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https://github.com/zenorogue/hyperrogue.git
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1197 lines
42 KiB
C++
1197 lines
42 KiB
C++
// Hyperbolic Rogue -- land availability
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file landlock.cpp
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* \brief unlocking lands, which lands could be found beyond the wall, validity of various lands depending on the settings
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*/
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#include "hyper.h"
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namespace hr {
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EX bool nodisplay(eMonster m) {
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return
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m == moIvyDead ||
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m == moDragonTail ||
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m == moWolfMoved ||
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m == moIvyNext ||
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m == moIvyDead;
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}
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/** returns: 2 = treasure increaser, 1 = just appears, 0 = does not appear */
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EX int isNative(eLand l, eMonster m) {
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switch(l) {
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#define LAND(a,b,c,d,e,f,g) case c:
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#define NATIVE(x) return x;
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#include "content.cpp"
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case landtypes: return 0;
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}
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return false;
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}
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EX eItem treasureType(eLand l) { return linf[l].treasure; }
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EX eItem treasureTypeUnlock(eLand l, eItem u) {
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if(u != itOrbLove && l == laPrincessQuest)
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return itPalace;
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return treasureType(l);
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}
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EX eLand landof(eItem it) {
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for(int i=0; i<landtypes; i++) if(treasureType(eLand(i)) == it) return eLand(i);
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return laNone;
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}
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EX int landMultiplier(eLand l) {
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if(l == laCamelot || l == laPrincessQuest) return 10;
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return 1;
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}
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EX bool isCrossroads(eLand l) {
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return l == laCrossroads || l == laCrossroads2 || l == laCrossroads3 ||
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l == laCrossroads4 || l == laCrossroads5;
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}
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EX bool bearsCamelot(eLand l) {
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return isCrossroads(l) && l != laCrossroads2 && l != laCrossroads5;
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}
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EX bool inmirror(const cellwalker& cw) {
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return inmirror(cw.at->land);
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}
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EX eLand oppositeElement(eLand l, eLand l2) {
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if(l == laEFire) return laEWater;
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if(l == laEWater) return laEFire;
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if(l == laEAir) return laEEarth;
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if(l == laEEarth) return laEAir;
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if(l == laMirror && l2 == laMirrored) return laMirrored2;
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if(l == laMirrored2 && l2 == laMirrored) return laMirror;
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return l;
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}
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// land unlocking
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EX eLand firstland = laIce;
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EX eLand specialland = laIce;
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EX int chaosmode = 0;
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EX bool landUnlockedRPM(eLand n) {
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if(isRandland(n) == 2) return true;
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if(isRandland(n) == 1)
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return (autocheat || cheater || hiitemsMax(treasureType(n)) >= 10);
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return false;
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}
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EX int variant_unlock_value() {
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return inv::on ? 75 : 30;
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}
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EX bool landUnlocked(eLand l) {
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if(randomPatternsMode) {
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return landUnlockedRPM(l);
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}
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back:
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switch(l) {
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#define LAND(a,b,c,d,e,f,g) case c:
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#define REQ(x) x return true;
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#define REQAS(x,y) l = x; goto back;
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#define GOLD(x) if(gold() < x) return false;
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#define ITEMS(kind, number) if(items[kind] < number) return false;
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#define NEVER if(1) return false;
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#define ALWAYS ;
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#define KILLS(x) if(tkills() < x) return false;
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#define KILL(x, where) if(!kills[x]) return false;
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#define AKILL(x, where) if(kills[x]) return true;
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#define ORD(a, b) a b
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#define NUMBER(val, required, description) if(val < required) return false;
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#define COND(x,y) if(!(x)) return false;
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#define ITEMS_TOTAL(list, z) { int total = 0; for(eItem x: list) total += items[x]; if(total < z) return false; }
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#define ACCONLY(x)
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#define ACCONLY2(x,y)
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#define ACCONLYF(x)
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#include "content.cpp"
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case landtypes: return false;
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}
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return false;
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}
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EX void countHyperstoneQuest(int& i1, int& i2) {
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i1 = 0; i2 = 0;
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generateLandList(isLandIngame);
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for(eLand l: landlist) if(l != laCamelot && l != laPrincessQuest) {
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eItem ttype = treasureType(l);
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if(ttype != itHyperstone) {
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i2++; if(items[ttype] >= R10) i1++;
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}
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}
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}
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EX bool hyperstonesUnlocked() {
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int i1, i2;
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if(tactic::on && isCrossroads(specialland) && !tactic::trailer) return true;
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countHyperstoneQuest(i1, i2);
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return i1 == i2;
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}
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// 2 = always available, 1 = highscore required, 0 = never available
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EX int isRandland(eLand l) {
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if(l == laIce || l == laDesert || l == laCaves || l == laWildWest || l == laDocks)
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return 2;
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for(eLand ll: randlands) if(l == ll) return 1;
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return 0;
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}
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EX bool incompatible1(eLand l1, eLand l2) {
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if(isCrossroads(l1) && isCrossroads(l2)) return true;
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if(l1 == laJungle && l2 == laMotion) return true;
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if(l1 == laMirrorOld && l2 == laMotion) return true;
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if(l1 == laPower && l2 == laWineyard) return true;
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if(l1 == laPower && l2 == laDryForest) return true;
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if(l1 == laVolcano && l2 == laDryForest) return true;
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if(l1 == laVolcano && l2 == laWineyard) return true;
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if(l1 == laDragon && l2 == laDryForest) return true;
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if(l1 == laEFire && l2 == laWineyard) return true;
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if(l1 == laEFire && l2 == laDryForest) return true;
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if(l1 == laGraveyard && l2 == laDryForest) return true;
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if(l1 == laGraveyard && l2 == laRuins) return true;
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if(l1 == laGraveyard && l2 == laRedRock) return true;
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if(l1 == laGraveyard && l2 == laEmerald) return true;
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if(l1 == laDeadCaves && l2 == laEmerald) return true;
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if(l1 == laDeadCaves && l2 == laCaves) return true;
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if(l1 == laWarpSea && l2 == laKraken) return true;
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if(l1 == laPrairie && l2 == laCrossroads3) return true;
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if(isElemental(l1) && isElemental(l2)) return true;
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return false;
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}
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EX eLand randomElementalLand() {
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int i = hrand(4);
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eLand t[4] = { laEFire, laEWater, laEAir, laEEarth };
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return t[i];
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}
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EX int elementalKills() {
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return
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kills[moAirElemental] + kills[moWaterElemental] + kills[moEarthElemental] + kills[moFireElemental];
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}
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EX eLand randomElementalLandWeighted() {
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int i = hrand(elementalKills());
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i -= kills[moAirElemental]; if(i<0) return laEAir;
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i -= kills[moWaterElemental]; if(i<0) return laEWater;
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i -= kills[moEarthElemental]; if(i<0) return laEEarth;
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i -= kills[moFireElemental]; if(i<0) return laEFire;
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printf("elemental bug\n");
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return laElementalWall;
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}
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EX bool incompatible(eLand nw, eLand old) {
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return (nw == old) || incompatible1(nw, old) || incompatible1(old, nw);
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}
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EX bool rlyehComplete() {
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if(chaosmode) return items[itStatue] >= 1;
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return items[itStatue] >= 10 || items[itGrimoire] >= 10;
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}
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bool lchance(eLand l) {
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if(tactic::on || yendor::on || racing::on || ((geometry || GOLDBERG) && specialland == laElementalWall)) return true;
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if(chaosmode) return hrand(100) < 25;
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return hrand(100) >= 40 * kills[elementalOf(l)] / (elementalKills()+1);
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}
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EX eLand pickLandRPM(eLand old) {
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while(true) {
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eLand n = randlands[hrand(isize(randlands))];
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if(incompatible(n, old)) continue;
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if(landUnlockedRPM(n)) return n;
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}
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}
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EX eLand pickluck(eLand l1, eLand l2) {
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int t1 = items[treasureType(l1)];
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int t2 = items[treasureType(l2)];
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if(t1 < t2) return l1;
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if(t2 < t1) return l2;
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if(isCrossroads(l1)) return l1;
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return l2;
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}
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#define LIKELY for(int u=0; u<5; u++)
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#define LIKELY2 for(int u=0; u<2; u++)
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/* bool noChaos(eLand l) {
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if(l == laOcean || l == laTemple) return false;
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return
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isCrossroads(l) || isCyclic(l) || isHaunted(l) ||
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l == laCaribbean || isGravityLand(l) || l == laPrincessQuest ||
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l == laPrairie || l == laHalloween;
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} */
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EX eLand getNewSealand(eLand old) {
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while(true) {
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eLand p = pick(laOcean, pick(laCaribbean, laLivefjord, laWarpSea, laKraken, laDocks));
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if(p == laKraken && !landUnlocked(p)) continue;
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if(p == laKraken && peace::on) continue;
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if(incompatible(old, p)) continue;
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if(p == old) continue;
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if(!isLandIngame(p)) continue;
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return p;
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}
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}
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EX bool createOnSea(eLand old) {
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return
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old == laWarpSea || old == laCaribbean || old == laKraken ||
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(old == laLivefjord && hrand(2)) ||
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(old == laDocks && hrand(2)) ||
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(old == laOcean && (chaosmode ? hrand(2) : !generatingEquidistant));
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}
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EX hookset<eLand(eLand)> *hooks_nextland;
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EX eLand getNewLand(eLand old) {
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if(old == laMirror && !chaosmode && hrand(10) >= ((tactic::on || racing::on) ? 0 : markOrb(itOrbLuck) ? 5 : 2)) return laMirrored;
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if(old == laTerracotta && !chaosmode && hrand(5) >= ((tactic::on || racing::on) ? 0 : markOrb(itOrbLuck) ? 2 : 1) && !weirdhyperbolic) return laTerracotta;
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eLand l = callhandlers(laNone, hooks_nextland, old);
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if(l) return l;
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if(cheatdest != old) if(!isCyclic(cheatdest) && !isTechnicalLand(cheatdest)) return cheatdest;
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if(old == laTortoise) return laDragon;
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if(yendor::on && chaosmode) {
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while(true) {
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eLand n = eLand(hrand(landtypes));
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if(n == old) continue;
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if(incompatible(n,old)) continue;
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if(!isLandIngame(n)) continue;
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if(n == laElementalWall || isTechnicalLand(n)) continue;
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if(n == laWildWest) continue;
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if(isElemental(n) && hrand(100) >= 25) continue;
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return n;
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}
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}
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if(markOrb(itOrbLuck)) {
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int i = items[itOrbLuck];
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items[itOrbLuck] = 0;
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eLand l1 = getNewLand(old);
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for(int i=1; i<3; i++)
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l1 = pickluck(l1, getNewLand(old));
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items[itOrbLuck] = i;
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return l1;
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}
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if(randomPatternsMode) return pickLandRPM(old);
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if(old == laEEarth && lchance(old)) return hrand(2) ? laEWater : laEFire;
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if(old == laEAir && lchance(old)) return hrand(2) ? laEWater : laEFire;
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if(old == laEWater && lchance(old)) return hrand(2) ? laEEarth : laEAir;
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if(old == laEFire && lchance(old)) return hrand(2) ? laEEarth : laEAir;
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#if CAP_RACING
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if(racing::on && old != laElementalWall) {
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eLand l = old;
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using racing::race_lands;
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while(l == old) l = race_lands[hrand(16)]; // fixed at 16
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if(l == laElementalWall) l = randomElementalLand();
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if(l == laMirror) l = laCrossroads;
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return l;
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}
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#endif
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if(tactic::on && !(tactic::trailer && old == specialland)) return specialland;
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if((weirdhyperbolic || cheater) && specialland != old && specialland != laCrossroads4 && specialland != laIce && !chaosmode && old != laBarrier && !isCyclic(specialland) && specialland != laBrownian)
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return specialland;
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if(yendor::on && (yendor::clev().flags & YF_WALLS)) {
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if(old != yendor::clev().l) return yendor::clev().l;
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else if(old == laOcean) return pick(laLivefjord, laCaribbean);
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}
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if(yendor::on && yendor::nexttostart) {
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eLand l = yendor::nexttostart;
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if(!(yendor::clev().flags & YF_REPEAT))
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yendor::nexttostart = laNone;
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return l;
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}
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if(old == laDragon && tortoise::seek() && hrand(100) < 50)
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return laTortoise;
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if(isWarpedType(old) && (hrand(100) < 25) && chaosmode) return eLand(old ^ laWarpCoast ^ laWarpSea);
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if(createOnSea(old))
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return getNewSealand(old);
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if(old == laGraveyard && generatingEquidistant)
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return laHaunted;
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if(old == laOcean && gold() >= R60 && hrand(100) < 75 && !rlyehComplete())
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return laRlyeh;
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if(old == laRlyeh && !rlyehComplete())
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return laOcean;
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eLand tab[1024];
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int cnt = 0;
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// return (hrand(2)) ? laMotion : laJungle;
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// the basic lands, always available
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tab[cnt++] = laCrossroads;
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tab[cnt++] = laIce;
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tab[cnt++] = laDesert;
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tab[cnt++] = laJungle;
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tab[cnt++] = laMotion;
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if(old == laZebra) LIKELY2 {
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tab[cnt++] = laMotion;
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tab[cnt++] = laHunting;
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}
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tab[cnt++] = laHunting;
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tab[cnt++] = laAlchemist;
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if(old != laDeadCaves) tab[cnt++] = laCaves;
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// the intermediate lands
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if(gold() >= R30) {
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tab[cnt++] = laCrossroads;
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tab[cnt++] = geometry ? laMirrorOld : laMirror;
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tab[cnt++] = laOcean;
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tab[cnt++] = laLivefjord;
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tab[cnt++] = laMinefield;
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tab[cnt++] = laPalace;
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if(old == laDragon && items[itElixir] >= U10) LIKELY tab[cnt++] = laReptile;
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if(kills[moVizier]) tab[cnt++] = laEmerald;
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if(kills[moSkeleton]) {
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tab[cnt++] = laRuins;
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if(old == laVariant) LIKELY tab[cnt++] = laRuins;
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}
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if(items[itFeather] >= U10) {
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tab[cnt++] = laZebra;
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if(old == laMotion || old == laHunting) LIKELY2 tab[cnt++] = laZebra;
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}
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tab[cnt++] = laWarpCoast;
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if(euclid) tab[cnt++] = laWarpSea;
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tab[cnt++] = laDocks;
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// Ivory Tower tends to crash while generating equidistant
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if(!generatingEquidistant) tab[cnt++] = laIvoryTower;
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if(items[itElixir] >= U10) tab[cnt++] = laReptile;
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if(items[itElixir] >= U10) tab[cnt++] = laSwitch;
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if(items[itIvory] >= U10 && !generatingEquidistant) tab[cnt++] = laEndorian;
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if(items[itIvory] >= U5 && !generatingEquidistant && items[itFeather] >= U5)
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tab[cnt++] = laWestWall;
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if(items[itKraken] >= U10) tab[cnt++] = laBurial;
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}
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if(landUnlocked(laDungeon)) {
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tab[cnt++] = laDungeon;
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if(old == laPalace) LIKELY tab[cnt++] = laDungeon;
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}
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// the advanced lands
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if(gold() >= R60) {
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tab[cnt++] = laStorms;
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if(!weirdhyperbolic) tab[cnt++] = laWhirlwind;
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tab[cnt++] = laCrossroads;
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if(!generatingEquidistant) tab[cnt++] = laCrossroads2;
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if(items[itRuby] >= U10) {
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tab[cnt++] = laOvergrown;
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if(old == laJungle) LIKELY tab[cnt++] = laOvergrown;
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}
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if(rlyehComplete()) tab[cnt++] = laRlyeh;
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else if(chaosmode && (old == laWarpCoast || old == laLivefjord || old == laOcean))
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tab[cnt++] = laRlyeh;
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if(items[itStatue] >= U5 && chaosmode)
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tab[cnt++] = laTemple;
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if(old == laCrossroads || old == laCrossroads2) tab[cnt++] = laOcean;
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if(old == laOcean) tab[cnt++] = laCrossroads;
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if(items[itGold] >= U5 && items[itFernFlower] >= U5 && !kills[moVizier])
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tab[cnt++] = laEmerald;
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if(old == laVariant) LIKELY tab[cnt++] = laEmerald;
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if(items[itWindstone] >= U5 && items[itDiamond] >= U5) {
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tab[cnt++] = laBlizzard;
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if(old == laIce || old == laCocytus || old == laWhirlwind)
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LIKELY tab[cnt++] = laBlizzard;
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if(old == laBlizzard) LIKELY tab[cnt++] = laIce;
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if(old == laBlizzard) LIKELY tab[cnt++] = laWhirlwind;
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}
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tab[cnt++] = laDryForest;
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tab[cnt++] = laWineyard;
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if(items[itElixir] >= U10) {
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tab[cnt++] = laVolcano;
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if(old == laAlchemist) LIKELY2 tab[cnt++] = laVolcano;
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if(old == laVolcano) LIKELY2 tab[cnt++] = laAlchemist;
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}
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if(items[itGold] >= U10) tab[cnt++] = laDeadCaves;
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// tab[cnt++] = laCaribbean;
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if(items[itSpice] >= U10) {
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tab[cnt++] = laRedRock;
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if(old == laDesert) LIKELY tab[cnt++] = laRedRock;
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}
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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;
|
|
}
|
|
|
|
EX 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
|
|
};
|
|
|
|
EX vector<eLand> landlist;
|
|
|
|
#if HDR
|
|
template<class T> void generateLandList(T t) {
|
|
landlist.clear();
|
|
for(auto l: land_over) if(t(l)) landlist.push_back(l);
|
|
}
|
|
#endif
|
|
|
|
#if HDR
|
|
namespace lv {
|
|
static const flagtype appears_in_geom_exp = 1;
|
|
static const flagtype display_error_message = 2;
|
|
static const flagtype appears_in_full = 4;
|
|
static const flagtype appears_in_ptm = 8;
|
|
static const flagtype display_in_help = 16;
|
|
static const flagtype one_and_half = 32;
|
|
};
|
|
|
|
struct land_validity_t {
|
|
int quality_level; // 0 (dont show), 1 (1/2), 2 (ok), 3(1!)
|
|
flagtype flags;
|
|
string msg;
|
|
};
|
|
#endif
|
|
|
|
EX 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;
|
|
}
|
|
|
|
EX 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;
|
|
}
|
|
|
|
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_infull = {1, q1 | lv::appears_in_full, "Grid does not work in this geometry."};
|
|
land_validity_t ugly_version_nofull = {1, q1, "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;
|
|
|
|
const int landscapes_when = 1000;
|
|
|
|
// check if the given land should appear in lists
|
|
EX land_validity_t& land_validity(eLand l) {
|
|
|
|
using namespace lv;
|
|
|
|
if(hybri || hybrid::pmap) {
|
|
if(among(l, laPrincessQuest, laPrairie, laMirrorOld, laMirror, laDual, laWarpCoast, laKraken, laBrownian, laWhirlpool, laWestWall, laHive, laClearing, laWhirlwind, laBlizzard, laBull, laTerracotta, laCrossroads5,
|
|
laEndorian, laDungeon, laMountain))
|
|
return lv::not_implemented;
|
|
if(among(l, laReptile, laDragon, laTortoise))
|
|
return lv::bad_graphics;
|
|
if((hybrid::actual_geometry == gRotSpace || geometry == gRotSpace) && l == laDryForest)
|
|
return lv::hedgehogs;
|
|
if(hybri) return *PIU(&land_validity(l));
|
|
}
|
|
|
|
#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(nil) {
|
|
if(among(l, laCrossroads, laCrossroads2, laCrossroads3, laCrossroads4))
|
|
return lv::full_game;
|
|
if(among(l, laPalace, laGraveyard, laWineyard, laElementalWall))
|
|
return lv::pattern_special;
|
|
if(among(l, laEndorian, laCaribbean, laHaunted, laVolcano, laClearing, laStorms, laBlizzard))
|
|
return lv::not_implemented;
|
|
}
|
|
|
|
if(WDIM == 3) {
|
|
if(l == laWarpCoast) return ugly_version_nofull;
|
|
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 && geometry == gKiteDart3) return not_implemented;
|
|
if(l == laEndorian && sol) return not_implemented;
|
|
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 || cryst) 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(cryst) {
|
|
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 || sol)
|
|
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 && WDIM == 3)
|
|
return not_in_full_game; /* uses too much memory */
|
|
|
|
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;
|
|
|
|
// mirrors do not work in penrose and sol
|
|
if(among(l, laMirror, laMirrorOld) && (penrose || sol))
|
|
return dont_work;
|
|
|
|
if(isCrossroads(l) && geometry == gBinary4)
|
|
return not_implemented;
|
|
|
|
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() || nonisotropic))
|
|
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;
|
|
|
|
if(geometry == gKiteDart3 && l == laGraveyard)
|
|
return lv::pattern_special;
|
|
|
|
// 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;
|
|
// the algorithm fails in Binary4
|
|
if(geometry == gBinary4)
|
|
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 || penrose) 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) && !(old_daily_id < landscapes_when ? stdeuc : geometry_supports_cdata()))
|
|
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_infull;
|
|
}
|
|
|
|
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;
|
|
|
|
if(l == laWineyard && sol)
|
|
return lv::pattern_special;
|
|
|
|
// ... 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 && sol) return ugly_version_nofull;
|
|
|
|
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 || (geometry == gZebraQuotient && old_daily_id > 106)) && !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) && !penrose)
|
|
return full_game;
|
|
|
|
if(sol && among(l, laCrossroads, laCrossroads4))
|
|
return full_game;
|
|
|
|
if(sol && l == laCamelot)
|
|
return not_implemented;
|
|
|
|
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 && WDIM == 2) {
|
|
if(geosupport_threecolor() < 2)
|
|
return needs_threecolor;
|
|
else return specially_designed;
|
|
}
|
|
|
|
if(l == laDocks && !randomPatternsMode) {
|
|
if(a38 && !GOLDBERG && !nonisotropic) return specially_designed;
|
|
if(a38 && !nonisotropic) 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); */
|
|
|
|
}
|