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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-12-30 03:50:34 +00:00

cleaned up getNewLand

This commit is contained in:
Zeno Rogue 2020-02-25 12:28:24 +01:00
parent 36f218f1bf
commit acfd182913

View File

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