All files / js/levels minetn-6.js

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100% Branches 2/2
100% Functions 1/1
100% Lines 118/118

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

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/**
 * minetn-6 - NetHack special level
 * Converted from: minetn-6.lua
 */
 
import * as des from '../sp_lev.js';
import { selection, shuffle, monkfoodshop } from '../sp_lev.js';
import { A_CHAOTIC, A_NEUTRAL, A_LAWFUL } from '../const.js';
 
export async function generate(_nhlib_align) {
    const align = _nhlib_align;
 
    // NetHack mines minetn-6.lua	$NHDT-Date: 1652196031 2022/5/10 15:20:31 $  $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.3 $
    // Copyright (c) 1989-95 by Jean-Christophe Collet
    // Copyright (c) 1991-95 by M. Stephenson
    // NetHack may be freely redistributed.  See license for details.
    // 
    // "Bustling Town" by Kelly Bailey
 
    des.level_init({ style: "solidfill", fg: " " });
 
    des.level_flags("mazelevel", "inaccessibles");
 
    des.level_init({ style: "mines", fg: ".", bg: "-", smoothed: true, joined: true,lit: 1,walled: true });
 
    // Map extends the full height of the playable area in order to prevent any of
    // the cavern fill from getting cut off by walls of the town buildings and
    // creating inaccessible spaces. The inaccessibles flag does compensate for
    // this, but it does so by doing things like creating backdoors into adjacent
    // shops which we don't want.
    await des.map({ halign: "center", valign: "top", map: `\
x--------xxxxxxxxxxx-------------------x
x------xxxxxxxxxxxxxx-----------------xx
.-----................----------------.x
.|...|................|...|..|...|...|..
.|...+..--+--.........|...|..|...|...|..
.|...|..|...|..-----..|...|..|-+---+--..
.-----..|...|--|...|..--+---+-.........x
........|...|..|...+.............-----.x
........-----..|...|......--+-...|...|..
x----...|...|+------..{...|..|...+...|..
x|..+...|...|.............|..|...|...|..
.|..|...|...|-+-.....---+-------------.x
.----...--+--..|..-+-|..................
...|........|..|..|..|----....--------.x
...|..T.....----..|..|...+....|......|..
...|-....{........|..|...|....+......|x.
...--..-....T.....--------....|......|x.
.......--.....................----------
.xxxx-----xxxxxxxxxxxxxxxxxx------------
xxxx-------xxxxxxxxxxxxxxx--------------
` });
 
    await des.region(selection.area(0,0,39,19),"lit");
 
    // stairs can generate 1 column left or right inside the map,
    // in case the randomly generated mines layout doesn't extend outside the map
    des.levregion({ type: "stair-up", region: [1,3,21,19], region_islev: 1, exclude: [1,0,39,18] });
    des.levregion({ type: "stair-down", region: [60,3,75,19], region_islev: 1, exclude: [0,0,38,18] });
 
    await des.region(selection.area(13,7,14,8),"unlit");
    await des.region({ region: [9,9, 11,11], lit: 1, type: "candle shop", filled: 1 });
    await des.region({ region: [16,6, 18,8], lit: 1, type: "tool shop", filled: 1 });
    await des.region({ region: [23,3, 25,5], lit: 1, type: "shop", filled: 1 });
    await des.region({ region: [22,14, 24,15], lit: 1, type: monkfoodshop(), filled: 1 });
    await des.region({ region: [31,14, 36,16], lit: 1, type: "temple", filled: 1 });
    await des.altar({ x: 35,y: 15,align: align[0],type: "shrine"});
 
    des.door("closed",5,4);
    des.door("locked",4,10);
    des.door("closed",10,4);
    des.door("closed",10,12);
    des.door("locked",13,9);
    des.door("locked",14,11);
    des.door("closed",19,7);
    des.door("closed",19,12);
    des.door("closed",24,6);
    des.door("closed",24,11);
    des.door("closed",25,14);
    des.door("closed",28,6);
    des.door("locked",28,8);
    des.door("closed",30,15);
    des.door("closed",31,5);
    des.door("closed",35,5);
    des.door("closed",33,9);
 
    await des.monster("gnome");
    await des.monster("gnome");
    await des.monster("gnome");
    await des.monster("gnome");
    await des.monster("gnome");
    await des.monster("gnome");
    await des.monster("gnome", 14, 8);
    await des.monster("gnome lord", 14, 7);
    await des.monster("gnome", 27, 10);
    await des.monster("gnome lord");
    await des.monster("gnome lord");
    await des.monster("dwarf");
    await des.monster("dwarf");
    await des.monster("dwarf");
    await des.monster({ id: "dwarf", peaceful: 1 });
    await des.monster({ id: "dwarf", peaceful: 1 });
    await des.monster({ id: "gnome", peaceful: 1 });
    await des.monster({ id: "gnome", peaceful: 1 });
    await des.monster({ id: "hobbit", peaceful: 1 });
    await des.monster({ id: "goblin", peaceful: 1 });
    await des.monster({ id: "kobold", peaceful: 1 });
    await des.monster({ id: "dog", peaceful: 1 });
    await des.monster({ id: "watchman", peaceful: 1 });
    await des.monster({ id: "watchman", peaceful: 1 });
    await des.monster({ id: "watchman", peaceful: 1 });
    await des.monster({ id: "watch captain", peaceful: 1 });
    await des.monster({ id: "watch captain", peaceful: 1 });
 
 
 
    return des.finalize_level();
}