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disabled Camelot in 3D fullgames

This commit is contained in:
Zeno Rogue 2019-08-02 17:29:53 +02:00
parent 639afffcda
commit e1ec5dbf03
2 changed files with 2 additions and 1 deletions

View File

@ -1321,7 +1321,7 @@ void buildBigStuff(cell *c, cell *from) {
buildBarrier4(c, bd, 0, getNewLand(c->land), c->land); */
}
if((!chaosmode) && bearsCamelot(c->land) && is_master(c) && !binarytiling &&
if((!chaosmode) && bearsCamelot(c->land) && is_master(c) && !binarytiling && !(hyperbolic && WDIM == 3) &&
(quickfind(laCamelot) || peace::on || (hrand(I2000) < (c->land == laCrossroads4 ? 800 : 200) && horo_ok() &&
items[itEmerald] >= U5 && !tactic::on && !racing::on))) {
int rtr = newRoundTableRadius();

View File

@ -574,6 +574,7 @@ bool isLandIngame(eLand l) {
if(isElemental(l)) l = laElementalWall;
if(dual::state == 2 && !dual::check_side(l)) return false;
if((euclid || sol) && isCyclic(l) && l != specialland) return false;
if(l == laCamelot && hyperbolic && WDIM == 3) return false;
return land_validity(l).flags & lv::appears_in_full;
}