Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Hea-loca - NetHack special level
* Converted from: Hea-loca.lua
*/
import * as des from '../sp_lev.js';
import { selection } from '../sp_lev.js';
export async function generate() {
// NetHack Healer Hea-loca.lua $NHDT-Date: 1652196004 2022/5/10 15:20:4 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
// Copyright (c) 1989 by Jean-Christophe Collet
// Copyright (c) 1991, 1993 by M. Stephenson, P. Winner
// NetHack may be freely redistributed. See license for details.
//
des.level_init({ style: "solidfill", fg: " " });
des.level_flags("mazelevel", "hardfloor");
//
des.level_init({ style: "mines", fg: ".", bg: "P", smoothed: true ,joined: true, lit: 1, walled: false });
await des.map(`\
PPPPPPPPPPPPP.......PPPPPPPPPPP
PPPPPPPP...............PPPPPPPP
PPPP.....-------------...PPPPPP
PPPPP....|.S.........|....PPPPP
PPP......+.|.........|...PPPPPP
PPP......+.|.........|..PPPPPPP
PPPP.....|.S.........|..PPPPPPP
PPPPP....-------------....PPPPP
PPPPPPPP...............PPPPPPPP
PPPPPPPPPPP........PPPPPPPPPPPP
`);
// Dungeon Description
await des.region(selection.area(0,0,30,9), "lit");
await des.region({ region: [12,3, 20,6], lit: 1, type: "temple", filled: 1 });
// Doors
des.door("closed",9,4);
des.door("closed",9,5);
des.door("locked",11,3);
des.door("locked",11,6);
// Stairs
des.stair("up", 4,4);
des.stair("down", 20,6);
// Non diggable walls
des.non_diggable(selection.area(11,2,21,7));
// Altar in the temple.
await des.altar({ x: 13,y: 5, align: "chaos", type: "shrine" });
// Objects
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
// Random traps
await des.trap();
await des.trap();
await des.trap();
await des.trap();
await des.trap();
await des.trap();
// Random monsters.
await des.monster("rabid rat");
await des.monster("rabid rat");
await des.monster("rabid rat");
await des.monster("rabid rat");
await des.monster("rabid rat");
await des.monster("rabid rat");
await des.monster("rabid rat");
await des.monster("rabid rat");
await des.monster({ class: "r", peaceful: 0 });
await des.monster("giant eel");
await des.monster("giant eel");
await des.monster("giant eel");
await des.monster("giant eel");
await des.monster("giant eel");
await des.monster("electric eel");
await des.monster("electric eel");
await des.monster("kraken");
await des.monster("shark");
await des.monster("shark");
await des.monster({ class: ";", peaceful: 0 });
await des.monster({ class: ";", peaceful: 0 });
await des.monster({ class: "D", peaceful: 0 });
await des.monster({ class: "D", peaceful: 0 });
await des.monster({ class: "D", peaceful: 0 });
await des.monster({ class: "D", peaceful: 0 });
await des.monster({ class: "D", peaceful: 0 });
await des.monster({ class: "S", peaceful: 0 });
await des.monster({ class: "S", peaceful: 0 });
await des.monster({ class: "S", peaceful: 0 });
await des.monster({ class: "S", peaceful: 0 });
await des.monster({ class: "S", peaceful: 0 });
await des.monster({ class: "S", peaceful: 0 });
await des.monster({ class: "S", peaceful: 0 });
await des.monster({ class: "S", peaceful: 0 });
await des.monster({ class: "S", peaceful: 0 });
return des.finalize_level();
}
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