Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Pri-strt - NetHack special level
* Converted from: Pri-strt.lua
*/
import * as des from '../sp_lev.js';
import { selection } from '../sp_lev.js';
export async function generate() {
// NetHack Priest Pri-strt.lua $NHDT-Date: 1652196009 2022/5/10 15:20:9 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.5 $
// Copyright (c) 1989 by Jean-Christophe Collet
// Copyright (c) 1991-2 by M. Stephenson
// NetHack may be freely redistributed. See license for details.
//
//
// The "start" level for the quest.
//
// Here you meet your (besieged) class leader, High Priest
// and receive your quest assignment.
//
des.level_init({ style: "solidfill", fg: " " });
des.level_flags("mazelevel", "noteleport", "hardfloor");
await des.map(`\
............................................................................
............................................................................
............................................................................
....................------------------------------------....................
....................|................|.....|.....|.....|....................
....................|..------------..|--+-----+-----+--|....................
....................|..|..........|..|.................|....................
....................|..|..........|..|+---+---+-----+--|....................
..................---..|..........|......|...|...|.....|....................
..................+....|..........+......|...|...|.....|....................
..................+....|..........+......|...|...|.....|....................
..................---..|..........|......|...|...|.....|....................
....................|..|..........|..|+-----+---+---+--|....................
....................|..|..........|..|.................|....................
....................|..------------..|--+-----+-----+--|....................
....................|................|.....|.....|.....|....................
....................------------------------------------....................
............................................................................
............................................................................
............................................................................
`);
// Dungeon Description
await des.region(selection.area(0,0,75,19), "lit");
await des.region({ region: [24,6, 33,13], lit: 1, type: "temple", filled: 2 });
des.replace_terrain({ region: [0,0, 10,19], fromterrain: ".", toterrain: "T", chance: 10 });
des.replace_terrain({ region: [65,0, 75,19], fromterrain: ".", toterrain: "T", chance: 10 });
des.terrain([5,4], ".");
let spacelocs = selection.floodfill(5,4);
// Portal arrival point
des.levregion({ region: [5,4,5,4], type: "branch" });
// Stairs
des.stair("down", 52,9);
// Doors
des.door("locked",18,9);
des.door("locked",18,10);
des.door("closed",34,9);
des.door("closed",34,10);
des.door("closed",40,5);
des.door("closed",46,5);
des.door("closed",52,5);
des.door("locked",38,7);
des.door("closed",42,7);
des.door("closed",46,7);
des.door("closed",52,7);
des.door("locked",38,12);
des.door("closed",44,12);
des.door("closed",48,12);
des.door("closed",52,12);
des.door("closed",40,14);
des.door("closed",46,14);
des.door("closed",52,14);
// Unattended Altar - unaligned due to conflict - player must align it.
await des.altar({ x: 28, y: 9, align: "noalign", type: "altar" });
// High Priest
await des.monster({ id: "Arch Priest", coord: [28, 10], inventory: async function() {
await des.object({ id: "robe", spe: 4 });
await des.object({ id: "mace", spe: 4 });
} })
// The treasure of High Priest
await des.object("chest", 27, 10);
// knight guards for the audience chamber
await des.monster("acolyte", 32, 7);
await des.monster("acolyte", 32, 8);
await des.monster("acolyte", 32, 11);
await des.monster("acolyte", 32, 12);
await des.monster("acolyte", 33, 7);
await des.monster("acolyte", 33, 8);
await des.monster("acolyte", 33, 11);
await des.monster("acolyte", 33, 12);
// Non diggable walls
des.non_diggable(selection.area(18,3,55,16));
// Random traps
for (let i = 1, __end_i = 2; i <= __end_i; i++) {
await des.trap("dart", spacelocs.rndcoord(1));
}
await des.trap();
await des.trap();
await des.trap();
await des.trap();
// Monsters on siege duty.
for (let i = 1, __end_i = 12; i <= __end_i; i++) {
await des.monster("human zombie", spacelocs.rndcoord(1));
}
return des.finalize_level();
}
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