Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Val-goal - NetHack special level
* Converted from: Val-goal.lua
*/
import * as des from '../sp_lev.js';
import { selection, percent } from '../sp_lev.js';
export async function generate() {
// NetHack Valkyrie Val-goal.lua $NHDT-Date: 1652196017 2022/5/10 15:20:17 $ $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.
//
des.level_init({ style: "solidfill", fg: "L" });
des.level_flags("mazelevel", "icedpools");
des.level_init({ style: "mines", fg: ".", bg: "L", smoothed: true, joined: true, lit: 1, walled: false });
await des.map(`\
xxxxxx.....................xxxxxxxx
xxxxx.......LLLLL.LLLLL......xxxxxx
xxxx......LLLLLLLLLLLLLLL......xxxx
xxxx.....LLL|---------|LLL.....xxxx
xxxx....LL|--.........--|LL.....xxx
x......LL|-...LLLLLLL...-|LL.....xx
.......LL|...LL.....LL...|LL......x
......LL|-..LL.......LL..-|LL......
......LL|.................|LL......
......LL|-..LL.......LL..-|LL......
.......LL|...LL.....LL...|LL.......
xx.....LL|-...LLLLLLL...-|LL......x
xxx.....LL|--.........--|LL.....xxx
xxxx.....LLL|---------|LLL...xxxxxx
xxxxx.....LLLLLLLLLLLLLLL...xxxxxxx
xxxxxx......LLLLL.LLLLL.....xxxxxxx
xxxxxxxxx..................xxxxxxxx
`);
// Dungeon Description
await des.region(selection.area(0,0,34,16), "lit");
// Stairs
// Note: The up stairs are *intentionally* off of the map.
// if the stairs are surrounded by lava, maybe give some room
des.replace_terrain({ region: [44,9, 46,11], fromterrain: 'L', toterrain: '.', chance: 50 });
des.stair("up", 45,10);
// Non diggable walls
des.non_diggable(selection.area(0,0,34,16));
// Drawbridges; northern one opens from the south (portcullis) to further
// north (lowered span), southern one from the north to further south
des.drawbridge({ x: 17, y: 2, dir: "south", state: "random" });
if (percent(75)) {
des.drawbridge({ x: 17, y: 14, dir: "north", state: "open" });
} else {
des.drawbridge({ x: 17, y: 14, dir: "north", state: "random" });
}
// Objects
await des.object({ id: "crystal ball", x: 17, y: 8, buc: "blessed", spe: 5, name: "The Orb of Fate" });
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
// Traps
await des.trap("board",13,8);
await des.trap("board",21,8);
// Random traps
await des.trap("fire");
await des.trap("fire");
await des.trap("fire");
await des.trap("fire");
await des.trap("board");
await des.trap();
await des.trap();
// Random monsters.
await des.monster("Lord Surtur", 17, 8);
await des.monster("fire ant");
await des.monster("fire ant");
await des.monster("fire ant");
await des.monster("fire ant");
await des.monster("a");
await des.monster("a");
await des.monster({ id: "fire giant", x: 10, y: 6, peaceful: 0 });
await des.monster({ id: "fire giant", x: 10, y: 7, peaceful: 0 });
await des.monster({ id: "fire giant", x: 10, y: 8, peaceful: 0 });
await des.monster({ id: "fire giant", x: 10, y: 9, peaceful: 0 });
await des.monster({ id: "fire giant", x: 10, y: 10, peaceful: 0 });
await des.monster({ id: "fire giant", x: 24, y: 6, peaceful: 0 });
await des.monster({ id: "fire giant", x: 24, y: 7, peaceful: 0 });
await des.monster({ id: "fire giant", x: 24, y: 8, peaceful: 0 });
await des.monster({ id: "fire giant", x: 24, y: 9, peaceful: 0 });
await des.monster({ id: "fire giant", x: 24, y: 10, peaceful: 0 });
await des.monster({ id: "fire giant", peaceful: 0 });
await des.monster({ id: "fire giant", peaceful: 0 });
await des.monster({ class: "H", peaceful: 0 });
//
// The "fill" levels for the quest.
//
// These levels are used to fill out any levels not occupied by specific
// levels as defined above. "filla" is the upper filler, between the
// start and locate levels, and "fillb" the lower between the locate
// and goal levels.
//
return des.finalize_level();
}
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