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ls:: Hive in H/V
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@ -34,7 +34,7 @@ EX bool checkBarriersFront(cellwalker bb, int q IS(5), bool cross IS(false)) {
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/** return true if the cell c is not allowed to generate barriers because of other large things already existing nearby. */
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/** return true if the cell c is not allowed to generate barriers because of other large things already existing nearby. */
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EX bool hasbardir(cell *c) {
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EX bool hasbardir(cell *c) {
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return c->bardir != NODIR && c->bardir != NOBARRIERS;
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return c->bardir != NODIR && c->bardir != NOBARRIERS && c->bardir != NOBARRIERS2;
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}
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}
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EX void preventbarriers(cell *c) {
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EX void preventbarriers(cell *c) {
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@ -274,7 +274,7 @@ void celldrawer::setcolors() {
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if(c->wall == waWaxWall) wcol = c->landparam;
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if(c->wall == waWaxWall) wcol = c->landparam;
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if(items[itOrbInvis] && c->wall == waNone && c->landparam)
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if(items[itOrbInvis] && c->wall == waNone && c->landparam)
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fcol = gradient(fcol, 0xFF0000, 0, c->landparam, 100);
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fcol = gradient(fcol, 0xFF0000, 0, c->landparam, 100);
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if(c->bardir == NOBARRIERS && c->barleft)
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if(among(int(c->bardir), NOBARRIERS, NOBARRIERS2) && c->barleft)
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fcol = minf[moBug0+c->barright].color;
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fcol = minf[moBug0+c->barright].color;
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break;
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break;
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case laSwitch:
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case laSwitch:
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11
complex.cpp
11
complex.cpp
@ -1993,21 +1993,23 @@ EX namespace hive {
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if(ls::any_chaos() && getDistLimit() <= 5) radius = 4;
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if(ls::any_chaos() && getDistLimit() <= 5) radius = 4;
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if(getDistLimit() <= 3) radius = 3;
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if(getDistLimit() <= 3) radius = 3;
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for(int i=(ls::any_chaos()?0:2); i<radius; i++)
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for(int i=(ls::any_chaos()?0:2); i<radius; i++) {
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bf += revstep;
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bf += revstep;
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if(ls::horodisk_structure()) moreBigStuff(bf.at);
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}
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cell *citycenter = bf.at;
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cell *citycenter = bf.at;
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buginfo.clear();
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buginfo.clear();
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// mark the area with BFS
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// mark the area with BFS
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bugcitycell(citycenter, 0);
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bugcitycell(citycenter, 0);
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for(int i=0; i<isize(buginfo); i++) {
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for(int i=0; i<isize(buginfo); i++) {
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buginfo_t& b(buginfo[i]);
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buginfo_t& b(buginfo[i]);
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cell *c = b.where;
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cell *c = b.where;
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int d = b.dist[0];
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int d = b.dist[0];
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if(ls::hv_structure()) moreBigStuff(c);
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// ERRORS!
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// ERRORS!
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if(c->land != laHive && c->land != laNone) return;
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if(c->land != laHive && c->land != laNone) return;
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if(c->bardir != NODIR) return;
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if(ls::horodisk_structure() ? c->bardir != NOBARRIERS : c->bardir != NODIR) return;
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if(c->land == laHive && c->landparam >= 100) return;
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if(c->land == laHive && c->landparam >= 100) return;
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// bfs
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// bfs
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if(d < radius) for(int t=0; t<c->type; t++)
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if(d < radius) for(int t=0; t<c->type; t++)
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@ -2021,7 +2023,8 @@ EX namespace hive {
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int d = b.dist[0];
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int d = b.dist[0];
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if(d <= 1 && c->wall == waNone)
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if(d <= 1 && c->wall == waNone)
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c->item = itRoyalJelly;
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c->item = itRoyalJelly;
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preventbarriers(c);
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if(ls::horodisk_structure()) c->bardir = NOBARRIERS2;
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else preventbarriers(c);
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if(d == 9 || d == 6 || d == 3)
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if(d == 9 || d == 6 || d == 3)
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c->barleft = eLand(d/3),
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c->barleft = eLand(d/3),
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c->barright = eLand(k);
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c->barright = eLand(k);
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@ -1643,8 +1643,9 @@ EX void giantLandSwitch(cell *c, int d, cell *from) {
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case laHive:
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case laHive:
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if(fargen) {
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if(fargen) {
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if(hrand(2000) < (ls::tame_chaos() ? 1000 : (PURE && !ls::any_chaos()) ?200: ls::any_chaos() ? 10 : 2) && !safety)
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if(hrand(2000) < (ls::tame_chaos() ? 1000 : (PURE && !ls::any_chaos()) ?200: ls::any_chaos() ? 10 : ls::horodisk_structure() ? 50 : ls::hv_structure() ? 10 : 2) && !safety)
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hive::createBugArmy(c);
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hive::createBugArmy(c);
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if(hrand_monster(20000) < 10 && ls::horodisk_structure()) c->monst = moPirate;
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if(hrand(2000) < 100 && !c->wall && !c->item && !c->monst) {
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if(hrand(2000) < 100 && !c->wall && !c->item && !c->monst) {
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int nww = 0;
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int nww = 0;
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for(int i=0; i<c->type; i++) if(c->move(i) && c->move(i)->wall == waWaxWall)
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for(int i=0; i<c->type; i++) if(c->move(i) && c->move(i)->wall == waWaxWall)
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@ -20,6 +20,7 @@ extern int cellcount, heptacount;
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#define NODIR 126
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#define NODIR 126
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#define NOBARRIERS 127
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#define NOBARRIERS 127
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#define NOBARRIERS2 125
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/** \brief Cell information for the game. struct cell builds on this */
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/** \brief Cell information for the game. struct cell builds on this */
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struct gcell {
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struct gcell {
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