Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* castle - NetHack special level
* Converted from: castle.lua
*/
import * as des from '../sp_lev.js';
import { selection, shuffle } from '../sp_lev.js';
export async function generate() {
// NetHack castle castle.lua $NHDT-Date: 1652196024 2022/5/10 15:20:24 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.7 $
// Copyright (c) 1989 by Jean-Christophe Collet
// NetHack may be freely redistributed. See license for details.
//
//
// This is the stronghold level :
// there are several ways to enter it :
// - opening the drawbridge (wand of opening, knock spell, playing
// the appropriate tune)
//
// - enter via the back entry (this suppose a ring of levitation, boots
// of water walking, etc.)
//
// Note : If you don't play the right tune, you get indications like in the
// MasterMind game...
//
// To motivate the player : there are 4 storerooms (armors, weapons, food and
// gems) and a wand of wishing in one of the 4 towers...
des.level_init({ style: "mazegrid", bg: "-" });
des.level_flags("mazelevel", "noteleport", "noflipy");
await des.map(`\
}}}}}}}}}.............................................}}}}}}}}}
}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}
}|.....|-----------------------------------------------|.....|}
}|.....+...............................................+.....|}
}-------------------------------+-----------------------------}
}}}}}}|........|..........+...........|.......S.S.......|}}}}}}
.....}|........|..........|...........|.......|.|.......|}.....
.....}|........------------...........---------S---------}.....
.....}|...{....+..........+.........\\.S.................+......
.....}|........------------...........---------S---------}.....
.....}|........|..........|...........|.......|.|.......|}.....
}}}}}}|........|..........+...........|.......S.S.......|}}}}}}
}-------------------------------+-----------------------------}
}|.....+...............................................+.....|}
}|.....|-----------------------------------------------|.....|}
}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}
}}}}}}}}}.............................................}}}}}}}}}
`);
// Random registers initialisation
let object = [ "[", ")", "*", "%" ];
shuffle(object)
let place = selection.new();
place.set(4,2);
place.set(58,2);
place.set(4,14);
place.set(58,14);
let monster = [ "L", "N", "E", "H", "M", "O", "R", "T", "X", "Z" ]
shuffle(monster)
des.teleport_region({ region: [1,0,10,20], region_islev: 1, exclude: [1,1,61,15], dir: "down" });
des.teleport_region({ region: [69,0,79,20], region_islev: 1, exclude: [1,1,61,15], dir: "up" });
des.levregion({ region: [1,0,10,20], region_islev: 1, exclude: [0,0,62,16], type: "stair-up" });
des.feature("fountain", 10,8);
// Doors
des.door("closed",7,3);
des.door("closed",55,3);
des.door("locked",32,4);
des.door("locked",26,5);
des.door("locked",46,5);
des.door("locked",48,5);
des.door("locked",47,7);
des.door("closed",15,8);
des.door("closed",26,8);
des.door("locked",38,8);
des.door("locked",56,8);
des.door("locked",47,9);
des.door("locked",26,11);
des.door("locked",46,11);
des.door("locked",48,11);
des.door("locked",32,12);
des.door("closed",7,13);
des.door("closed",55,13);
// The drawbridge
des.drawbridge({ dir: "east", state: "closed", x: 5,y: 8});
// Storeroom number 1
await des.object(object[0],39,5);
await des.object(object[0],40,5);
await des.object(object[0],41,5);
await des.object(object[0],42,5);
await des.object(object[0],43,5);
await des.object(object[0],44,5);
await des.object(object[0],45,5);
await des.object(object[0],39,6);
await des.object(object[0],40,6);
await des.object(object[0],41,6);
await des.object(object[0],42,6);
await des.object(object[0],43,6);
await des.object(object[0],44,6);
await des.object(object[0],45,6);
// Storeroom number 2
await des.object(object[1],49,5);
await des.object(object[1],50,5);
await des.object(object[1],51,5);
await des.object(object[1],52,5);
await des.object(object[1],53,5);
await des.object(object[1],54,5);
await des.object(object[1],55,5);
await des.object(object[1],49,6);
await des.object(object[1],50,6);
await des.object(object[1],51,6);
await des.object(object[1],52,6);
await des.object(object[1],53,6);
await des.object(object[1],54,6);
await des.object(object[1],55,6);
// Storeroom number 3
await des.object(object[2],39,10);
await des.object(object[2],40,10);
await des.object(object[2],41,10);
await des.object(object[2],42,10);
await des.object(object[2],43,10);
await des.object(object[2],44,10);
await des.object(object[2],45,10);
await des.object(object[2],39,11);
await des.object(object[2],40,11);
await des.object(object[2],41,11);
await des.object(object[2],42,11);
await des.object(object[2],43,11);
await des.object(object[2],44,11);
await des.object(object[2],45,11);
// Storeroom number 4
await des.object(object[3],49,10);
await des.object(object[3],50,10);
await des.object(object[3],51,10);
await des.object(object[3],52,10);
await des.object(object[3],53,10);
await des.object(object[3],54,10);
await des.object(object[3],55,10);
await des.object(object[3],49,11);
await des.object(object[3],50,11);
await des.object(object[3],51,11);
await des.object(object[3],52,11);
await des.object(object[3],53,11);
await des.object(object[3],54,11);
await des.object(object[3],55,11);
// THE WAND OF WISHING in 1 of the 4 towers
let loc = place.rndcoord(1);
await des.object({ id: "chest", trapped: 0, locked: 1, coord: loc ,
contents: async function() {
await des.object("wishing");
await des.object("potion of gain level");
}
});
// Prevent monsters from eating it. (@'s never eat objects)
des.engraving({ coord: loc, type: "burn", text: "Elbereth" });
await des.object({ id: "scroll of scare monster", coord: loc, buc: "cursed" });
// The treasure of the lord
await des.object("chest",37,8);
// Traps
await des.trap("trap door",40,8);
await des.trap("trap door",44,8);
await des.trap("trap door",48,8);
await des.trap("trap door",52,8);
await des.trap("trap door",55,8);
// Soldiers guarding the entry hall
await des.monster("soldier",8,6);
await des.monster("soldier",9,5);
await des.monster("soldier",11,5);
await des.monster("soldier",12,6);
await des.monster("soldier",8,10);
await des.monster("soldier",9,11);
await des.monster("soldier",11,11);
await des.monster("soldier",12,10);
await des.monster("lieutenant",9,8);
// Soldiers guarding the towers
await des.monster("soldier",3,2);
await des.monster("soldier",5,2);
await des.monster("soldier",57,2);
await des.monster("soldier",59,2);
await des.monster("soldier",3,14);
await des.monster("soldier",5,14);
await des.monster("soldier",57,14);
await des.monster("soldier",59,14);
// The four dragons that are guarding the storerooms
await des.monster("D",47,5);
await des.monster("D",47,6);
await des.monster("D",47,10);
await des.monster("D",47,11);
// Sea monsters in the moat
await des.monster("giant eel",5,7);
await des.monster("giant eel",5,9);
await des.monster("giant eel",57,7);
await des.monster("giant eel",57,9);
await des.monster("shark",5,0);
await des.monster("shark",5,16);
await des.monster("shark",57,0);
await des.monster("shark",57,16);
// The throne room and the court monsters
await des.monster(monster[9],27,5);
await des.monster(monster[0],30,5);
await des.monster(monster[1],33,5);
await des.monster(monster[2],36,5);
await des.monster(monster[3],28,6);
await des.monster(monster[4],31,6);
await des.monster(monster[5],34,6);
await des.monster(monster[6],37,6);
await des.monster(monster[7],27,7);
await des.monster(monster[8],30,7);
await des.monster(monster[9],33,7);
await des.monster(monster[0],36,7);
await des.monster(monster[1],28,8);
await des.monster(monster[2],31,8);
await des.monster(monster[3],34,8);
await des.monster(monster[4],27,9);
await des.monster(monster[5],30,9);
await des.monster(monster[6],33,9);
await des.monster(monster[7],36,9);
await des.monster(monster[8],28,10);
await des.monster(monster[9],31,10);
await des.monster(monster[0],34,10);
await des.monster(monster[1],37,10);
await des.monster(monster[2],27,11);
await des.monster(monster[3],30,11);
await des.monster(monster[4],33,11);
await des.monster(monster[5],36,11);
// MazeWalks
await des.mazewalk(0,10,"west");
await des.mazewalk(62,6,"east");
// Non diggable walls
des.non_diggable(selection.area(0,0,62,16));
// Subrooms:
// Entire castle area
await des.region(selection.area(0,0,62,16),"unlit");
// Courtyards
await des.region(selection.area(0,5,5,11),"lit");
await des.region(selection.area(57,5,62,11),"lit");
// Throne room
await des.region({ region: [27,5, 37,11],lit: 1,type: "throne", filled: 2 });
// Antechamber
await des.region(selection.area(7,5,14,11),"lit");
// Storerooms
await des.region(selection.area(39,5,45,6),"lit");
await des.region(selection.area(39,10,45,11),"lit");
await des.region(selection.area(49,5,55,6),"lit");
await des.region(selection.area(49,10,55,11),"lit");
// Corners
await des.region(selection.area(2,2,6,3),"lit");
await des.region(selection.area(56,2,60,3),"lit");
await des.region(selection.area(2,13,6,14),"lit");
await des.region(selection.area(56,13,60,14),"lit");
// Barracks
await des.region({ region: [16,5, 25,6],lit: 1,type: "barracks", filled: 1 });
await des.region({ region: [16,10, 25,11],lit: 1,type: "barracks", filled: 1 });
// Hallways
await des.region(selection.area(8,3,54,3),"unlit");
await des.region(selection.area(8,13,54,13),"unlit");
await des.region(selection.area(16,8,25,8),"unlit");
await des.region(selection.area(39,8,55,8),"unlit");
// Storeroom alcoves
await des.region(selection.area(47,5,47,6),"unlit");
await des.region(selection.area(47,10,47,11),"unlit");
return des.finalize_level();
}
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