// This addon plays HyperRogue by itself. // Well, not really -- it performs illegal moves, and it gets tons of treasure, orbs, and kills out of nowhere. // Useful for debugging. #include "../hyper.h" namespace hr { bool doAutoplay; namespace prairie { extern long long enter; } bool sameland(eLand ll, eLand ln) { if(ln == laBarrier || ln == laOceanWall) return true; if(ln == ll) return true; if(isElemental(ln) && isElemental(ll)) return true; if(isHaunted(ln) && isHaunted(ll)) return true; return false; } cell *cellToTarget() { if (isCrossroads(cwt.at->land)) { for (cell *c: dcal) { if (c->land == laCamelot && c->wall == waNone) { printf("Trying to teleport into Camelot\n"); items[itOrbTeleport] += 1; return c; } } } if(cwt.at->land == laCamelot) { int oldDist = celldistAltRelative(cwt.at); if (oldDist > 3) { for (cell *c: dcal) { if (c->land == laCamelot) { int dist = celldistAltRelative(c); if (-1 <= dist && dist <= 1 && hrand(10) == 0) { printf("Trying to teleport near the round table (%d to %d)\n", oldDist, dist); items[itOrbTeleport] += 1; return c; } } } } } return dcal[hrand(isize(dcal))]; } /* auto a3 = addHook(hooks_nextland, 100, [] (eLand l) { eLand l2; do { l2 = pick(laRuins, laTerracotta, laPrairie); } while(l2 == l); return l2; }); */ void autoplay(int num_moves = 1000000000) { // drawMesh(); // exit(0); doAutoplay = true; cheater = 1; eLand lland = laIce; eLand lland2 = laIce; int lcount = 0; int gcount = 0; int lastgold = 0; // landlist = { laRuins, laTerracotta, laPrairie }; generateLandList(isLandIngame); #ifndef NOSDL int lastdraw = 0; #endif while(doAutoplay) { long long ienter = (long long) prairie::enter; if(ienter && ienter < 100000) { printf("ERROR: enter has incorrect value\n"); exit(1); } if(gold() > lastgold) { lastgold = gold(); gcount = 0; } else gcount++; if(false && sameland(lland, cwt.at->land)) lcount++; else { lcount = 0; lland2 = lland; lland = cwt.at->land; printf("%10dcc %5dt %5de %5d$ %5dK %5dgc %-30s H%d\n", cellcount, turncount, celldist(cwt.at), gold(), tkills(), gcount, dnameof(cwt.at->land).c_str(), hrand(1000000)); fflush(stdout); #ifndef NOSDL if(int(SDL_GetTicks()) > lastdraw + 3000) { lastdraw = SDL_GetTicks(); fullcenter(); msgs.clear(); popScreenAll(); drawscreen(); clearAnimations(); } #endif //mainloop(); } /* if(gcount < 500) for(int i=1; i= 50 && !sameland(lland, c2->land) && !sameland(lland2, c2->land)) break; else if(lcount < 50 && c2->item && c2->item != itOrbSafety) break; } */ // Use a random cheat int croll = hrand(50); if (croll < 25) { eItem b = (eItem) hrand(ittypes); printf("Gain item: %s\n", iinf[b].name); items[b] = (1 << hrand(11)) - 1; items[itOrbYendor] &= 15; reduceOrbPowers(); // in particlar, cancel out slaying+weakness, since the combination may confuse shadow } else if (croll == 25) { printf("Gain kills\n"); kills[hrand(motypes)] = (1 << hrand(11)) - 1; } else if (croll == 26) { printf("Princess soon\n"); princess::saved = true; princess::everSaved = true; items[itSavedPrincess]++; items[itOrbLove] = 1; items[itOrbTime] = 0; } else if (croll == 27) { printf("Gain allies\n"); forCellEx(cz, cwt.at) if (!cz->monst) cz->monst = pick(moMouse, moFriendlyGhost, moGolem, moTameBomberbird, moKnight); } else if (croll == 28) { printf("Place orbs with pickup effects\n"); forCellEx(cz, cwt.at) if (!cz->item) cz->item = pick(itOrbLife, itOrbFriend, itOrbSpeed, itOrbShield, itOrbChaos, itOrbPurity); } else if (croll == 29) { printf("Place fun walls\n"); forCellEx(cz, cwt.at) if (!cz->wall) cz->wall = pick(waExplosiveBarrel, waBigStatue, waThumperOff, waBonfireOff, waCloud, waMirror); } else if (croll == 30) { cell *ct = dcal[hrand(isize(dcal))]; if (!isPlayerOn(ct) && !ct->monst && !ct->wall) { eWall hazard = pick(waRose, waFireTrap, waMineMine, waTrapdoor, waChasm, waCavewall); printf("Spam a hazard: %s\n", winf[hazard].name); ct->wall = hazard; } } else if (croll == 31 && !memory_saving_mode) { //printf("Saving memory\n"); //memory_saving_mode = true; //save_memory(); //memory_saving_mode = false; } else if (croll == 33) { cell *ct = dcal[hrand(isize(dcal))]; if (!isPlayerOn(ct) && !ct->monst && !ct->wall) { printf("Spam some slime\n"); ct->item = itNone; ct->wall = hrand(2) ? waFloorA : waFloorB; ct->monst = hrand(2) ? moSlime : moNone; } } // don't show warning dialogs items[itWarning] = 1; // Make a random move int roll = hrand(50); if (roll == 0) { // drop dead orb bool res = movepcto(MD_DROP, 1); printf("DROP: %d\n", res); } else if (roll < 5) { // skip turn bool res = movepcto(MD_WAIT, 1); printf("WAIT: %d\n", res); } else if (roll < 42) { // move to or attack a neighbor cell int i = hrand(cwt.at->type); cell *c2 = cwt.at->move(i); cwt.spin = 0; int d = neighborId(cwt.at, c2); if (d >= 0) { int subdir = (roll%2==0)?1:-1; string c2info = dnameof(c2->wall) + "; " + dnameof(c2->monst) + "; " + dnameof(c2->item); bool res = movepcto(d, subdir, false); printf("MOVE %d [%s] sub %d: %d\n", d, c2info.c_str(), subdir, res); if (!res && c2->monst) { printf("clearing the monster (%s)\n", minf[c2->monst].name); killMonster(c2, moNone); } } else { printf("MOVE CONFUSED %d\n", d); return; } } else { // try to use a ranged orb cell *ct = cellToTarget(); eItem ti = targetRangedOrb(ct, roMouseForce); const char *tm = (ti == eItem(-1)) ? "orb cannot be used (see message log)" : iinf[ti].name; printf("TARGET %p: %s\n", (void*)ct, tm); } if(false) if(turncount % 5000 == 0) { printf("cells travelled: %d\n", celldist(cwt.at)); printf("\n"); for(int i=0; i\n", kills[i], minf[i].name, i); printf("\n\n\n"); } if(hrand(5000) == 0 || (isGravityLand(cwt.at->land) && coastvalEdge(cwt.at) >= 100) || gcount > 2000 || cellcount >= 20000000) { printf("RESET\n"); gcount = 0; cellcount = 0; activateSafety(laCrossroads); // landlist[hrand(isize(landlist))]); if (cellcount < 0) { //printf("How did cellcount become negative?\n"); cellcount = 1; } } if(cwt.at->land == laWestWall && cwt.at->landparam >= 30) { printf("Safety generated\n"); forCellEx(c2, cwt.at) c2->item = itOrbSafety; } if(isIcyLand(cwt.at)) { float heat = HEAT(cwt.at); // Checking for extreme values as well as NaNs and infinities if (!(-1e10 < heat && heat < 1e10)) { printf("Heat is out of expected range\n"); canmove = true; doAutoplay = false; } } if (cwt.at->land == laCamelot) { for(int i=0; iland == laCamelot && celldistAltRelative(c) == 0 && c->wall != waRoundTable) { printf("The round table of camelot has been breached!\n"); kills[moPlayer] = 0; canmove = true; doAutoplay = false; } } } if(cwt.at->monst && !isMultitile(cwt.at->monst)) { printf("on a non-multitile monster: %s\n", minf[cwt.at->monst].name); } for(int i=0; iland == laNone) { printf("no-land found\n"); kills[moPlayer] = 0; canmove = true; doAutoplay = false; } if(c->item == itBuggy || c->item == itBuggy2) { printf("buggy item found\n"); kills[moPlayer] = 0; canmove = true; doAutoplay = false; } } if(buggyGeneration || isize(buggycells)) { if(noGUI) { printf("Fatal: buggy generation\n"); exit(1); } println(hlog, "buggy generation"); return; } if(turncount >= num_moves) return; } } int readArgs() { using namespace arg; if(0) ; else if(argis("-autoplay")) { PHASE(3); autoplay(); } else if(argis("-autoplayN")) { PHASE(3); shift(); autoplay(argi()); } else return 1; return 0; } auto hook = addHook(hooks_args, 100, readArgs); }