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 | /** * bigrm-12 - NetHack special level * Converted from: bigrm-12.lua */ import * as des from '../sp_lev.js'; import { selection, percent } from '../sp_lev.js'; export async function generate() { // NetHack bigroom bigrm-12.lua $NHDT-Date: $ $NHDT-Branch: NetHack-3.7 $ // Copyright (c) 2024 by Pasi Kallinen // NetHack may be freely redistributed. See license for details. // // Two hexagons des.level_flags("mazelevel", "noflipy"); des.level_init({ style: "solidfill", fg: " " }); await des.map(`\ ....................... ....................... ......................... ......................... ........................... ........................... ............................. ............................. ........PPPPPPPPPPPPPPP........ ........LLLLLLLLLLLLLLL........ ........PPPPPPPPPPPPPPPPP........ ........LLLLLLLLLLLLLLLLL........ ........PPPWWWWWWWWWWWWWPPP...............LLLZZZZZZZZZZZZZLLL........ ........PPPWWWWWWWWWWWWWWWPPP.............LLLZZZZZZZZZZZZZZZLLL........ ........PPPWWWWWWWWWWWWWWWWWPPP...........LLLZZZZZZZZZZZZZZZZZLLL........ ........PPPWWWWWWWWWWWWWWWPPP.............LLLZZZZZZZZZZZZZZZLLL........ ........PPPWWWWWWWWWWWWWPPP...............LLLZZZZZZZZZZZZZLLL........ ........PPPPPPPPPPPPPPPPP........ ........LLLLLLLLLLLLLLLLL........ ........PPPPPPPPPPPPPPP........ ........LLLLLLLLLLLLLLL........ ............................. ............................. ........................... ........................... ......................... ......................... ....................... ....................... `); // maybe replace lavawalls/waterwalls with stone walls if (percent(20)) { if (percent(50)) { des.replace_terrain({ fromterrain: "W", toterrain: "-" }); } if (percent(50)) { des.replace_terrain({ fromterrain: "Z", toterrain: "-" }); } } // maybe replace pools with floor and then possibly walls with pools if (percent(25)) { des.replace_terrain({ fromterrain: "P", toterrain: "." }); if (percent(75)) { des.replace_terrain({ fromterrain: "W", toterrain: "P" }); } } if (percent(25)) { des.replace_terrain({ fromterrain: "L", toterrain: "." }); if (percent(75)) { des.replace_terrain({ fromterrain: "Z", toterrain: "L" }); } } // maybe make both sides have the same terrain if (percent(20)) { if (percent(50)) { // both are lava des.replace_terrain({ fromterrain: "P", toterrain: "L" }); des.replace_terrain({ fromterrain: "W", toterrain: "Z" }); } else { // both are water des.replace_terrain({ fromterrain: "L", toterrain: "P" }); des.replace_terrain({ fromterrain: "Z", toterrain: "W" }); } } await des.region(selection.area(0,0,75,19), "lit"); des.non_diggable(); des.wallify(); des.stair("up"); des.stair("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(); } return des.finalize_level(); } |