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hyperrogue/landlock.cpp

1118 lines
39 KiB
C++

// Hyperbolic Rogue
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
// land statistics and flags
namespace hr {
bool nodisplay(eMonster m) {
return
m == moIvyDead ||
m == moDragonTail ||
m == moWolfMoved ||
m == moIvyNext ||
m == moIvyDead;
}
// returns: 2 = treasure increaser, 1 = just appears, 0 = does not appear
int isNative(eLand l, eMonster m) {
switch(l) {
#define LAND(a,b,c,d,e,f,g) case c:
#define NATIVE(x) return x;
#include "content.cpp"
case landtypes: return 0;
}
return false;
}
eItem treasureType(eLand l) { return linf[l].treasure; }
eItem treasureTypeUnlock(eLand l, eItem u) {
if(u != itOrbLove && l == laPrincessQuest)
return itPalace;
return treasureType(l);
}
eLand landof(eItem it) {
for(int i=0; i<landtypes; i++) if(treasureType(eLand(i)) == it) return eLand(i);
return laNone;
}
int landMultiplier(eLand l) {
if(l == laCamelot || l == laPrincessQuest) return 10;
return 1;
}
bool isCrossroads(eLand l) {
return l == laCrossroads || l == laCrossroads2 || l == laCrossroads3 ||
l == laCrossroads4 || l == laCrossroads5;
}
bool bearsCamelot(eLand l) {
return isCrossroads(l) && l != laCrossroads2 && l != laCrossroads5;
}
bool inmirror(const cellwalker& cw) {
return inmirror(cw.at->land);
}
eLand oppositeElement(eLand l, eLand l2) {
if(l == laEFire) return laEWater;
if(l == laEWater) return laEFire;
if(l == laEAir) return laEEarth;
if(l == laEEarth) return laEAir;
if(l == laMirror && l2 == laMirrored) return laMirrored2;
if(l == laMirrored2 && l2 == laMirrored) return laMirror;
return l;
}
// land unlocking
eLand firstland = laIce, specialland = laIce;
bool chaosmode = false;
bool landUnlockedRPM(eLand n) {
if(isRandland(n) == 2) return true;
if(isRandland(n) == 1)
return (autocheat || cheater || hiitemsMax(treasureType(n)) >= 10);
return false;
}
int variant_unlock_value() {
return inv::on ? 75 : 30;
}
bool landUnlocked(eLand l) {
if(randomPatternsMode) {
return landUnlockedRPM(l);
}
back:
switch(l) {
#define LAND(a,b,c,d,e,f,g) case c:
#define REQ(x) x return true;
#define REQAS(x,y) l = x; goto back;
#define GOLD(x) if(gold() < x) return false;
#define ITEMS(kind, number) if(items[kind] < number) return false;
#define NEVER if(1) return false;
#define ALWAYS ;
#define KILLS(x) if(tkills() < x) return false;
#define KILL(x, where) if(!kills[x]) return false;
#define AKILL(x, where) if(kills[x]) return true;
#define ORD(a, b) a b
#define NUMBER(val, required, description) if(val < required) return false;
#define COND(x,y) if(!(x)) return false;
#define ITEMS_TOTAL(list, z) { int total = 0; for(eItem x: list) total += items[x]; if(total < z) return false; }
#define ACCONLY(x)
#define ACCONLY2(x,y)
#define ACCONLYF(x)
#include "content.cpp"
case landtypes: return false;
}
return false;
}
void countHyperstoneQuest(int& i1, int& i2) {
i1 = 0; i2 = 0;
generateLandList(isLandIngame);
for(eLand l: landlist) if(l != laCamelot && l != laPrincessQuest) {
eItem ttype = treasureType(l);
if(ttype != itHyperstone) {
i2++; if(items[ttype] >= R10) i1++;
}
}
}
bool hyperstonesUnlocked() {
int i1, i2;
if(tactic::on && isCrossroads(specialland) && !tactic::trailer) return true;
countHyperstoneQuest(i1, i2);
return i1 == i2;
}
// 2 = always available, 1 = highscore required, 0 = never available
int isRandland(eLand l) {
if(l == laIce || l == laDesert || l == laCaves || l == laWildWest || l == laDocks)
return 2;
for(eLand ll: randlands) if(l == ll) return 1;
return 0;
}
bool incompatible1(eLand l1, eLand l2) {
if(isCrossroads(l1) && isCrossroads(l2)) return true;
if(l1 == laJungle && l2 == laMotion) return true;
if(l1 == laMirrorOld && l2 == laMotion) return true;
if(l1 == laPower && l2 == laWineyard) return true;
if(l1 == laPower && l2 == laDryForest) return true;
if(l1 == laVolcano && l2 == laDryForest) return true;
if(l1 == laVolcano && l2 == laWineyard) return true;
if(l1 == laDragon && l2 == laDryForest) return true;
if(l1 == laEFire && l2 == laWineyard) return true;
if(l1 == laEFire && l2 == laDryForest) return true;
if(l1 == laGraveyard && l2 == laDryForest) return true;
if(l1 == laGraveyard && l2 == laRuins) return true;
if(l1 == laGraveyard && l2 == laRedRock) return true;
if(l1 == laGraveyard && l2 == laEmerald) return true;
if(l1 == laDeadCaves && l2 == laEmerald) return true;
if(l1 == laDeadCaves && l2 == laCaves) return true;
if(l1 == laWarpSea && l2 == laKraken) return true;
if(l1 == laPrairie && l2 == laCrossroads3) return true;
if(isElemental(l1) && isElemental(l2)) return true;
return false;
}
eLand randomElementalLand() {
int i = hrand(4);
eLand t[4] = { laEFire, laEWater, laEAir, laEEarth };
return t[i];
}
int elementalKills() {
return
kills[moAirElemental] + kills[moWaterElemental] + kills[moEarthElemental] + kills[moFireElemental];
}
eLand randomElementalLandWeighted() {
int i = hrand(elementalKills());
i -= kills[moAirElemental]; if(i<0) return laEAir;
i -= kills[moWaterElemental]; if(i<0) return laEWater;
i -= kills[moEarthElemental]; if(i<0) return laEEarth;
i -= kills[moFireElemental]; if(i<0) return laEFire;
printf("elemental bug\n");
return laElementalWall;
}
bool incompatible(eLand nw, eLand old) {
return (nw == old) || incompatible1(nw, old) || incompatible1(old, nw);
}
bool rlyehComplete() {
if(chaosmode) return items[itStatue] >= 1;
return items[itStatue] >= 10 || items[itGrimoire] >= 10;
}
bool lchance(eLand l) {
if(tactic::on || yendor::on || racing::on || ((geometry || GOLDBERG) && specialland == laElementalWall)) return true;
if(chaosmode) return hrand(100) < 25;
return hrand(100) >= 40 * kills[elementalOf(l)] / (elementalKills()+1);
}
eLand pickLandRPM(eLand old) {
while(true) {
eLand n = randlands[hrand(isize(randlands))];
if(incompatible(n, old)) continue;
if(landUnlockedRPM(n)) return n;
}
}
eLand pickluck(eLand l1, eLand l2) {
int t1 = items[treasureType(l1)];
int t2 = items[treasureType(l2)];
if(t1 < t2) return l1;
if(t2 < t1) return l2;
if(isCrossroads(l1)) return l1;
return l2;
}
#define LIKELY for(int u=0; u<5; u++)
#define LIKELY2 for(int u=0; u<2; u++)
/* bool noChaos(eLand l) {
if(l == laOcean || l == laTemple) return false;
return
isCrossroads(l) || isCyclic(l) || isHaunted(l) ||
l == laCaribbean || isGravityLand(l) || l == laPrincessQuest ||
l == laPrairie || l == laHalloween;
} */
eLand getNewSealand(eLand old) {
while(true) {
eLand p = pick(laOcean, pick(laCaribbean, laLivefjord, laWarpSea, laKraken, laDocks));
if(p == laKraken && !landUnlocked(p)) continue;
if(p == laKraken && peace::on) continue;
if(incompatible(old, p)) continue;
if(p == old) continue;
if(!isLandIngame(p)) continue;
return p;
}
}
bool createOnSea(eLand old) {
return
old == laWarpSea || old == laCaribbean || old == laKraken ||
(old == laLivefjord && hrand(2)) ||
(old == laDocks && hrand(2)) ||
(old == laOcean && (chaosmode ? hrand(2) : !generatingEquidistant));
}
hookset<eLand(eLand)> *hooks_nextland;
eLand getNewLand(eLand old) {
if(old == laMirror && !chaosmode && hrand(10) >= ((tactic::on || racing::on) ? 0 : markOrb(itOrbLuck) ? 5 : 2)) return laMirrored;
if(old == laTerracotta && !chaosmode && hrand(5) >= ((tactic::on || racing::on) ? 0 : markOrb(itOrbLuck) ? 2 : 1) && !weirdhyperbolic) return laTerracotta;
eLand l = callhandlers(laNone, hooks_nextland, old);
if(l) return l;
if(cheatdest != old) if(!isCyclic(cheatdest) && !isTechnicalLand(cheatdest)) return cheatdest;
if(old == laTortoise) return laDragon;
if(yendor::on && chaosmode) {
while(true) {
eLand n = eLand(hrand(landtypes));
if(n == old) continue;
if(incompatible(n,old)) continue;
if(!isLandIngame(n)) continue;
if(n == laElementalWall || isTechnicalLand(n)) continue;
if(n == laWildWest) continue;
if(isElemental(n) && hrand(100) >= 25) continue;
return n;
}
}
if(markOrb(itOrbLuck)) {
int i = items[itOrbLuck];
items[itOrbLuck] = 0;
eLand l1 = getNewLand(old);
for(int i=1; i<3; i++)
l1 = pickluck(l1, getNewLand(old));
items[itOrbLuck] = i;
return l1;
}
if(randomPatternsMode) return pickLandRPM(old);
if(old == laEEarth && lchance(old)) return hrand(2) ? laEWater : laEFire;
if(old == laEAir && lchance(old)) return hrand(2) ? laEWater : laEFire;
if(old == laEWater && lchance(old)) return hrand(2) ? laEEarth : laEAir;
if(old == laEFire && lchance(old)) return hrand(2) ? laEEarth : laEAir;
#if CAP_RACING
if(racing::on && old != laElementalWall) {
eLand l = old;
using racing::race_lands;
while(l == old) l = race_lands[hrand(isize(race_lands))];
if(l == laElementalWall) l = randomElementalLand();
if(l == laMirror) l = laCrossroads;
return l;
}
#endif
if(tactic::on && !(tactic::trailer && old == specialland)) return specialland;
if(weirdhyperbolic && specialland != old && specialland != laCrossroads4 && !chaosmode && old != laBarrier) return specialland;
if(yendor::on && (yendor::clev().flags & YF_WALLS)) {
if(old != yendor::clev().l) return yendor::clev().l;
else if(old == laOcean) return pick(laLivefjord, laCaribbean);
}
if(yendor::on && yendor::nexttostart) {
eLand l = yendor::nexttostart;
if(!(yendor::clev().flags & YF_REPEAT))
yendor::nexttostart = laNone;
return l;
}
if(old == laDragon && tortoise::seek() && hrand(100) < 50)
return laTortoise;
if(isWarpedType(old) && (hrand(100) < 25) && chaosmode) return eLand(old ^ laWarpCoast ^ laWarpSea);
if(createOnSea(old))
return getNewSealand(old);
if(old == laGraveyard && generatingEquidistant)
return laHaunted;
if(old == laOcean && gold() >= R60 && hrand(100) < 75 && !rlyehComplete())
return laRlyeh;
if(old == laRlyeh && !rlyehComplete())
return laOcean;
eLand tab[1024];
int cnt = 0;
// return (hrand(2)) ? laMotion : laJungle;
// the basic lands, always available
tab[cnt++] = laCrossroads;
tab[cnt++] = laIce;
tab[cnt++] = laDesert;
tab[cnt++] = laJungle;
tab[cnt++] = laMotion;
if(old == laZebra) LIKELY2 {
tab[cnt++] = laMotion;
tab[cnt++] = laHunting;
}
tab[cnt++] = laHunting;
tab[cnt++] = laAlchemist;
if(old != laDeadCaves) tab[cnt++] = laCaves;
// the intermediate lands
if(gold() >= R30) {
tab[cnt++] = laCrossroads;
tab[cnt++] = geometry ? laMirrorOld : laMirror;
tab[cnt++] = laOcean;
tab[cnt++] = laLivefjord;
tab[cnt++] = laMinefield;
tab[cnt++] = laPalace;
if(old == laDragon && items[itElixir] >= U10) LIKELY tab[cnt++] = laReptile;
if(kills[moVizier]) tab[cnt++] = laEmerald;
if(kills[moSkeleton]) {
tab[cnt++] = laRuins;
if(old == laVariant) LIKELY tab[cnt++] = laRuins;
}
if(items[itFeather] >= U10) {
tab[cnt++] = laZebra;
if(old == laMotion || old == laHunting) LIKELY2 tab[cnt++] = laZebra;
}
tab[cnt++] = laWarpCoast;
if(euclid) tab[cnt++] = laWarpSea;
tab[cnt++] = laDocks;
// Ivory Tower tends to crash while generating equidistant
if(!generatingEquidistant) tab[cnt++] = laIvoryTower;
if(items[itElixir] >= U10) tab[cnt++] = laReptile;
if(items[itElixir] >= U10) tab[cnt++] = laSwitch;
if(items[itIvory] >= U10 && !generatingEquidistant) tab[cnt++] = laEndorian;
if(items[itIvory] >= U5 && !generatingEquidistant && items[itFeather] >= U5)
tab[cnt++] = laWestWall;
if(items[itKraken] >= U10) tab[cnt++] = laBurial;
}
if(landUnlocked(laDungeon)) {
tab[cnt++] = laDungeon;
if(old == laPalace) LIKELY tab[cnt++] = laDungeon;
}
// the advanced lands
if(gold() >= R60) {
tab[cnt++] = laStorms;
if(!weirdhyperbolic) tab[cnt++] = laWhirlwind;
tab[cnt++] = laCrossroads;
if(!generatingEquidistant) tab[cnt++] = laCrossroads2;
if(items[itRuby] >= U10) {
tab[cnt++] = laOvergrown;
if(old == laJungle) LIKELY tab[cnt++] = laOvergrown;
}
if(rlyehComplete()) tab[cnt++] = laRlyeh;
else if(chaosmode && (old == laWarpCoast || old == laLivefjord || old == laOcean))
tab[cnt++] = laRlyeh;
if(items[itStatue] >= U5 && chaosmode)
tab[cnt++] = laTemple;
if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean;
if(old == laOcean) tab[cnt++] = laCrossroads;
if(items[itGold] >= U5 && items[itFernFlower] >= U5 && !kills[moVizier])
tab[cnt++] = laEmerald;
if(old == laVariant) LIKELY tab[cnt++] = laEmerald;
if(items[itWindstone] >= U5 && items[itDiamond] >= U5) {
tab[cnt++] = laBlizzard;
if(old == laIce || old == laCocytus || old == laWhirlwind)
LIKELY tab[cnt++] = laBlizzard;
if(old == laBlizzard) LIKELY tab[cnt++] = laIce;
if(old == laBlizzard) LIKELY tab[cnt++] = laWhirlwind;
}
tab[cnt++] = laDryForest;
tab[cnt++] = laWineyard;
if(items[itElixir] >= U10) {
tab[cnt++] = laVolcano;
if(old == laAlchemist) LIKELY2 tab[cnt++] = laVolcano;
if(old == laVolcano) LIKELY2 tab[cnt++] = laAlchemist;
}
if(items[itGold] >= U10) tab[cnt++] = laDeadCaves;
// tab[cnt++] = laCaribbean;
if(items[itSpice] >= U10) {
tab[cnt++] = laRedRock;
if(old == laDesert) LIKELY tab[cnt++] = laRedRock;
}
if(old == laRedRock) LIKELY tab[cnt++] = laDesert;
if(old == laOvergrown) LIKELY tab[cnt++] = laJungle;
if(items[itIvory] >= U5 && !generatingEquidistant && items[itFeather] >= U5)
tab[cnt++] = laWestWall;
if(landUnlocked(laVariant)) {
tab[cnt++] = laVariant;
if(old == laRuins) LIKELY tab[cnt++] = laVariant;
if(old == laGraveyard) LIKELY tab[cnt++] = laVariant;
if(old == laEmerald) LIKELY tab[cnt++] = laVariant;
}
}
if(gold() >= R90) {
if(!chaosmode) tab[cnt++] = laPrairie;
if(old == laPrairie) LIKELY tab[cnt++] = laBull;
tab[cnt++] = laBull;
if(old == laBull && !chaosmode) LIKELY tab[cnt++] = laPrairie;
tab[cnt++] = laTerracotta;
tab[cnt++] = laRose;
if(chaosmode && geometry) tab[cnt++] = laDual;
if(chaosmode && geosupport_threecolor()) tab[cnt++] = laSnakeNest;
}
if(gold() >= R300)
tab[cnt++] = laCrossroads5;
if(tkills() >= R100) {
tab[cnt++] = laGraveyard;
if(gold() >= R60) tab[cnt++] = laHive;
if(old == laVariant) LIKELY tab[cnt++] = laGraveyard;
}
if(killtypes() >= R20) {
tab[cnt++] = laDragon;
if(old == laReptile) LIKELY tab[cnt++] = laDragon;
}
if(landUnlocked(laTrollheim)) {
tab[cnt++] = laTrollheim;
if(isTrollLand(old)) LIKELY tab[cnt++] = laTrollheim;
if(old == laTrollheim) for(int i=0; i<landtypes; i++) {
eLand l2 = eLand(i);
if(isTrollLand(l2)) LIKELY tab[cnt++] = l2;
}
}
if(landUnlocked(laElementalWall)) {
tab[cnt++] = randomElementalLandWeighted();
if(old == laDragon) LIKELY tab[cnt++] = laEFire;
if(old == laEFire) LIKELY tab[cnt++] = laDragon;
if(old == laLivefjord) LIKELY tab[cnt++] = laEWater;
if(old == laEWater) LIKELY tab[cnt++] = laLivefjord;
if(old == laDeadCaves) LIKELY tab[cnt++] = laEEarth;
if(old == laEEarth) LIKELY tab[cnt++] = laDeadCaves;
if(old == laWhirlwind) LIKELY tab[cnt++] = laEAir;
if(old == laEAir) LIKELY tab[cnt++] = laWhirlwind;
}
if(landUnlocked(laHell)) {
if(!generatingEquidistant && old != laPrairie) tab[cnt++] = laCrossroads3;
tab[cnt++] = laHell;
}
if(items[itHell] >= U10) {
if(items[itDiamond] >= U10) {
tab[cnt++] = laCocytus;
if(old == laHell || old == laIce || old == laBlizzard) LIKELY tab[cnt++] = laCocytus;
}
if(old == laCocytus) LIKELY { tab[cnt++] = laIce; tab[cnt++] = laHell; }
tab[cnt++] = laPower;
if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean;
if(old == laOcean) tab[cnt++] = laCrossroads2;
}
// for(int i=0; i<20; i++) tab[cnt++] = laRedRock;
// for(int i=0; i<20; i++) tab[cnt++] = laCaribbean;
// for(int i=0; i<20; i++) tab[cnt++] = laCocytus;
// for(int i=0; i<20; i++) tab[cnt++] = laCrossroads;
eLand n = old;
while(incompatible(n, old) || !isLandIngame(n)) {
n = tab[hrand(cnt)];
if(weirdhyperbolic && specialland == laCrossroads4 && isCrossroads(n))
n = laCrossroads4;
}
return n;
}
vector<eLand> land_over = {
laIce, laCaves, laDesert, laHunting, laMotion, laJungle, laAlchemist,
laCrossroads,
laMirror, laMirrorOld, laMinefield, laPalace, laPrincessQuest, laZebra, laSwitch, laReptile,
laOcean, laDocks, laWarpCoast, laLivefjord, laKraken, laCaribbean, laBrownian, laWhirlpool, laRlyeh, laTemple,
laIvoryTower, laEndorian, laWestWall, laDungeon, laMountain,
laCrossroads2,
laDryForest, laWineyard, laDeadCaves, laGraveyard, laHaunted, laHive,
laRedRock, laVolcano,
laDragon, laTortoise,
laOvergrown, laClearing, laStorms, laBurial, laWhirlwind,
laBlizzard,
laRuins, laEmerald, laVariant, laCamelot,
laPrairie, laBull, laTerracotta, laRose,
laElementalWall, laTrollheim,
laHell, laCrossroads3, laCocytus, laPower, laCrossroads4,
laCrossroads5,
// EXTRA
laWildWest, laHalloween, laDual, laSnakeNest, laMagnetic, laCA, laAsteroids
};
vector<eLand> landlist;
template<class T> void generateLandList(T t) {
landlist.clear();
for(auto l: land_over) if(t(l)) landlist.push_back(l);
}
eLand getLandForList(cell *c) {
eLand l = c->land;
if(isElemental(l)) return laElementalWall;
if(l == laWarpSea) return laWarpCoast;
if(l == laMercuryRiver) return laTerracotta;
if(l == laBarrier) return laCrossroads;
if(l == laOceanWall) return laOcean;
if(l == laPalace && princess::dist(cwt.at) < OUT_OF_PRISON)
l = laPrincessQuest;
// princess?
return l;
}
bool isLandIngame(eLand l) {
if(isElemental(l)) l = laElementalWall;
return land_validity(l).flags & lv::appears_in_full;
}
namespace lv {
flagtype q0 = lv::display_error_message | lv::display_in_help | lv::appears_in_geom_exp;
flagtype q1 = lv::display_error_message | lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help;
flagtype q2 = lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help | lv::appears_in_ptm;
flagtype q3 = lv::appears_in_geom_exp | lv::appears_in_full | lv::display_in_help | lv::appears_in_ptm;
flagtype qm2= q2 | lv::display_error_message;
flagtype qm3= q3 | lv::display_error_message;
land_validity_t hedgehogs = { 1, qm2 &~ lv::appears_in_full, "Cannot kill Hedgehog Warriors in this geometry."};
land_validity_t no_randpattern_version = { 0, q0, "No random pattern version."};
land_validity_t no_great_walls = { 0, q0, "Great Walls not implemented."};
land_validity_t pattern_incompatibility = { 0, q0, "Pattern incompatible."};
land_validity_t pattern_not_implemented_random = { 1, q1 | one_and_half, "Pattern not implemented -- using random."};
land_validity_t pattern_not_implemented_weird = { 1, q1, "Pattern not implemented."};
land_validity_t pattern_not_implemented_exclude = { 1, q1 & ~ lv::appears_in_full, "Pattern not implemented."};
land_validity_t not_enough_space = { 0, q0, "Not enough space."};
land_validity_t dont_work = { 0, q0, "Does not work in this geometry."};
land_validity_t bounded_only = { 0, q0, "This land is designed for bounded worlds."};
land_validity_t unbounded_only = { 0, q0, "This land is designed for infinite worlds."};
land_validity_t unbounded_only_except_bigsphere = { 0, q0, "This land is designed for infinite worlds or big spheres."};
land_validity_t out_of_theme = { 3, qm2 &~ lv::appears_in_full, "Out of theme for the full game."};
land_validity_t no_game = { 2, q2 &~ lv::appears_in_full, "No game here."};
land_validity_t not_in_chaos = { 0, q0, "Does not work in chaos mode."};
land_validity_t not_in_full_game = {2, qm2 &~ lv::appears_in_full, "Not in the full game."};
land_validity_t not_in_full_game3 = {3, qm2 &~ lv::appears_in_full, "Not in the full game."};
land_validity_t special_chaos = { 2, qm2, "Special construction in the Chaos mode." };
land_validity_t special_euclidean = { 2, qm2, "Special construction in the Euclidean mode." };
land_validity_t special_geo = { 2, qm2, "Special construction in this geometry." };
land_validity_t special_geo3 = { 3, qm2, "Special construction in this geometry." };
land_validity_t not_implemented = {0, q0, "Not implemented."};
land_validity_t partially_implemented = {1, q1 | one_and_half, "Partially implemented."};
land_validity_t ok = {2, q2 &~ lv::display_in_help, "No comments."};
land_validity_t not_in_ptm = {0, q0, "Does not work in pure tactics mode."};
land_validity_t technical = {0, q0 &~ lv::appears_in_geom_exp, "Technical."};
land_validity_t full_game = {3, q3 &~ lv::display_in_help, "Full game."};
land_validity_t inaccurate = {1, q1, "Somewhat inaccurate."};
land_validity_t great_walls_missing = {1, q1 | one_and_half, "Mercury rivers not implemented (or could not work) in this geometry."};
land_validity_t pattern_compatibility = {3, qm3, "Patterns compatible."};
land_validity_t pattern_defined = {3, qm3, "Pattern defined."};
land_validity_t pattern_compatibility_sole = {3, qm3 &~ lv::appears_in_full, "Patterns compatible."};
land_validity_t pattern_compatibility_notrec = {2, qm2 &~ lv::appears_in_full, "Patterns compatible."};
land_validity_t specially_designed = {3, qm3, "This land is specially designed for this geometry."};
land_validity_t needs_threecolor = {0, q0, "Three-colorability required."};
land_validity_t land_not_implemented = {0, q0 &~ lv::appears_in_geom_exp, "Land not implemented."};
land_validity_t interesting = {3, q3, "Special interest."};
land_validity_t better_version_exists = {0, q0, "Better version exists."};
land_validity_t dont_work_but_ingame = {1, q0 | lv::appears_in_full, "Does not work in this geometry."};
land_validity_t ugly_version = {1, q1 | lv::appears_in_full, "Grid does not work in this geometry."};
land_validity_t bad_graphics = {1, q1, "Graphics not implemented in this geometry."};
land_validity_t some0 = {0, q0, "This land does not work in the current settings. Reason not available."};
land_validity_t some1 = {1, q1, "This land does not work well in the current settings. Reason not available."};
land_validity_t known_buggy = {1, q1, "This combination is known to be buggy at the moment."};
land_validity_t sloppy_pattern = {1, q1 | one_and_half, "Somewhat sloppy pattern."};
land_validity_t no_fractal_landscapes = {1, q1 | one_and_half, "Fractal landscapes not implemented in this geometry."};
land_validity_t simplified_walls = { 1, q1, "Only simplified walls implemented."};
land_validity_t disabled = {0, q0, "This land has been disabled with compilation flags."};
land_validity_t pattern_special = {3, qm3, "Special pattern implemented for this geometry."};
land_validity_t not_3d = {0, q0, "This land does not make much sense in 3D."};
land_validity_t not_binary = {0, q0, "This land does not make much sense in binary tiling."};
land_validity_t shmup_only = {0, q0, "This land works only in the shmup mode."};
land_validity_t not_in_shmup = {0, q0, "This land is not available in the shmup mode."};
land_validity_t not_in_multi = {0, q0, "This land is not available in multiplayer."};
}
// old Daily Challenges should keep their validity forever
// set this number for historical values of land_validity
int old_daily_id = 1000000;
// check if the given land should appear in lists
land_validity_t& land_validity(eLand l) {
using namespace lv;
#if !CAP_FIELD
if(among(l, laPrairie, laBlizzard, laVolcano))
return disabled;
#endif
#if !CAP_COMPLEX2
if(among(l, laBrownian, laWestWall, laVariant))
return disabled;
#endif
if(l == laMinefield && bounded)
return special_geo3;
if(l == laAsteroids) {
if(!shmup::on) return shmup_only;
if(!bounded) return bounded_only;
return specially_designed;
}
if(DIM == 3) {
if(l == laWarpCoast) return ugly_version;
if(l == laWineyard && hyperbolic && !binarytiling && S7 == 6) return lv::pattern_special;
if(l == laEmerald && hyperbolic && !binarytiling && S7 == 12) return lv::pattern_special;
if(l == laZebra) return pattern_not_implemented_random;
if(among(l, laWhirlpool, laPrairie, laWestWall, laBull)) return lv::not_3d;
if(l == laEndorian && hyperbolic && !quotient) return lv::pattern_special;
if(l == laIvoryTower && hyperbolic && binarytiling) return lv::pattern_special;
if(l == laDungeon || l == laBrownian) return not_implemented;
if(l == laKraken) return binarytiling ? not_binary : not_implemented;
if(l == laBurial && !shmup::on) return not_implemented;
if(l == laMirrorOld && !shmup::on) return not_implemented;
}
if(l == laBrownian) {
if(quotient || !hyperbolic || geometry == gCrystal) return dont_work;
}
if(binarytiling) {
if(among(l, laMountain, laTemple)) return lv::pattern_compatibility_sole;
if(among(l, laDungeon, laIvoryTower, laOcean, laEndorian)) return lv::pattern_compatibility;
if(among(l, laCaribbean, laCamelot)) return lv::pattern_compatibility_notrec;
// Clearing -- does not generate
/* laCamelot, laCaribbean -> they are OK but not recommended */
}
#if CAP_ARCM
if(archimedean) {
if(among(l, laPower, laZebra, laWineyard) && arcm::current.have_line) return lv::pattern_defined;
// horocycles not implemented
if(isCyclic(l)) return not_implemented;
}
#endif
#if CAP_CRYSTAL
if(geometry == gCrystal) {
if(l == laCamelot) return interesting;
if(isCrossroads(l)) return full_game;
}
#endif
// Random Pattern allowed only in some specific lands
if(randomPatternsMode && !isRandland(l))
return no_randpattern_version;
if(isElemental(l)) {
if(l != laElementalWall)
return technical;
// not good in Field quotient
if(geometry == gZebraQuotient)
return special_geo3;
if(quotient)
return no_great_walls;
if(weirdhyperbolic)
return simplified_walls;
// works nice on a big non-tetrahedron-based sphere
if(sphere && S3 != 3 && GOLDBERG)
return special_geo3;
}
// not enough space
if(l == laStorms && (old_daily_id < 35 ? !BITRUNCATED : PURE) && elliptic)
return not_enough_space;
if(l == laStorms && S7 == 3)
return not_enough_space;
// does not agree with the pattern
if(l == laStorms && quotient && geometry != gZebraQuotient)
return pattern_not_implemented_random;
// pattern not implemented
if(l == laStorms && S7 == 8)
return pattern_not_implemented_random;
// mirrors do not work in gp
if(among(l, laMirror, laMirrorOld) && (GOLDBERG && old_daily_id < 33))
return dont_work;
if(binarytiling && among(l, laMirror, laMirrorOld))
return dont_work;
if(l == laWhirlwind && hyperbolic_not37)
return pattern_incompatibility;
// available only in non-standard geometries
if(l == laMirrorOld && !geometry && STDVAR)
return better_version_exists;
// available only in standard geometry
if(l == laMirror && (geometry || NONSTDVAR))
return not_implemented;
// Halloween needs bounded world (can be big bounded)
if(l == laHalloween && !bounded)
return bounded_only;
// Crystal World is designed for nice_dual geometries
if(l == laDual && !has_nice_dual())
return dont_work;
if(l == laHaunted && chaosmode)
return not_in_chaos;
// standard, non-PTM specific
if(l == laCrossroads5 && tactic::on)
return not_in_ptm;
// standard non-PTM non-chaos specific
if((l == laCrossroads5 || l == laCrossroads2) && (geometry || chaosmode))
return some0;
// special construction in the Chaos mode
if(chaosmode && (l == laTemple || l == laHive || l == laOcean || l == laHaunted))
return special_chaos;
if(l == laWhirlpool && a4)
return dont_work;
if(isWarpedType(l) && a4 && GOLDBERG)
return dont_work;
#if CAP_IRR
if((isWarpedType(l) || l == laDual) && IRREGULAR && !irr::bitruncations_performed)
return dont_work;
if(IRREGULAR && among(l, laPrairie, laMirror, laMirrorOld))
return dont_work;
#endif
if(archimedean && l == laPrairie) return dont_work;
if((IRREGULAR || archimedean) && among(l, laBlizzard, laVolcano) && !sphere)
return dont_work;
if(archimedean && DUAL && l == laCrossroads4)
return not_implemented;
// equidistant-based lands
if(isEquidLand(l)) {
// no equidistants supported in chaos mode
if(chaosmode)
return not_in_chaos;
// the algorithm fails in Archimedean DUAL
if(archimedean && DUAL)
return not_implemented;
// no equidistants supported in these geometries (big sphere is OK though)
if(bounded && !bigsphere)
return unbounded_only_except_bigsphere;
// Yendorian only implemented in standard
if(l == laEndorian && geometry)
return not_implemented;
// special Euclidean implementations
if(euclid && (l == laIvoryTower || l == laMountain || l == laOcean || l == laMountain))
return special_geo;
// in other geometries, it works
if(geometry)
return ok;
}
if(l == laPrincessQuest && chaosmode)
return not_in_chaos;
if(l == laPrincessQuest && tactic::on)
return not_in_ptm;
if(l == laPrincessQuest && (!stdeuc || NONSTDVAR))
return not_implemented;
if(l == laPrincessQuest && shmup::on)
return not_in_shmup;
if(l == laPrincessQuest && multi::players > 1)
return not_in_multi;
if(l == laMountain && chaosmode)
return not_in_chaos;
if(l == laBrownian && chaosmode)
return not_in_chaos;
// works correctly only in some geometries
if(l == laClearing && chaosmode)
return not_in_chaos;
if(l == laClearing)
if(!(stdeuc || a38 || (a45 && BITRUNCATED) || (a47 && BITRUNCATED)) || NONSTDVAR)
if(!bounded)
return not_implemented;
// does not work in non-bitrunc a4
if(l == laOvergrown && a4 && !BITRUNCATED)
return some0;
// does not work in bounded either
if(l == laOvergrown && bounded)
return some0;
// horocycle-based lands, not available in bounded geometries nor in Chaos mode
if(l == laWhirlpool || l == laCamelot || l == laCaribbean || l == laTemple || l == laHive) {
if(chaosmode) {
if(l == laTemple || l == laHive)
return special_chaos;
return not_in_chaos;
}
if(archimedean) return not_implemented;
if(bounded) return unbounded_only;
}
if(chaosmode && isCrossroads(l))
return not_in_chaos;
// this pattern does not work on elliptic and small spheres
if((l == laBlizzard || l == laVolcano) && elliptic && S7 < 5 && !archimedean)
return not_enough_space;
// ... and it works in gp only partially
if((l == laBlizzard || l == laVolcano) && GOLDBERG && (old_daily_id < 33 || !sphere))
return partially_implemented;
// Kraken does not really work on odd-sided cells;
// a nice football pattern will solve the problem by forbidding the Kraken to go there
// (but we do have to allow it in non-bitrunc standard)
if(l == laKraken && (S7&1) && !has_nice_dual()) {
return dont_work_but_ingame;
}
// works in most spheres, Zebra quotient, and stdeuc
if(l == laWhirlwind) {
if(geometry == gZebraQuotient)
return pattern_compatibility;
if(stdeuc) ;
else if(S7 == 4 && BITRUNCATED) return special_geo;
else if(bigsphere && !BITRUNCATED && !elliptic) return special_geo;
else return dont_work;
}
// needs standard/Euclidean (needs fractal landscape)
if(among(l, laTortoise, laVariant) && !stdeuc)
return not_implemented;
// technical lands do not count
if(l != laCA && isTechnicalLand(l))
return technical;
// only in bounded geometry, and not in PTM
if(l == laCA && !bounded)
return bounded_only;
if(l == laCA && tactic::on)
return not_in_ptm;
if(l == laCA)
return no_game;
// Dragon Chasm requires unbounded space [partial]
if(l == laDragon && smallbounded)
return unbounded_only;
// Graveyard pattern does not work on non-bitrunc weird geometries
if((l == laGraveyard && !randomPatternsMode) || l == laRuins || l == laRedRock) switch(geosupport_football()) {
case 0:
return dont_work;
case 1:
return sloppy_pattern;
default: ;
}
// Warped Coast does not work on non-bitrunc S3s (except standard heptagonal where we have to keep it)
if(l == laWarpCoast && (S3==3) && geosupport_football() != 2 && !(old_daily_id >= 33 && geosupport_chessboard())) {
return ugly_version;
}
if(l == laWarpCoast && quotient && geometry != gZebraQuotient && !randomPatternsMode)
return pattern_incompatibility;
if(among(l, laEmerald, laCamelot, laDryForest) && VALENCE != 3 && old_daily_id >= 65)
return hedgehogs;
// laPower and laEmerald and laPalace -> [partial] in quotients and hyperbolic_non37
if((l == laPower || l == laEmerald || l == laPalace || l == laWildWest) && !randomPatternsMode) {
if(euclid || bigsphere) ;
else if(old_daily_id <= 65 && a45) ;
else if(!hyperbolic_37) return l == laWildWest ? some0 : pattern_not_implemented_random;
else if(quotient) return pattern_incompatibility;
}
if(among(l, laEmerald, laCamelot, laDryForest) && VALENCE != 3)
return hedgehogs;
// ... wineyard pattern is GOOD only in the standard geometry or Euclidean
if(l == laWineyard && (NONSTDVAR || sphere) && !randomPatternsMode)
return pattern_not_implemented_random;
if(l == laTrollheim && quotient == qFIELD)
return not_enough_space;
if(l == laStorms && hyperbolic_not37)
return pattern_not_implemented_random;
if(l == laTrollheim && !stdeuc && !bounded)
return some1;
if(l == laReptile) {
if(old_daily_id <= 64) {
if(l == laReptile && (a38 || a4 || sphere || !BITRUNCATED || (quotient && !euwrap && geometry != gZebraQuotient)))
return bad_graphics;
}
else {
bool reptile_good = false;
if(hyperbolic_37 && BITRUNCATED) reptile_good = true;
if(euclid6) reptile_good = true;
if(quotient && geometry != gZebraQuotient && !euwrap)
reptile_good = false;
if(!reptile_good)
return bad_graphics;
}
}
if((l == laDragon || l == laReptile) && !stdeuc && !smallbounded && !randomPatternsMode)
return no_fractal_landscapes;
if(l == laCrossroads && smallsphere)
return not_enough_space;
if(l == laCrossroads3 && !stdeuc && !bigsphere)
return not_enough_space;
if(among(l, laCrossroads, laCrossroads2, laCrossroads3, laCrossroads5) && weirdhyperbolic)
return no_great_walls;
// Crossroads IV is great in weird hyperbolic
if(l == laCrossroads4 && weirdhyperbolic && !quotient)
return full_game;
// OK in small bounded worlds, and in Euclidean
if(l == laCrossroads4 && quotient)
return some0;
if(l == laZebra && quotient && geometry != gZebraQuotient && !randomPatternsMode)
return pattern_incompatibility;
if(l == laZebra && !(stdeuc || (a4 && !BITRUNCATED) || a46) && !randomPatternsMode)
return pattern_not_implemented_weird;
if(l == laCrossroads3 && euclid)
return inaccurate; // because it is not accurate
if(l == laPrairie) {
if(GOLDBERG) return not_implemented;
else if(stdeuc || (bigsphere && BITRUNCATED && !elliptic) || (geometry == gFieldQuotient)) ;
else if(!bounded) return not_implemented;
else return unbounded_only;
}
if(l == laTerracotta && !stdeuc && !(bigsphere))
return great_walls_missing;
// highlight Crossroads on Euclidean
if(euclid && !euwrap && (l == laCrossroads || l == laCrossroads4))
return full_game;
if(euclid && euwrap && !fulltorus && l == laCrossroads && torusconfig::sdy == -2 * torusconfig::sdx)
return full_game;
if(euclid && euwrap && !fulltorus && l == laCrossroads4 && torusconfig::sdy == 0)
return full_game;
// highlight Zebra-based lands on Zebra Quotient!
if((l == laZebra || l == laWhirlwind || l == laStorms || l == laWarpCoast || l == laWarpSea) && geometry == gZebraQuotient)
return pattern_compatibility;
// highlight FP-based lands on Field Quotient!
if((l == laPrairie || l == laVolcano || l == laBlizzard) && geometry == gFieldQuotient)
return pattern_compatibility;
// highlight Docks-based lands on Bolza and Bolza x2!
if(l == laDocks && among(geometry, gBolza, gBolza2))
return pattern_compatibility;
// these are highlighted whenever allowed
if(l == laHalloween)
return specially_designed;
if(l == laDual && geosupport_threecolor() == 2)
return specially_designed;
if(l == laDual && !geometry && !GOLDBERG)
return hyperbolic_37 ? not_in_full_game3 : not_in_full_game;
if(l == laSnakeNest && DIM == 2) {
if(geosupport_threecolor() < 2)
return needs_threecolor;
else return specially_designed;
}
if(l == laDocks && !randomPatternsMode) {
if(a38 && !GOLDBERG) return specially_designed;
if(a38) return pattern_not_implemented_weird;
return pattern_not_implemented_exclude;
}
if(l == laStorms && fulltorus)
return interesting;
if(l == laMagnetic)
return land_not_implemented;
if(shmup::on && among(l, laMirror, laMirrorOld) && among(geometry, gElliptic, gZebraQuotient, gKleinQuartic, gBolza, gBolza2, gMinimal))
return known_buggy;
// these don't appear in normal game, but do appear in special modes
if(l == laWildWest && !randomPatternsMode)
return out_of_theme;
if(l == laIce && STDVAR && hyperbolic_37 && !quotient && !archimedean && !binarytiling)
return full_game;
return ok;
}
/*
int checkLands() {
for(int i=0; i<landtypes; i++) {
eLand l = eLand(i);
char inover = 'N';
for(int i=0; i<LAND_OVERX; i++) if(land_over[i] == l) inover = 'X';
for(int i=0; i<LAND_OVER; i++) if(land_over[i] == l) inover = 'Y';
char ineuc = 'N';
for(int i=0; i<LAND_EUC; i++) if(land_euc[i] == l) ineuc = 'Y';
char insph = 'N';
for(int i=0; i<LAND_SPH; i++) if(land_sph[i] == l) insph = 'Y';
char inoct = 'N';
for(int i=0; i<LAND_OCT; i++) if(land_oct[i] == l) inoct = 'Y';
char intac = 'N';
for(auto ti: land_tac) if(l == ti.l) intac = 'Y';
printf("%c %c %c %c %c %c %c :: %s\n",
isTechnicalLand(l) ? 'T' : 'R',
inover, ineuc, insph, inoct, intac, noChaos(l) ? 'N' : 'Y', linf[i].name);
}
exit(0);
}
auto hookcl = addHook(hooks_args, 100, checkLands); */
}