All files / js/levels Ran-loca.js

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Press n or j to go to the next uncovered block, b, p or k for the previous block.

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/**
 * Ran-loca - NetHack special level
 * Converted from: Ran-loca.lua
 */

import * as des from '../sp_lev.js';
import { selection } from '../sp_lev.js';

export async function generate() {
    // NetHack Ranger Ran-loca.lua	$NHDT-Date: 1652196010 2022/5/10 15:20:10 $  $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
    // Copyright (c) 1989 by Jean-Christophe Collet
    // Copyright (c) 1991 by M. Stephenson
    // NetHack may be freely redistributed.  See license for details.
    // 
    des.level_init({ style: "solidfill", fg: " " });

    des.level_flags("mazelevel", "hardfloor");
    // 1234567890123456789012345678901234567890123456789012345678901234567890
    await des.map(`\
              .......  .........  .......              
     ...................       ...................     
  ....        .......             .......        ....  
...    .....     .       .....       .     .....    ...
.   .......... .....  ...........  ..... ..........   .
.  ..  ..... ..........  .....  .......... .....  ..  .
.  .     .     .....       .       .....     .     .  .
.  .   .....         .............         .....   .  .
.  .  ................  .......  ................  .  .
.  .   .....            .......            .....   .  .
.  .     .    ......               ......    .     .  .
.  .     ...........   .........   ...........     .  .
.  .          ..........       ..........          .  .
.  ..  .....     .       .....       .     .....  ..  .
.   .......... .....  ...........  ..... ..........   .
.      ..... ..........  .....  .......... .....      .
.        .     .....       .       .....     .        .
...   .......           .......           .......   ...
  ..............     .............     ..............  
      .......  .......  .......  .......  .......      
`);
    // Dungeon Description
    await des.region(selection.area(0,0,54,19), "lit");
    // Stairs
    des.stair("up", 25,5);
    des.stair("down", 27,18);
    // Non diggable walls
    des.non_diggable(selection.area(0,0,54,19));
    // 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();
    // Random traps
    await des.trap("spiked pit");
    await des.trap("spiked pit");
    await des.trap("teleport");
    await des.trap("teleport");
    await des.trap("arrow");
    await des.trap("arrow");
    // Random monsters.
    await des.monster({ id: "wumpus", x: 27, y: 18, peaceful: 0, asleep: 1 });
    await des.monster({ id: "giant bat", peaceful: 0 });
    await des.monster({ id: "giant bat", peaceful: 0 });
    await des.monster({ id: "giant bat", peaceful: 0 });
    await des.monster({ id: "giant bat", peaceful: 0 });
    await des.monster({ id: "forest centaur", peaceful: 0 });
    await des.monster({ id: "forest centaur", peaceful: 0 });
    await des.monster({ id: "forest centaur", peaceful: 0 });
    await des.monster({ id: "forest centaur", peaceful: 0 });
    await des.monster({ id: "mountain centaur", peaceful: 0 });
    await des.monster({ id: "mountain centaur", peaceful: 0 });
    await des.monster({ id: "mountain centaur", peaceful: 0 });
    await des.monster({ id: "mountain centaur", peaceful: 0 });
    await des.monster({ id: "mountain centaur", peaceful: 0 });
    await des.monster({ id: "mountain centaur", peaceful: 0 });
    await des.monster({ id: "mountain centaur", peaceful: 0 });
    await des.monster({ id: "mountain centaur", peaceful: 0 });
    await des.monster({ id: "scorpion", peaceful: 0 });
    await des.monster({ id: "scorpion", peaceful: 0 });
    await des.monster({ id: "scorpion", peaceful: 0 });
    await des.monster({ id: "scorpion", peaceful: 0 });
    await des.monster({ class: "s", peaceful: 0 });
    await des.monster({ class: "s", peaceful: 0 });



    return des.finalize_level();
}