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do not generate Hunter Guards on top of other monsters, e.g. sandworms

This commit is contained in:
Zeno Rogue 2020-03-05 19:17:59 +01:00
parent 75bbbe6b42
commit d077dc959c

View File

@ -2035,6 +2035,7 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
cellwalker cw1 = ci + bonus + wstep + revstep;
if(cw0.at->mpdist > 7)
if(cw1.at->mpdist > 7)
if(!next->monst || next->monst == moHunterGuard)
next.emplace_back(cw0.at, cw1.at);
}
if(isize(next)) {
@ -2051,7 +2052,7 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
c->item = itHunting;
cell *c3 = next[hrand(isize(next))];
vector<cell*> dogcells;
forCellEx(c4, c3) if(c4->mpdist > 7 && !isNeighbor(c4, c))
forCellEx(c4, c3) if(c4->mpdist > 7 && !isNeighbor(c4, c) && (c4->monst ==moHunterGuard || !c4->monst))
dogcells.push_back(c4);
if(items[itHunting] < 10 && isize(dogcells) >= 2) {
for(int t=0;; t++) {
@ -2078,7 +2079,7 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
else placeLocalSpecial(c, 10);
}
}
if(hrand_monster(5000) < items[itHunting]- 17 + yendor::hardness())
if(hrand_monster(5000) < items[itHunting]- 17 + yendor::hardness() && !c->monst)
c->monst = moHunterDog;
}
break;