Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 | /** * 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(); } |