All files / js/levels air.js

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Press n or j to go to the next uncovered block, b, p or k for the previous block.

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/**
 * 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();
}