Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* bigrm-10 - NetHack special level
* Converted from: bigrm-10.lua
*/
import * as des from '../sp_lev.js';
import { selection, percent } from '../sp_lev.js';
import { rn2 } from '../rng.js';
export async function generate() {
// NetHack bigroom bigrm-10.lua $NHDT-Date: 1652196024 2022/5/10 15:20:24 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
// Copyright (c) 1989 by Jean-Christophe Collet
// Copyright (c) 1990 by M. Stephenson
// NetHack may be freely redistributed. See license for details.
//
des.level_init({ style: "solidfill", fg: " " });
des.level_flags("mazelevel", "noflip");
await des.map(`\
.......................................................................
.......................................................................
.......................................................................
.......................................................................
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC...
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC...
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC...
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC...
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
...CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC...
...C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C C...
.......................................................................
.......................................................................
.......................................................................
.......................................................................
`);
if (percent(40)) {
// occasionally it's not a fog maze
let terrain = [ "L", "}", "T", "-", "F" ];
let tidx = rn2(terrain.length);
// break it up a bit
des.replace_terrain({ region: [0, 0, 70, 18], fromterrain: "C", toterrain: ".", chance: 5 });
des.replace_terrain({ region: [0, 0, 70, 18], fromterrain: "C", toterrain: terrain[tidx] });
};
await des.region(selection.area(0,0,70,18), "lit");
// when falling down on this level, never } up in the fog maze
des.teleport_region({ region: [0,0,70,18], exclude: [2,3,68,15], dir: "down" });
for (let i = 1, __end_i = 15; i <= __end_i; i++) {
await des.object();
}
for (let i = 1, __end_i = 6; i <= __end_i; i++) {
await des.trap();
}
for (let i = 1, __end_i = 28; i <= __end_i; i++) {
await des.monster();
}
await des.mazewalk({ x: 4, y: 2, dir: "south", stocked: 0 });
// Stairs up, not in the fog maze
des.levregion({ region: [0,0,70,18], exclude: [2,3,68,15], type: "stair-up"});
des.stair("down");
return des.finalize_level();
}
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