All files / js/levels Rog-strt.js

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/**
 * Rog-strt - NetHack special level
 * Converted from: Rog-strt.lua
 */
 
import * as des from '../sp_lev.js';
import { selection, shuffle } from '../sp_lev.js';
import { rn2, lua_d as d } from '../rng.js';
 
export async function generate() {
    // NetHack Rogue Rog-strt.lua	$NHDT-Date: 1652196012 2022/5/10 15:20:12 $  $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.4 $
    // Copyright (c) 1992 by Dean Luick
    // NetHack may be freely redistributed.  See license for details.
    // 
    // 
    // The "start" level for the quest.
    // 
    // Here you meet your (besieged) class leader, Master of Thieves
    // and receive your quest assignment.
    // 
    des.level_init({ style: "solidfill", fg: " " });
 
    des.level_flags("mazelevel", "noteleport", "hardfloor", "nommap");
 
    // 1         2         3         4         5         6         7
    // 123456789012345678901234567890123456789012345678901234567890123456789012345
    await des.map(`\
---------------------------------.------------------------------------------
|.....|.||..........|....|......|.|.........|.......+............---.......|
|.....|..+..........+....---....S.|...-S-----.-----.|............+.+.......|
|.....+.||........---......|....|.|...|.....|.|...|.---.....------.--------|
|-----|.-------|..|........------.-----.....|.--..|...-------..............|
|.....|........------+------..........+.....|..--S---.........------.-----..
|.....|.------...............-----.}}.--------.|....-------.---....|.+...--|
|..-+--.|....|-----.--------.|...|.....+.....|.|....|.....+.+......|.--....|
|..|....|....|....+.|......|.|...-----.|.....|.--...|.....|.|......|..|....|
|..|.-----S----...|.+....-----...|...|.----..|..|.---....--.---S-----.|----|
|..|.|........|...------.|.S.....|...|....-----.+.|......|..|.......|.|....|
|---.-------..|...|....|.|.|.....|...----.|...|.|---.....|.|-.......|.---..|
...........|..S...|....---.----S----..|...|...+.|..-------.---+-....|...--+|
|---------.---------...|......|....S..|.---...|.|..|...........----.---....|
|........|.........|...+.------....|---.---...|.--+-.----.----....|.+...--+|
|........|.---+---.|----.--........|......-----......|..|..|.--+-.|.-S-.|..|
|........|.|.....|........----------.----.......---.--..|-.|....|.-----.|..|
|----....+.|.....----+---............|..|--------.+.|...SS.|....|.......|..|
|...--+-----.....|......|.------------............---...||.------+--+----..|
|..........S.....|......|.|..........S............|.....||...|.....|....|..|
-------------------------.--------------------------------------------------
`);
    // Dungeon Description
    // REGION:(0,0,75,20),lit,"ordinary"
 
    let streets = selection.floodfill(0,12)
 
    // The down stairs is at one of the 4 "exits".  The others are mimics,
    // mimicking stairwells.
    let place = [ [33,0], [0,12], [25,20], [75,5] ]
    shuffle(place)
 
    des.stair({ dir: "down", coord: place[0] });
    await des.monster({ id: "giant mimic", coord: place[1], appear_as: "ter:staircase down" });
    await des.monster({ id: "large mimic", coord: place[2], appear_as: "ter:staircase down" });
    await des.monster({ id: "small mimic", coord: place[3], appear_as: "ter:staircase down" });
    // Portal arrival point
    des.levregion({ region: [19,9,19,9], type: "branch" });
    // Doors (secret)
    // DOOR:locked|closed|open,(xx,yy)
    des.door("locked", 32, 2);
    des.door("locked", 63, 9);
    des.door("locked", 27,10);
    des.door("locked", 31,12);
    des.door("locked", 35,13);
    des.door("locked", 69,15);
    des.door("locked", 56,17);
    des.door("locked", 57,17);
    des.door("locked", 11,19);
    des.door("locked", 37,19);
    des.door("locked", 39, 2);
    des.door("locked", 49, 5);
    des.door("locked", 10, 9);
    des.door("locked", 14,12);
    // Doors (regular)
    des.door("closed", 52, 1);
    des.door("closed",  9, 2);
    des.door("closed", 20, 2);
    des.door("closed", 65, 2);
    des.door("closed", 67, 2);
    des.door("closed",  6, 3);
    des.door("closed", 21, 5);
    des.door("closed", 38, 5);
    des.door("closed", 69, 6);
    des.door("closed",  4, 7);
    des.door("closed", 39, 7);
    des.door("closed", 58, 7);
    des.door("closed", 60, 7);
    des.door("closed", 18, 8);
    des.door("closed", 20, 9);
    des.door("closed", 48,10);
    des.door("closed", 46,12);
    des.door("closed", 62,12);
    des.door("closed", 74,12);
    des.door("closed", 23,14);
    des.door("closed", 23,14);
    des.door("closed", 50,14);
    des.door("closed", 68,14);
    des.door("closed", 74,14);
    des.door("closed", 14,15);
    des.door("closed", 63,15);
    des.door("closed",  9,17);
    des.door("closed", 21,17);
    des.door("closed", 50,17);
    des.door("closed",  6,18);
    des.door("closed", 65,18);
    des.door("closed", 68,18);
    // Master of Thieves
    await des.monster({ id: "Master of Thieves", coord: [36, 11], inventory: async function() {
       await des.object({ id: "leather armor", spe: 5 });
       await des.object({ id: "silver dagger", spe: 4 });
       await des.object({ id: "dagger", spe: 2, quantity: d(2,4), buc: "not-cursed" });
    } })
    // The treasure of Master of Thieves
    await des.object("chest", 36, 11);
    // thug guards, room 1.length
    await des.monster("thug", 28, 10);
    await des.monster("thug", 29, 11);
    await des.monster("thug", 30, 9);
    await des.monster("thug", 31, 7);
    // thug guards, room 2.length
    await des.monster("thug", 31, 13);
    await des.monster("thug", 33, 14);
    await des.monster("thug", 30, 15);
    // thug guards, room 3.length
    await des.monster("thug", 35, 9);
    await des.monster("thug", 36, 13);
    // Non diggable walls
    des.non_diggable(selection.area(0,0,75,20));
    // Random traps
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    await des.trap();
    // 
    // Monsters to get in the way.
    // 
    // West exit
    await des.monster({ id: "leprechaun", x: 1, y: 12, peaceful: 0 });
    await des.monster({ id: "water nymph", x: 2, y: 12, peaceful: 0 });
    // North exit
    await des.monster({ id: "water nymph", x: 33, y: 1, peaceful: 0 });
    await des.monster({ id: "leprechaun", x: 33, y: 2, peaceful: 0 });
    // East exit
    await des.monster({ id: "water nymph", x: 74, y: 5, peaceful: 0 });
    await des.monster({ id: "leprechaun", x: 74, y: 4, peaceful: 0 });
    // South exit
    await des.monster({ id: "leprechaun", x: 25, y: 19, peaceful: 0 });
    await des.monster({ id: "water nymph", x: 25, y: 18, peaceful: 0 });
    // Wandering the streets.
    for (let i = 1, __end_i = (rn2((7) - (4) + 1) + (4)); i <= __end_i; i++) {
       await des.monster({ id: "water nymph", coord: streets.rndcoord(1), peaceful: 0 });
       await des.monster({ id: "leprechaun", coord: streets.rndcoord(1), peaceful: 0 });
    }
    for (let i = 1, __end_i = (rn2((10) - (7) + 1) + (7)); i <= __end_i; i++) {
       await des.monster({ id: "chameleon", coord: streets.rndcoord(1), peaceful: 0 });
    }
 
 
    return des.finalize_level();
}