Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* medusa-1 - NetHack special level
* Converted from: medusa-1.lua
*/
import * as des from '../sp_lev.js';
import { selection, percent } from '../sp_lev.js';
export async function generate() {
// NetHack medusa medusa-1.lua $NHDT-Date: 1652196027 2022/5/10 15:20:27 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.4 $
// Copyright (c) 1989 by Jean-Christophe Collet
// Copyright (c) 1990, 1991 by M. Stephenson
// NetHack may be freely redistributed. See license for details.
//
//
// These are the Medusa's levels :
//
des.level_init({ style: "solidfill", fg: " " });
des.level_flags("mazelevel", "noteleport");
await des.map(`\
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}....}}}}}}}}}}}}.}}}}.}}}}}}.-----------------.}}}}}}}}}}}}}}}}}.........}
}....}}}}}}}}}}}}}}}}}}.}}}...|...............S...}}}}}}}}}}}}}}}}}}}....}}
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`);
// Dungeon Description
await des.region(selection.area(0,0,74,19),"lit");
await des.region(selection.area(31,7,45,7),"unlit");
// make the downstairs room a real room to control arriving monsters,
// and also as a fixup_special hack; the first room defined on Medusa's level
// receives some statues
await des.region({ region: [35,9, 41,10], lit: 0, type: "ordinary", arrival_room: true });
await des.region(selection.area(31,12,45,12),"unlit");
// Teleport: down to up stairs island, up to Medusa's island
des.teleport_region({ region: [1,1,5,17], dir: "down" });
des.teleport_region({ region: [26,4,50,15], dir: "up" });
// Stairs
des.stair("up", 5,14);
des.stair("down", 36,10);
// Doors
des.door("closed",46,7);
des.door("locked",38,8);
des.door("locked",38,11);
des.door("closed",30,12);
// Branch, not allowed inside Medusa's building.
des.levregion({ region: [1,0,79,20], exclude: [30,6,46,13], type: "branch" });
// Non diggable walls
des.non_diggable(selection.area(30,6,46,13));
// Objects
await des.object({ id: "statue", x: 36,y: 10, buc: "uncursed",
montype: "knight", historic: 1, male: 1, name: "Perseus",
contents: async function() {
if (percent(75)) {
await des.object({ id: "shield of reflection", buc: "cursed", spe: 0 });
}
if (percent(25)) {
await des.object({ id: "levitation boots", spe: 0 });
}
if (percent(50)) {
await des.object({ id: "scimitar", buc: "blessed", spe: 2 });
}
if (percent(50)) {
await des.object("sack");
}
}
});
// Specifying explicit contents forces them to be empty.
await des.object({ id: "statue", contents: 0 });
await des.object({ id: "statue", contents: 0 });
await des.object({ id: "statue", contents: 0 });
await des.object({ id: "statue", contents: 0 });
await des.object({ id: "statue", contents: 0 });
await des.object({ id: "statue", contents: 0 });
await des.object({ id: "statue", contents: 0 });
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
await des.object();
// Random traps
await des.trap();
await des.trap();
await des.trap();
await des.trap();
await des.trap();
await des.trap("board",38,7);
await des.trap("board",38,12);
// Random monsters
await des.monster({ id: "Medusa", x: 36,y: 10, asleep: 1 });
await des.monster("giant eel",11,6);
await des.monster("giant eel",23,13);
await des.monster("giant eel",29,2);
await des.monster("jellyfish",2,2);
await des.monster("jellyfish",0,8);
await des.monster("jellyfish",4,18);
await des.monster("water troll",51,3);
await des.monster("water troll",64,11);
await des.monster({ class: 'S', x: 38, y: 7 });
await des.monster({ class: 'S', x: 38, y: 12 });
await des.monster();
await des.monster();
await des.monster();
await des.monster();
await des.monster();
await des.monster();
await des.monster();
await des.monster();
await des.monster();
await des.monster();
return des.finalize_level();
}
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