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equidistant-based lands in weirdhyperbolic are now based off CR4
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parent
22a92059b6
commit
d31341b403
13
bigstuff.cpp
13
bigstuff.cpp
@ -438,10 +438,10 @@ bool checkInTree(cell *c, int maxv) {
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void buildEquidistant(cell *c) {
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if(!c) return;
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if(c->landparam) return;
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if(weirdhyperbolic) {
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/* if(weirdhyperbolic) {
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c->landparam = 50;
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return;
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}
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} */
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if(geometry) return;
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eLand b = c->land;
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if(chaosmode && !inmirror(b)) return;
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@ -593,10 +593,10 @@ void buildEquidistant(cell *c) {
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}
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}
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if(c->landparam > 30 && b == laOcean && !generatingEquidistant && hrand(10) < 5)
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if(c->landparam > 30 && b == laOcean && !generatingEquidistant && hrand(10) < 5 && !weirdhyperbolic)
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buildAnotherEquidistant(c);
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if(c->landparam > HAUNTED_RADIUS+5 && b == laGraveyard && !generatingEquidistant && hrand(100) < (nonbitrunc?25:5) && items[itBone] >= 10)
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if(c->landparam > HAUNTED_RADIUS+5 && b == laGraveyard && !generatingEquidistant && hrand(100) < (nonbitrunc?25:5) && items[itBone] >= 10 && !weirdhyperbolic)
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buildAnotherEquidistant(c);
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}
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@ -680,13 +680,14 @@ int towerval(cell *c, cellfunction* cf) {
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/* other geometries */
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void setLandWeird(cell *c) {
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if(specialland == laIvoryTower || specialland == laEndorian || specialland == laDungeon || specialland == laOcean) {
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// replaced with standard CR4
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/* if(specialland == laIvoryTower || specialland == laEndorian || specialland == laDungeon || specialland == laOcean) {
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int d = celldist(c) - (getDistLimit() - 2);
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if(d <= 0)
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c->land = laCrossroads4;
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else
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c->land = specialland, c->landparam = d;
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}
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} */
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}
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void setLandQuotient(cell *c) {
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@ -757,6 +757,7 @@ eLand getNewLand(eLand old) {
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if(old == laEFire && lchance(old)) return hrand(2) ? laEEarth : laEAir;
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if(tactic::on && !(tactic::trailer && old == firstland)) return firstland;
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if(weirdhyperbolic && specialland != old) return specialland;
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if(yendor::on && (yendor::clev().flags & YF_WALLS)) {
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if(old != yendor::clev().l) return yendor::clev().l;
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@ -99,7 +99,7 @@ void initgame() {
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if(firstland == laHauntedWall) firstland = laGraveyard;
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if(firstland == laMercuryRiver) firstland = laTerracotta;
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if(firstland == laMountain && !tactic::on) firstland = laJungle;
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if(isGravityLand(firstland) && !tactic::on) firstland = laCrossroads;
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if(isGravityLand(firstland) && !tactic::on) firstland = weirdhyperbolic ? laCrossroads4 : laCrossroads;
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cwt.c = currentmap->gamestart(); cwt.spin = 0; cwt.mirrored = false;
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cwt.c->land = ((geometry || whirl::whirl) && !safety) ? specialland : firstland;
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@ -108,8 +108,8 @@ void initgame() {
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if(firstland == laElementalWall) cwt.c->land = randomElementalLand();
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if(tactic::on && (isGravityLand(firstland) || firstland == laOcean) && firstland != laMountain)
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cwt.c->land = nonbitrunc ? laCrossroads : laCrossroads2;
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if((tactic::on || weirdhyperbolic) && (isGravityLand(firstland) || firstland == laOcean) && firstland != laMountain)
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cwt.c->land = weirdhyperbolic ? laCrossroads4 : nonbitrunc ? laCrossroads : laCrossroads2;
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createMov(cwt.c, 0);
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setdist(cwt.c, BARLEV, NULL);
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