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better Ruins layout

This commit is contained in:
Zeno Rogue 2018-01-03 21:49:40 +01:00
parent 2678fd93f0
commit e20f336b82

View File

@ -76,6 +76,18 @@ bool blizzard_no_escape(cell *c) {
return blizzard_no_escape1(c);
}
bool out_ruin(cell *c) {
if(sphere)
return getHemisphere(c, 0) > 0;
else if(stdhyperbolic) {
int cd = getCdata(c, 3);
cd &= 31;
return cd >= 16;
}
else
return windmap::at(c) >= 128;
}
// the giant switch generating most of the lands...
void giantLandSwitch(cell *c, int d, cell *from) {
@ -1905,16 +1917,14 @@ void giantLandSwitch(cell *c, int d, cell *from) {
case laInvincible: {
int kf = 10 + items[itInvix] + yendor::hardness();
if(d == 8) {
if(windmap::at(c) >= 128) {
if(out_ruin(c)) {
if(hrand(100) < 3)
c->wall = waColumn;
c->wall = waRuinWall;
}
else if(hrand(100) < 75) {
forCellEx(c2, c) if(windmap::at(c2) >= 128)
c->wall = waColumn;
forCellEx(c2, c) if(out_ruin(c2))
c->wall = waRuinWall;
}
if(hrand(1000) < 2)
c->wall = waColumn;
if(hrand(50000) < kf && !c->monst && !c->wall) {
cell *c1 = c;
cell *c2 = createMov(c1, hrand(c1->type));
@ -1927,7 +1937,7 @@ void giantLandSwitch(cell *c, int d, cell *from) {
}
ONEMPTY {
if(hrand(10000) < kf && !c->monst) {
c->monst = pick(moHexDemon, moAltDemon, moMonk, moSkeleton, moCrusher);
c->monst = pick(moHexDemon, moHexDemon, moHexDemon, moAltDemon, moAltDemon, moMonk, moMonk, moSkeleton, moSkeleton, moCrusher);
c->hitpoints = 3;
}
if(hrand(1500) < PT(30 + kills[moHexDemon] + kills[moSkeleton] + kills[moMonk] + kills[moPair], 100) && notDippingFor(itInvix))