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 | /** * air - NetHack special level * Converted from: air.lua */ import * as des from '../sp_lev.js'; import { selection } from '../sp_lev.js'; export async function generate() { // NetHack endgame air.lua $NHDT-Date: 1652196019 2022/5/10 15:20:19 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $ // Copyright (c) 1989 by Jean-Christophe Collet // Copyright (c) 1992,1993 by Izchak Miller, David Cohrs, // and Timo Hakulinen // NetHack may be freely redistributed. See license for details. // des.level_init({ style: "solidfill", fg: " " }); des.level_flags("mazelevel", "noteleport", "hardfloor", "shortsighted", "stormy"); // The following messages are somewhat obtuse, to make then // equally meaningful if the player can see or not. des.message("What a strange feeling!"); des.message("You notice that there is no gravity here."); // The player lands, upon arrival, in the // lower-left area. The location of the // portal to the next level is randomly chosen. // This map has no visible outer boundary, and // is all "air". await des.map(`\ AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA `); // Use up and down regions to partition the level into three parts; // teleportation can't cross from one part into another. // The up region is where you'll arrive after activating the portal from // the preceding level; the exit portal is placed inside the down region. des.teleport_region({ region: [1,0,24,20], region_islev: 1, exclude: [25,0,79,20], exclude_islev: 1, dir: "up" }); des.teleport_region({ region: [56,0,79,20], region_islev: 1, exclude: [1,0,55,20], exclude_islev: 1, dir: "down" }); // des.portal(levregion(57,1,78,19),(0,0,0,0),"fire") des.levregion({ region: [57,1,78,19], region_islev: 1, type: "portal", name: "fire" }); await des.region(selection.area(0,0,75,19),"lit"); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "air elemental", peaceful: 0 }); await des.monster({ id: "floating eye", peaceful: 0 }); await des.monster({ id: "floating eye", peaceful: 0 }); await des.monster({ id: "floating eye", peaceful: 0 }); await des.monster({ id: "yellow light", peaceful: 0 }); await des.monster({ id: "yellow light", peaceful: 0 }); await des.monster({ id: "yellow light", peaceful: 0 }); await des.monster("couatl"); await des.monster("D"); await des.monster("D"); await des.monster("D"); await des.monster("D"); await des.monster("D"); await des.monster("E"); await des.monster("E"); await des.monster("E"); await des.monster("J"); await des.monster("J"); await des.monster({ id: "djinni", peaceful: 0 }); await des.monster({ id: "djinni", peaceful: 0 }); await des.monster({ id: "djinni", peaceful: 0 }); await des.monster({ id: "fog cloud", peaceful: 0 }); await des.monster({ id: "fog cloud", peaceful: 0 }); await des.monster({ id: "fog cloud", peaceful: 0 }); await des.monster({ id: "fog cloud", peaceful: 0 }); await des.monster({ id: "fog cloud", peaceful: 0 }); await des.monster({ id: "fog cloud", peaceful: 0 }); await des.monster({ id: "fog cloud", peaceful: 0 }); await des.monster({ id: "fog cloud", peaceful: 0 }); await des.monster({ id: "fog cloud", peaceful: 0 }); await des.monster({ id: "energy vortex", peaceful: 0 }); await des.monster({ id: "energy vortex", peaceful: 0 }); await des.monster({ id: "energy vortex", peaceful: 0 }); await des.monster({ id: "energy vortex", peaceful: 0 }); await des.monster({ id: "energy vortex", peaceful: 0 }); await des.monster({ id: "steam vortex", peaceful: 0 }); await des.monster({ id: "steam vortex", peaceful: 0 }); await des.monster({ id: "steam vortex", peaceful: 0 }); await des.monster({ id: "steam vortex", peaceful: 0 }); await des.monster({ id: "steam vortex", peaceful: 0 }); return des.finalize_level(); } |