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Prevent land adjacencies with fire danger #212
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I (think I) see what you mean about how if the Rose Garden catches fire, you probably just die. And I definitely think your patch cleans up the intent of the code very well. But... maybe the Dry Forest should be moved from the "catches fire" list to the "starts fires" list? Because:
In other words, I think the lists should be "has any way to start fires" and "is especially unbalanced if it ever catches fire." The latter list wouldn't contain Dry Forest, and might not contain some other lands too, I dunno. EDIT: I'm not sure there's any particular balance problem with the Vineyard catching fire, either. |
Maybe the Dry Forest should be on both lists? Getting Dragon'd in the Dry Forest is a dangerous surprise, but having a Fire Fairy follow you into Yendorian Forest is also dangerous. |
I think it should be on both lists, it's both a source of fires and pretty radically changes when it catches fire (even if it's expected that it will). |
@@ -248,17 +248,19 @@ EX int isRandland(eLand l) { | |||
return 0; | |||
} | |||
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EX bool landStartsFires(eLand l) { | |||
return (l == laPower || l == laVolcano || l == laDragon || l == laEFire || l == laRlyeh); |
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As discussed in comments:
return (l == laPower || l == laVolcano || l == laDragon || l == laEFire || l == laRlyeh); | |
return (l == laPower || l == laVolcano || l == laDryForest || l == laDragon || l == laEFire || l == laRlyeh); | |
Some of these are extremely dangerous (r'lyeh + rose). Most of them are at least somewhat dangerous and weird thematically.