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new lands should actually appear now

This commit is contained in:
Zeno Rogue 2017-10-14 15:08:31 +02:00
parent df26b53d8e
commit e0897de27f

View File

@ -742,6 +742,7 @@ eLand getNewLand(eLand old) {
tab[cnt++] = laDesert;
tab[cnt++] = laJungle;
tab[cnt++] = laMotion;
tab[cnt++] = laHunting;
tab[cnt++] = laAlchemist;
if(old != laDeadCaves) tab[cnt++] = laCaves;
@ -790,8 +791,11 @@ eLand getNewLand(eLand old) {
if(old == laOcean) tab[cnt++] = laCrossroads;
if(items[itGold] >= U5 && items[itFernFlower] >= U5 && !kills[moVizier])
tab[cnt++] = laEmerald;
if(items[itWindstone] >= U5 && items[itDiamond] >= U5)
tab[cnt++] = laBlizzard;
tab[cnt++] = laDryForest;
tab[cnt++] = laWineyard;
if(items[itElixir] >= U10) tab[cnt++] = laVolcano;
if(items[itGold] >= U10) tab[cnt++] = laDeadCaves;
// tab[cnt++] = laCaribbean;
if(items[itSpice] >= U10) {
@ -808,6 +812,7 @@ eLand getNewLand(eLand old) {
if(old == laPrairie) LIKELY tab[cnt++] = laBull;
tab[cnt++] = laBull;
if(old == laBull && !chaosmode) LIKELY tab[cnt++] = laPrairie;
tab[cnt++] = laTerracotta;
}
if(gold() >= R300)