mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-19 07:20:25 +00:00
1216 lines
37 KiB
C++
1216 lines
37 KiB
C++
// land statistics and flags
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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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int isNative(eLand l, eMonster m) {
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switch(l) {
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case laIce:
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return (m == moWolf || m == moWolfMoved || m == moYeti) ? 2 : 0;
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case laJungle:
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return (m == moIvyRoot || m == moMonkey) ? 2 :
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(isIvy(m) || m == moEagle || m == moMonkey) ? 1 : 0;
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case laCaves:
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return (m == moGoblin || m == moTroll) ? 2 : m == moSeep ? 1 : 0;
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case laDesert:
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return (m == moDesertman || m == moWorm) ? 2 : 0;
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case laAlchemist:
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return (m == moSlime) ? 2 : 0;
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case laMirror: case laMirrored: case laMirrorWall: case laMirrorWall2: case laMirrored2:
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return (m == moMirrorSpirit || m == moNarciss || m == moMimic) ? 1 : 0;
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case laMirrorOld:
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return (m == moEagle || m == moRanger || m == moMimic) ? 1 : 0;
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case laMotion:
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return (m == moRunDog) ? 2 : 0;
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case laGraveyard:
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return (m == moZombie || m == moNecromancer) ? 2 :
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m == moGhost ? 1 : 0;
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case laRlyeh:
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return
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(m == moCultist || m == moTentacle || m == moPyroCultist) ? 2 :
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(m == moCultistLeader || isIvy(m)) ? 1 : 0;
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case laDryForest:
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return (m == moHedge || m == moFireFairy) ? 2 : 0;
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case laHell:
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return (m == moLesser || m == moGreater) ? 2 : 0;
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case laCocytus:
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return (m == moShark || m == moGreaterShark || m == moCrystalSage) ? 2 :
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m == moYeti ? 1 : 0;
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case laCrossroads: case laCrossroads2: case laCrossroads3: case laCrossroads4:
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case laCrossroads5:
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case laNone: case laBarrier: case laOceanWall: case laCanvas: return 0;
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case laEmerald:
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return (m == moFlailer || m == moLancer || m == moMiner) ? 2 :
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m == moHedge ? 1 : 0;
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case laWineyard:
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return (m == moVineSpirit || m == moVineBeast) ? 2 : 0;
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case laHive:
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return isBug(m) ? 1 : 0;
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case laDeadCaves:
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return (m == moEarthElemental || m == moDarkTroll) ? 2 :
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(m == moGoblin || m == moSeep) ? 1 : 0;
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case laPower:
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return (isWitch(m) || m == moEvilGolem) ? 1 : 0;
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case laCamelot:
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return (m == moKnight || m == moHedge || m == moFlailer || m == moLancer) ? 1 : 0;
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case laTemple:
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return (m == moTentacle || m == moCultist || m == moPyroCultist || m == moCultistLeader) ? 1 : 0;
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case laCaribbean:
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return (m == moPirate || m == moParrot || m == moCShark) ? 1 : 0;
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case laRedRock: return (m == moRedTroll || m == moHexSnake) ? 2 : 0;
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case laMinefield:
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return (m == moBomberbird || m == moTameBomberbird) ? 1 : 0;
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case laOcean:
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return (m == moAlbatross) ? 2 : (m == moPirate || m == moCShark) ? 1 : 0;
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case laWhirlpool:
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return (m == moPirate || m == moCShark) ? 1 : 0;
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case laPalace: case laPrincessQuest:
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return (m == moPalace || m == moFatGuard || m == moSkeleton || m == moVizier) ? 2 :
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m == moSkeleton ? 1 : 0;
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case laLivefjord:
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return m == moViking ? 2 : (m == moFjordTroll || m == moWaterElemental) ? 1 : 0;
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case laIvoryTower:
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return (m == moFamiliar || m == moGargoyle) ? 2 : 0;
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case laZebra: return (m == moOrangeDog) ? 2 : 0;
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case laEAir: case laEEarth: case laEWater: case laEFire:
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case laElementalWall:
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if(m == elementalOf(l) && m) return 2;
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return (m == moAirElemental || m == moEarthElemental || m == moWaterElemental || m == moFireElemental) ? 1 : 0;
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case laStorms:
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return (m == moMetalBeast || m == moMetalBeast2 || m == moStormTroll) ? 1 : 0;
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case laOvergrown:
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return (m == moMutant || m == moForestTroll) ? 1 : 0;
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case laWildWest:
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return (m == moOutlaw) ? 2 : 0;
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case laHalloween:
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return (m == moGhost || m == moZombie || m == moWitch ||
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m == moLesser || m == moGreater ||
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m == moVampire || m == moDraugr ||
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m == moSkeleton || m == moWitchFire ||
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m == moFlailer || m == moPyroCultist ||
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m == moFatGuard || m == moHedge ||
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m == moLancer || m == moFireFairy ||
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m == moBomberbird || m == moRatlingAvenger ||
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m == moVineBeast || m == moDragonHead || m == moDragonTail) ? 1 : 0;
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case laClearing:
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return (m == moMutant || m == moRedFox) ? 1 : 0;
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case laHaunted: case laHauntedWall: case laHauntedBorder:
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return (m == moGhost || m == moFriendlyGhost) ? 1 : 0;
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case laWhirlwind:
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return (m == moAirElemental || m == moWindCrow) ? 2 : 0;
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case laRose:
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return (m == moFalsePrincess || m == moRoseBeauty || m == moRoseLady) ? 2 : 0;
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case laWarpCoast: case laWarpSea:
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return m == moRatling ? 2 : m == moRatlingAvenger ? 1 : 0;
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case laDragon:
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return (isDragon(m) || m == moFireElemental) ? 1 : 0;
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case laEndorian:
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return (m == moResearcher || m == moSparrowhawk) ? 2 : 0;
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case laTortoise:
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return m == moTortoise ? 1 : 0;
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case laTrollheim:
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return isTroll(m) ? 1 : 0;
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case laKraken:
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return m == moKrakenH ? 2 : (m == moViking || m == moKrakenT) ? 1 : 0;
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case laBurial:
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return m == moDraugr ? 1 : 0;
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case laDungeon:
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return
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m == moBat ? 2 :
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m == moSkeleton || m == moGhost ? 1 :
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0;
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case laMountain:
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return
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m == moEagle || m == moMonkey || isIvy(m) || m == moFriendlyIvy ? 1 : 0;
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case laReptile:
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return m == moReptile ? 1 : 0;
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case laBull:
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return (m == moSleepBull || m == moRagingBull || m == moButterfly || m == moGadfly) ? 1 : 0;
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case laPrairie:
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return (m == moRagingBull || m == moHerdBull || m == moGadfly) ? 1 : 0;
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case laVolcano:
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return (m == moLavaWolf || m == moSalamander) ? 2 : 0;
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case laTerracotta: case laMercuryRiver:
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return m == moJiangshi ? 2 : m == moTerraWarrior ? 1 : 0;
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case laBlizzard:
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return (m == moVoidBeast || m == moIceGolem) ? 2 : 0;
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case laHunting:
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return m == moHunterDog ? 1 : 0;
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case laDual:
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return m == moRatling ? 2 : 0;
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case laSnakeNest:
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return m == moHexSnake ? 2 : 0;
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case laCA: return 0;
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}
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return false;
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}
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eItem treasureType(eLand l) {
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switch(l) {
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case laIce: return itDiamond;
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case laJungle: return itRuby;
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case laCaves: return itGold;
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case laDesert: return itSpice;
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case laAlchemist: return itElixir;
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case laMirror: case laMirrored: case laMirrorWall: case laMirrorWall2: case laMirrored2:
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case laMirrorOld:
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return itShard;
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case laMotion: return itFeather;
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case laGraveyard: return itBone;
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case laRlyeh: return itStatue;
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case laDryForest: return itFernFlower;
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case laHell: return itHell;
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case laCocytus: return itSapphire;
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case laCrossroads: return itHyperstone;
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case laCrossroads2: return itHyperstone;
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case laCrossroads3: return itHyperstone;
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case laCrossroads4: return itHyperstone;
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case laCrossroads5: return itHyperstone;
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case laNone: return itNone;
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case laBarrier: return itNone;
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case laOceanWall: return itNone;
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case laCanvas: return itNone;
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case laEmerald: return itEmerald;
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case laWineyard: return itWine;
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case laHive: return itRoyalJelly;
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case laDeadCaves: return itSilver;
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case laPower: return itPower;
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case laCamelot: return itHolyGrail;
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case laTemple: return itGrimoire;
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case laCaribbean: return itPirate;
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case laRedRock: return itRedGem;
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case laMinefield: return itBombEgg;
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case laOcean: return itCoast;
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case laWhirlpool: return itWhirlpool;
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case laPalace: return itPalace;
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case laLivefjord: return itFjord;
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case laIvoryTower: return itIvory;
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case laZebra: return itZebra;
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case laEAir: case laEEarth: case laEWater: case laEFire:
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case laElementalWall: return itElemental;
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case laPrincessQuest: return itSavedPrincess;
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case laStorms: return itFulgurite;
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case laOvergrown: return itMutant;
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case laWildWest: return itBounty;
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case laHalloween: return itTreat;
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case laClearing: return itMutant2;
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case laHaunted: case laHauntedWall: case laHauntedBorder: return itLotus;
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case laWhirlwind: return itWindstone;
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case laRose: return itRose;
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case laWarpCoast: case laWarpSea: return itCoral;
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case laDragon: return itDragon;
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case laEndorian: return itApple;
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case laTortoise: return itBabyTortoise;
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case laTrollheim: return itTrollEgg;
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case laKraken: return itKraken;
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case laBurial: return itBarrow;
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case laDungeon: return itSlime;
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case laMountain: return itAmethyst;
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case laReptile: return itDodeca;
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case laBull: return itBull;
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case laPrairie: return itGreenGrass;
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case laVolcano: return itLavaLily;
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case laTerracotta: case laMercuryRiver: return itTerra;
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case laBlizzard: return itBlizzard;
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case laHunting: return itHunting;
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case laDual: return itGlowCrystal;
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case laSnakeNest: return itSnake;
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case laCA: return itNone;
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}
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return itNone;
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}
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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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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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bool isSealand(eLand l) {
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return l == laOcean || l == laCaribbean || l == laWhirlpool || l == laLivefjord ||
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l == laOceanWall || l == laWarpSea || l == laKraken;
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}
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bool isCoastal(eLand l) {
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return l == laWarpSea || l == laWarpCoast || l == laLivefjord || l == laOcean;
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}
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bool isPureSealand(eLand l) {
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return l == laCaribbean || l == laKraken;
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}
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bool isElemental(eLand l) {
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return l == laEAir || l == laEWater || l == laEEarth || l == laEFire ||
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l == laElementalWall;
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}
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bool isHaunted(eLand l) {
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return l == laHaunted || l == laHauntedBorder || l == laHauntedWall;
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}
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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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bool isTrollLand(eLand l) {
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return l == laCaves || l == laStorms || l == laOvergrown ||
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l == laDeadCaves || l == laLivefjord || l == laRedRock;
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}
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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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bool bearsCamelot(eLand l) {
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return isCrossroads(l) && l != laCrossroads2 && l != laCrossroads5;
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}
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bool inmirror(eLand l) {
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return l == laMirrored || l == laMirrorWall2 || l == laMirrored2;
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}
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bool inmirrororwall(eLand l) {
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return l == laMirrored || l == laMirrorWall2 || l == laMirrored2 || l == laMirrorWall;
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}
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bool inmirror(cell *c) {
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return inmirror(c->land);
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}
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bool inmirror(const cellwalker& cw) {
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return inmirror(cw.c->land);
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}
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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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eLand firstland = laIce, specialland = laIce;
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bool chaosmode = false;
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bool landUnlocked(eLand l) {
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if(randomPatternsMode) {
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int i = isRandland(l);
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if(i == 2) return true;
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if(i == 1) return hiitemsMax(treasureType(l)) >= 10;
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return false;
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}
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switch(l) {
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case laOvergrown:
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return gold() >= R60 && items[itRuby] >= U10;
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case laStorms: case laWhirlwind:
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return gold() >= R60;
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case laWildWest: case laHalloween: case laDual: case laSnakeNest:
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return false;
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case laIce: case laJungle: case laCaves: case laDesert:
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case laMotion: case laCrossroads: case laAlchemist:
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return true;
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case laMirror: case laMinefield: case laPalace:
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case laOcean: case laLivefjord: case laMirrored: case laMirrorWall: case laMirrorWall2:
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case laMirrored2:
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return gold() >= R30;
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case laCaribbean: case laWhirlpool:
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return exploreland[0][laOcean] || items[itCoast] || items[itStatue];
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case laRlyeh: case laDryForest: case laWineyard: case laCrossroads2:
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return gold() >= R60;
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case laDeadCaves:
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return gold() >= R60 && items[itGold] >= U10;
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case laGraveyard:
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return tkills() >= R100;
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case laHive:
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return tkills() >= R100 && gold() >= R60;
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case laRedRock:
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return gold() >= R60 && items[itSpice] >= U10;
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case laEmerald:
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return (items[itFernFlower] >= U5 && items[itGold] >= U5) || kills[moVizier];
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case laCamelot:
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return items[itEmerald] >= U5;
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case laHell: case laCrossroads3:
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return hellUnlocked();
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case laPower:
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return items[itHell] >= U10;
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case laCocytus:
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return items[itHell] >= U10 && items[itDiamond] >= U10;
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case laTemple:
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return items[itStatue] >= U5;
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case laClearing:
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return items[itMutant] >= U5;
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case laIvoryTower: return gold() >= R30;
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case laZebra: return gold() >= R30 && items[itFeather] >= U10;
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case laEAir: case laEEarth: case laEWater: case laEFire: case laElementalWall:
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return elementalUnlocked();
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case laBarrier: case laNone: case laOceanWall: case laCanvas: case laCA:
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return false;
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case laMirrorOld:
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return false;
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case laHaunted: case laHauntedWall: case laHauntedBorder:
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return items[itBone] >= U10;
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case laPrincessQuest: return kills[moVizier] && !shmup::on && multi::players == 1;
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case laRose:
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return gold() >= R90;
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case laWarpCoast: case laWarpSea:
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return gold() >= R30;
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case laCrossroads4:
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return gold() >= R200;
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case laEndorian:
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return items[itIvory] >= U10;
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case laTortoise:
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return tortoise::seek();
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case laDragon:
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return killtypes() >= R20;
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case laKraken:
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return items[itFjord] >= U10;
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case laBurial:
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return items[itKraken] >= U10;
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case laTrollheim:
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return trollUnlocked();
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case laDungeon:
|
|
return items[itPalace] >= U5 && items[itIvory] >= U5;
|
|
|
|
case laMountain:
|
|
return items[itRuby] >= U5 && items[itIvory] >= U5;
|
|
|
|
case laReptile:
|
|
return gold() >= R30 && items[itElixir] >= U10;
|
|
|
|
case laPrairie:
|
|
case laBull:
|
|
return gold() >= R90;
|
|
|
|
case laVolcano:
|
|
return gold() >= R60 && items[itElixir] >= U10;
|
|
|
|
case laHunting:
|
|
return true;
|
|
|
|
case laTerracotta: case laMercuryRiver:
|
|
return gold() >= R90;
|
|
|
|
case laBlizzard:
|
|
return items[itDiamond] >= U5 && items[itWindstone] >= U5;
|
|
|
|
case laCrossroads5:
|
|
return gold() >= R300;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void countHyperstoneQuest(int& i1, int& i2) {
|
|
i1 = 0; i2 = 0;
|
|
generateLandList(isLandValid);
|
|
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(tactic::lasttactic) && !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)
|
|
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 == 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 == 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];
|
|
}
|
|
|
|
bool elementalUnlocked() {
|
|
return
|
|
kills[moAirElemental] && kills[moWaterElemental] && kills[moEarthElemental] && kills[moFireElemental];
|
|
}
|
|
|
|
bool trollUnlocked() {
|
|
return
|
|
kills[moTroll] && kills[moDarkTroll] && kills[moRedTroll] &&
|
|
kills[moStormTroll] && kills[moForestTroll] && kills[moFjordTroll];
|
|
}
|
|
|
|
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) 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(size(randlands))];
|
|
if(incompatible(n, old)) continue;
|
|
if(isRandland(n) == 2) return n;
|
|
if(hiitemsMax(treasureType(n)) < 10)
|
|
continue;
|
|
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));
|
|
if(p == laKraken && !landUnlocked(p)) continue;
|
|
if(p == laKraken && peace::on) continue;
|
|
if(incompatible(old, p)) continue;
|
|
if(p == old) continue;
|
|
if(chaosmode && noChaos(p)) continue;
|
|
return p;
|
|
}
|
|
}
|
|
|
|
bool createOnSea(eLand old) {
|
|
return
|
|
old == laWarpSea || old == laCaribbean || old == laKraken ||
|
|
(old == laLivefjord && 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 ? 0 : markOrb(itOrbLuck) ? 5 : 2)) return laMirrored;
|
|
if(old == laTerracotta && !chaosmode && hrand(5) >= (tactic::on ? 0 : markOrb(itOrbLuck) ? 2 : 1)) 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(noChaos(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(tactic::on && !(tactic::trailer && old == firstland)) return firstland;
|
|
|
|
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(isWarped(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;
|
|
|
|
/* if(isHive(old) && hrand(100) < 90) {
|
|
eLand n = old;
|
|
while(n == old) n = eLand(laHive0 + hrand(3));
|
|
return n;
|
|
} */
|
|
|
|
// 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(items[itFeather] >= U10) {
|
|
tab[cnt++] = laZebra;
|
|
if(old == laMotion || old == laHunting) LIKELY2 tab[cnt++] = laZebra;
|
|
}
|
|
tab[cnt++] = laWarpCoast;
|
|
if(euclid) tab[cnt++] = laWarpSea;
|
|
// Ivory Tower tends to crash while generating equidistant
|
|
if(!generatingEquidistant) tab[cnt++] = laIvoryTower;
|
|
if(items[itElixir] >= U10) tab[cnt++] = laReptile;
|
|
if(items[itIvory] >= U10 && !generatingEquidistant) tab[cnt++] = laEndorian;
|
|
|
|
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(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(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(gold() >= R300)
|
|
tab[cnt++] = laCrossroads5;
|
|
|
|
if(tkills() >= R100) {
|
|
tab[cnt++] = laGraveyard;
|
|
if(gold() >= R60) tab[cnt++] = laHive;
|
|
}
|
|
|
|
if(killtypes() >= R20) {
|
|
tab[cnt++] = laDragon;
|
|
if(old == laReptile) LIKELY tab[cnt++] = laDragon;
|
|
}
|
|
|
|
if(trollUnlocked()) {
|
|
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(elementalUnlocked()) {
|
|
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(hellUnlocked()) {
|
|
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) || (chaosmode && noChaos(n))) n = tab[hrand(cnt)];
|
|
|
|
return n;
|
|
}
|
|
|
|
vector<eLand> land_over = {
|
|
laIce, laCaves, laDesert, laHunting, laMotion, laJungle, laAlchemist,
|
|
laCrossroads,
|
|
laMirror, laMinefield, laPalace, laPrincessQuest, laZebra, laReptile,
|
|
laOcean, laWarpCoast, laLivefjord, laKraken, laCaribbean, laWhirlpool, laRlyeh, laTemple,
|
|
laIvoryTower, laEndorian, laDungeon, laMountain,
|
|
laCrossroads2,
|
|
laDryForest, laWineyard, laDeadCaves, laGraveyard, laHaunted, laHive,
|
|
laRedRock, laVolcano,
|
|
laDragon, laTortoise,
|
|
laOvergrown, laClearing, laStorms, laBurial, laWhirlwind,
|
|
laBlizzard,
|
|
laEmerald, laCamelot,
|
|
laPrairie, laBull, laTerracotta, laRose,
|
|
laElementalWall, laTrollheim,
|
|
laHell, laCrossroads3, laCocytus, laPower, laCrossroads4,
|
|
laCrossroads5,
|
|
// EXTRA
|
|
laWildWest, laHalloween, laDual, laCA
|
|
};
|
|
|
|
vector<eLand> landlist;
|
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template<class T> void generateLandList(T t) {
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landlist.clear();
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for(auto l: land_over) if(t(l)) landlist.push_back(l);
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}
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eLand getLandForList(cell *c) {
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eLand l = c->land;
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if(isElemental(l)) return laElementalWall;
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if(l == laWarpSea) return laWarpCoast;
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if(l == laMercuryRiver) return laTerracotta;
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if(l == laBarrier) return laCrossroads;
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if(l == laOceanWall) return laOcean;
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if(l == laPalace && princess::dist(cwt.c) < OUT_OF_PRISON)
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l = laPrincessQuest;
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// princess?
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return l;
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}
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// check if the given land should appear in lists
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int isLandValid(eLand l) {
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// Random Pattern allowed only in some specific lands
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if(randomPatternsMode && !isRandland(l))
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return 0;
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if(isElemental(l)) {
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if(l != laElementalWall)
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return 0;
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// not good in Field quotient
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if(quotient == 2)
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return 0;
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}
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// does not agree with the pattern
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if(l == laStorms && quotient == 2)
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return 0;
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// pattern not implemented
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if(l == laStorms && S7 == 8)
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return 1;
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// not enough space
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if(l == laStorms && nontruncated && elliptic)
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return 0;
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if(l == laStorms && nontruncated && S3 == 3)
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return 0;
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// available only in weird geometries
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if(l == laMirrorOld && !geometry)
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return 0;
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// available only in standard geometry
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if(l == laMirror && geometry)
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return 0;
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// Halloween needs bounded world (can be big bounded)
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if(l == laHalloween && !bounded)
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return 0;
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// these don't appear in normal game, but do appear in special modes
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bool normalgame = !geometry && !tactic::on;
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if((l == laWildWest || l == laDual) && normalgame)
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return 0;
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// Crystal World is designed for truncated geometries
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if(l == laDual && nontruncated)
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return 0;
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// standard, non-PTM specific
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if(l == laCrossroads5 && tactic::on)
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return 0;
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// standard non-PTM non-chaos specific
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if((l == laCrossroads5 || l == laCrossroads2) && (geometry || chaosmode))
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return 0;
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// equidistant-based lands
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if(l == laDungeon || l == laEndorian || l == laIvoryTower || l == laMountain || l == laOcean) {
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// special construction
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if(chaosmode && l == laOcean)
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return 2;
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// no equidistants supported in chaos mode
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if(chaosmode)
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return 0;
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// no equidistants supported in these geometries (big sphere is OK though)
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if(quotient || elliptic || smallsphere || torus)
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return 0;
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// Yendorian only implemented in standard
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if(l == laEndorian && geometry)
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return 0;
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// special Euclidean implementations
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if(euclid && (l == laIvoryTower || l == laMountain || l == laOcean))
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return 2;
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// in other geometries, it works, but as circles, not equidistants
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if(geometry)
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return 1;
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}
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// equidistant-based lands, but also implemented in Euclidean
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if((l == laIvoryTower || l == laMountain) && (!stdeuc || chaosmode)) {
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if(quotient || euclid || elliptic || smallsphere || chaosmode)
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return 0; //CHECKMORE
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if(l == laDungeon) return 1;
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return 0;
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}
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if(l == laPrincessQuest && (!stdeuc || chaosmode || tactic::on))
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return 0;
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// works correctly only in some geometries
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if(l == laClearing)
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if(chaosmode || !(stdeuc || a38 || (a45 && !nontruncated) || (a47 && !nontruncated)))
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return 0;
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// does not work in non-truncated a4
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if(l == laOvergrown && a4 && nontruncated)
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return 0;
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// does not work in bounded either
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if(l == laOvergrown && bounded)
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return 0;
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// horocycle-based lands, not available in bounded geometries nor in Chaos mode
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if((l == laWhirlpool || l == laCamelot || l == laCaribbean || l == laTemple) && (bounded || chaosmode))
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return 0;
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// Temple and Hive has a special Chaos Mode variant, but they are still essentially unbounded
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if((l == laTemple || l == laHive) && bounded)
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return 0;
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// this pattern does not work on elliptic and small spheres
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if((l == laBlizzard || l == laVolcano) && elliptic && S7 < 5)
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return 0;
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// Kraken does not really work in odd non-truncated geometries
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// (but we do have to allow it in Standard)
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if(l == laKraken && nontruncated && (S7&1)) {
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if(!geometry) return 1;
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return 0;
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}
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// needs standard/Euclidean (needs vineyard pattern)
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if(l == laWineyard && !stdeuc)
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return 0;
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// works in most spheres, Zebra quotient, and stdeuc
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if(l == laWhirlwind)
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if(!(stdeuc || quotient == 1 || (S7 == 4 && !nontruncated) || (bigsphere && nontruncated && !elliptic)))
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return 0;
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// needs standard/Euclidean (needs fractal landscape)
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if(l == laTortoise && !stdeuc)
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return 0;
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// technical lands do not count
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if(l != laCA && isTechnicalLand(l))
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return 0;
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// only in bounded geometry, and not in PTM
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if(l == laCA && !bounded)
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return 0;
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if(l == laCA && tactic::on)
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return 0;
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// Dragon Chasm requires unbounded space [partial]
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if(l == laDragon && bounded)
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return 0;
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// Graveyard pattern does not work on non-truncated weird geometries
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if(l == laGraveyard)
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return geosupport_graveyard();
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// Warped Coast does not work on non-truncated S3s (except standard heptagonal where we have to keep it)
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if(l == laWarpCoast && (S3==3) && nontruncated) {
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if(!geometry) return 1;
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return 0;
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}
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// laPower and laEmerald and laPalace -> [partial] in quotients and weirdhyperbolic
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if((l == laPower || l == laEmerald || l == laPalace) && !stdeuc && !bigsphere)
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return 1;
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if(l == laDragon && !stdeuc)
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return 1;
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if(l == laTrollheim && quotient == 2)
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return 0;
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if(l == laTrollheim && !stdeuc)
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return 1;
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if(l == laReptile && (!stdeuc || nontruncated))
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return 1;
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if(l == laCrossroads && weirdhyperbolic)
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return 0;
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if(l == laCrossroads && smallsphere)
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return 0;
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if(l == laCrossroads3 && !stdeuc && !bigsphere)
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return 0;
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// OK in small bounded worlds, and in Euclidean
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if(l == laCrossroads4 && !(stdeuc || smallbounded))
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return 0;
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if(l == laZebra && !(stdeuc || (a4 && nontruncated) || a46 || quotient == 1))
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return 0;
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if(l == laCrossroads3 && euclid)
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return 1; // because it is not accurate
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if(l == laPrairie) {
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if(stdeuc || (bigsphere && !nontruncated && !elliptic) || (quotient == 2)) ;
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else if(!bounded) return 1;
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else return 0;
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}
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if(l == laTerracotta && !stdeuc && !(bigsphere))
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return 1;
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// highlight Crossroads on Euclidean
|
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if(euclid && !torus && (l == laCrossroads || l == laCrossroads4))
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return 3;
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|
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// highlight Zebra-based lands on Zebra Quotient!
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if((l == laZebra || l == laWhirlwind || l == laStorms) && quotient == 1)
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return 3;
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// highlight FP-based lands on Field Quotient!
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if((l == laPrairie || l == laVolcano || l == laBlizzard) && quotient == 2)
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return 3;
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// these are highlighted whenever allowed
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if(l == laHalloween || l == laDual)
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return 3;
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|
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if(l == laStorms && torus)
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return 3;
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|
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return 2;
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}
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|
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/*
|
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int checkLands() {
|
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for(int i=0; i<landtypes; i++) {
|
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eLand l = eLand(i);
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char inover = 'N';
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for(int i=0; i<LAND_OVERX; i++) if(land_over[i] == l) inover = 'X';
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for(int i=0; i<LAND_OVER; i++) if(land_over[i] == l) inover = 'Y';
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char ineuc = 'N';
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for(int i=0; i<LAND_EUC; i++) if(land_euc[i] == l) ineuc = 'Y';
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char insph = 'N';
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for(int i=0; i<LAND_SPH; i++) if(land_sph[i] == l) insph = 'Y';
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char inoct = 'N';
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for(int i=0; i<LAND_OCT; i++) if(land_oct[i] == l) inoct = 'Y';
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char intac = 'N';
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for(auto ti: land_tac) if(l == ti.l) intac = 'Y';
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printf("%c %c %c %c %c %c %c :: %s\n",
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isTechnicalLand(l) ? 'T' : 'R',
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inover, ineuc, insph, inoct, intac, noChaos(l) ? 'N' : 'Y', linf[i].name);
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}
|
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exit(0);
|
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}
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auto hookcl = addHook(hooks_args, 100, checkLands); */
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