) tab[cnt++] = laCrossroads2;
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if(!generatingEquidistant) tab[cnt++] = laCrossroads2;
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if(items[itRuby] >= U10) {
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tab[cnt++] = laOvergrown;
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if(old == laJungle) LIKELY tab[cnt++] = laOvergrown;
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}
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if(rlyehComplete()) tab[cnt++] = laRlyeh;
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if(rlyehComplete()) tab[cnt++] = laRlyeh;
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else if(chaosmode && (old == laWarpCoast || old == laLivefjord || old == laOcean))
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else if(chaosmode && (old == laWarpCoast || old == laLivefjord || old == laOcean))
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tab[cnt++] = laRlyeh;
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tab[cnt++] = laRlyeh;
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@ -437,68 +431,17 @@ EX eLand getNewLand(eLand old) {
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if(old == laOcean) tab[cnt++] = laCrossroads;
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if(old == laOcean) tab[cnt++] = laCrossroads;
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if(items[itGold] >= U5 && items[itFernFlower] >= U5 && !kills[moVizier])
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if(items[itGold] >= U5 && items[itFernFlower] >= U5 && !kills[moVizier])
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tab[cnt++] = laEmerald;
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tab[cnt++] = laEmerald;
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if(old == laVariant && landUnlocked(laEmerald)) LIKELY tab[cnt++] = laEmerald;
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if(items[itWindstone] >= U5 && items[itDiamond] >= U5) {
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tab[cnt++] = laBlizzard;
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if(old == laIce || old == laCocytus || old == laWhirlwind)
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LIKELY tab[cnt++] = laBlizzard;
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if(old == laBlizzard) LIKELY tab[cnt++] = laIce;
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if(old == laBlizzard) LIKELY tab[cnt++] = laWhirlwind;
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}
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tab[cnt++] = laDryForest;
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tab[cnt++] = laWineyard;
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if(items[itElixir] >= U10) {
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tab[cnt++] = laVolcano;
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if(old == laAlchemist) LIKELY2 tab[cnt++] = laVolcano;
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if(old == laVolcano) LIKELY2 tab[cnt++] = laAlchemist;
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}
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if(items[itGold] >= U10) tab[cnt++] = laDeadCaves;
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// tab[cnt++] = laCaribbean;
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if(items[itSpice] >= U10) {
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tab[cnt++] = laRedRock;
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if(old == laDesert) LIKELY tab[cnt++] = laRedRock;
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}
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if(old == laRedRock) LIKELY tab[cnt++] = laDesert;
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if(old == laOvergrown) LIKELY tab[cnt++] = laJungle;
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if(items[itIvory] >= U5 && !generatingEquidistant && items[itFeather] >= U5)
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tab[cnt++] = laWestWall;
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}
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if(landUnlocked(laVariant)) {
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tab[cnt++] = laVariant;
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if(old == laRuins) LIKELY tab[cnt++] = laVariant;
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if(old == laGraveyard) LIKELY tab[cnt++] = laVariant;
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if(old == laEmerald) LIKELY tab[cnt++] = laVariant;
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}
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}
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if(gold() >= R90) {
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if(gold() >= R90) {
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if(!chaosmode) tab[cnt++] = laPrairie;
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if(!chaosmode) tab[cnt++] = laPrairie;
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if(old == laPrairie) LIKELY tab[cnt++] = laBull;
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if(old == laPrairie) LIKELY tab[cnt++] = laBull;
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tab[cnt++] = laBull;
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if(old == laBull && !chaosmode) LIKELY tab[cnt++] = laPrairie;
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if(old == laBull && !chaosmode) LIKELY tab[cnt++] = laPrairie;
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tab[cnt++] = laTerracotta;
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tab[cnt++] = laRose;
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if(chaosmode && geometry) tab[cnt++] = laDual;
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if(chaosmode && geometry) tab[cnt++] = laDual;
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if(chaosmode && geosupport_threecolor()) tab[cnt++] = laSnakeNest;
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if(chaosmode && geosupport_threecolor()) tab[cnt++] = laSnakeNest;
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}
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}
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if(gold() >= R300)
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tab[cnt++] = laCrossroads5;
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if(tkills() >= R100) {
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tab[cnt++] = laGraveyard;
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if(gold() >= R60) tab[cnt++] = laHive;
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if(old == laVariant) LIKELY tab[cnt++] = laGraveyard;
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}
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if(killtypes() >= R20) {
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tab[cnt++] = laDragon;
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if(old == laReptile) LIKELY tab[cnt++] = laDragon;
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}
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if(landUnlocked(laTrollheim)) {
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if(landUnlocked(laTrollheim)) {
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tab[cnt++] = laTrollheim;
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if(isTrollLand(old)) LIKELY tab[cnt++] = laTrollheim;
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if(isTrollLand(old)) LIKELY tab[cnt++] = laTrollheim;
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if(old == laTrollheim) for(int i=0; i<landtypes; i++) {
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if(old == laTrollheim) for(int i=0; i<landtypes; i++) {
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eLand l2 = eLand(i);
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eLand l2 = eLand(i);
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@ -508,42 +451,17 @@ EX eLand getNewLand(eLand old) {
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if(landUnlocked(laElementalWall)) {
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if(landUnlocked(laElementalWall)) {
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tab[cnt++] = randomElementalLandWeighted();
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tab[cnt++] = randomElementalLandWeighted();
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if(old == laDragon) LIKELY tab[cnt++] = laEFire;
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if(old == laEFire) LIKELY tab[cnt++] = laDragon;
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if(old == laLivefjord) LIKELY tab[cnt++] = laEWater;
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if(old == laEWater) LIKELY tab[cnt++] = laLivefjord;
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if(old == laDeadCaves) LIKELY tab[cnt++] = laEEarth;
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if(old == laEEarth) LIKELY tab[cnt++] = laDeadCaves;
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if(old == laWhirlwind) LIKELY tab[cnt++] = laEAir;
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if(old == laEAir) LIKELY tab[cnt++] = laWhirlwind;
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}
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}
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if(landUnlocked(laHell)) {
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if(landUnlocked(laHell)) {
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if(!generatingEquidistant && old != laPrairie) tab[cnt++] = laCrossroads3;
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if(!generatingEquidistant && old != laPrairie) tab[cnt++] = laCrossroads3;
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tab[cnt++] = laHell;
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}
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}
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if(items[itHell] >= U10) {
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if(items[itHell] >= U10) {
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if(items[itDiamond] >= U10) {
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tab[cnt++] = laCocytus;
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if(old == laHell || old == laIce || old == laBlizzard) LIKELY tab[cnt++] = laCocytus;
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}
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if(old == laCocytus) LIKELY { tab[cnt++] = laIce; tab[cnt++] = laHell; }
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tab[cnt++] = laPower;
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if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean;
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if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean;
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if(old == laOcean) tab[cnt++] = laCrossroads2;
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if(old == laOcean) tab[cnt++] = laCrossroads2;
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}
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}
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// for(int i=0; i<20; i++) tab[cnt++] = laRedRock;
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// for(int i=0; i<20; i++) tab[cnt++] = laCaribbean;
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// for(int i=0; i<20; i++) tab[cnt++] = laCocytus;
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// for(int i=0; i<20; i++) tab[cnt++] = laCrossroads;
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eLand n = old;
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eLand n = old;
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while(incompatible(n, old) || !isLandIngame(n)) {
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while(incompatible(n, old) || !isLandIngame(n)) {
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n = tab[hrand(cnt)];
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n = tab[hrand(cnt)];
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