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 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 | /** * Sam-loca - NetHack special level * Converted from: Sam-loca.lua */ import * as des from '../sp_lev.js'; import { selection } from '../sp_lev.js'; export async function generate() { // NetHack Samurai Sam-loca.lua $NHDT-Date: 1652196014 2022/5/10 15:20:14 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $ // Copyright (c) 1989 by Jean-Christophe Collet // Copyright (c) 1991-92 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"); await des.map(`\ ............................................................................ ............................................................................ ........-----..................................................-----........ ........|...|..................................................|...|........ ........|...---..}..--+------------------------------+--..}..---...|........ ........|-|...|.....|...|....|....|....|....|....|.|...|.....|...|-|........ ..........|...-------...|....|....|....|....|....S.|...-------...|.......... ..........|-|.........------+----+-+-------+-+--------.........|-|.......... ............|..--------.|}........................}|.--------..|............ ............|..+........+..........................+........+..|............ ............|..+........+..........................+........+..|............ ............|..--------.|}........................}|.--------..|............ ..........|-|.........--------+-+-------+-+----+------.........|-|.......... ..........|...-------...|.S....|....|....|....|....|...-------...|.......... ........|-|...|.....|...|.|....|....|....|....|....|...|.....|...|-|........ ........|...---..}..--+------------------------------+--..}..---...|........ ........|...|..................................................|...|........ ........-----..................................................-----........ ............................................................................ ............................................................................ `); // Dungeon Description await des.region(selection.area(0,0,75,19), "lit"); // Doors des.door("locked",22,4); des.door("locked",22,15); des.door("locked",53,4); des.door("locked",53,15); des.door("locked",49,6); des.door("locked",26,13); des.door("locked",28,7); des.door("locked",30,12); des.door("locked",33,7); des.door("locked",32,12); des.door("locked",35,7); des.door("locked",40,12); des.door("locked",43,7); des.door("locked",42,12); des.door("locked",45,7); des.door("locked",47,12); des.door("closed",15,9); des.door("closed",15,10); des.door("closed",24,9); des.door("closed",24,10); des.door("closed",51,9); des.door("closed",51,10); des.door("closed",60,9); des.door("closed",60,10); // Stairs des.stair("up", 10,10); des.stair("down", 25,14); // Non diggable walls des.non_diggable(selection.area(0,0,75,19)); // Objects await des.object("*", 25, 5); await des.object("*", 26, 5); await des.object("*", 27, 5); await des.object("*", 28, 5); await des.object("*", 25, 6); await des.object("*", 26, 6); await des.object("*", 27, 6); await des.object("*", 28, 6); // await des.object("[", 40, 5); await des.object("[", 41, 5); await des.object("[", 42, 5); await des.object("[", 43, 5); await des.object("[", 40, 6); await des.object("[", 41, 6); await des.object("[", 42, 6); await des.object("[", 43, 6); // await des.object(")", 27, 13); await des.object(")", 28, 13); await des.object(")", 29, 13); await des.object(")", 30, 13); await des.object(")", 27, 14); await des.object(")", 28, 14); await des.object(")", 29, 14); await des.object(")", 30, 14); // await des.object("(", 37, 13); await des.object("(", 38, 13); await des.object("(", 39, 13); await des.object("(", 40, 13); await des.object("(", 37, 14); await des.object("(", 38, 14); await des.object("(", 39, 14); await des.object("(", 40, 14); // 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({ id: "ninja", x: 15, y: 5, peaceful: 0 }); await des.monster({ id: "ninja", x: 16, y: 5, peaceful: 0 }); await des.monster("wolf", 17, 5); await des.monster("wolf", 18, 5); await des.monster({ id: "ninja", x: 19, y: 5, peaceful: 0 }); await des.monster("wolf", 15, 14); await des.monster("wolf", 16, 14); await des.monster({ id: "ninja", x: 17, y: 14, peaceful: 0 }); await des.monster({ id: "ninja", x: 18, y: 14, peaceful: 0 }); await des.monster("wolf", 56, 5); await des.monster({ id: "ninja", x: 57, y: 5, peaceful: 0 }); await des.monster("wolf", 58, 5); await des.monster("wolf", 59, 5); await des.monster({ id: "ninja", x: 56, y: 14, peaceful: 0 }); await des.monster("wolf", 57, 14); await des.monster({ id: "ninja", x: 58, y: 14, peaceful: 0 }); await des.monster("d", 59, 14); await des.monster("wolf", 60, 14); await des.monster("stalker"); await des.monster("stalker"); await des.monster("stalker"); await des.monster("stalker"); await des.monster("stalker"); await des.monster("stalker"); await des.monster("stalker"); await des.monster("stalker"); await des.monster("stalker"); // "guards" for the central courtyard. await des.monster({ id: "samurai", x: 30, y: 5, peaceful: 0 }); await des.monster({ id: "samurai", x: 31, y: 5, peaceful: 0 }); await des.monster({ id: "samurai", x: 32, y: 5, peaceful: 0 }); await des.monster({ id: "samurai", x: 32, y: 14, peaceful: 0 }); await des.monster({ id: "samurai", x: 33, y: 14, peaceful: 0 }); await des.monster({ id: "samurai", x: 34, y: 14, peaceful: 0 }); return des.finalize_level(); } |