All files / js/levels soko1-1.js

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

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/**
 * soko1-1 - NetHack special level
 * Converted from: soko1-1.lua
 */

import * as des from '../sp_lev.js';
import { selection, percent } from '../sp_lev.js';

export async function generate() {
    // NetHack sokoban soko1-1.lua	$NHDT-Date: 1652196034 2022/5/10 15:20:34 $  $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.6 $
    // Copyright (c) 1998-1999 by Kevin Hugo
    // NetHack may be freely redistributed.  See license for details.
    // 
    des.level_init({ style: "solidfill", fg: " " });

    des.level_flags("mazelevel", "noteleport", "premapped", "sokoban", "solidify");
    await des.map(`\
--------------------------
|........................|
|.......|---------------.|
-------.------         |.|
 |...........|         |.|
 |...........|         |.|
--------.-----         |.|
|............|         |.|
|............|         |.|
-----.--------   ------|.|
 |..........|  --|.....|.|
 |..........|  |.+.....|.|
 |.........|-  |-|.....|.|
-------.----   |.+.....+.|
|........|     |-|.....|--
|........|     |.+.....|  
|...|-----     --|.....|  
-----            -------  
`);

    let place = selection.new();
    place.set(16,11);
    place.set(16,13);
    place.set(16,15);

    des.stair("down", 1, 1);
    await des.region(selection.area(0,0,25,17),"lit");
    des.non_diggable(selection.area(0,0,25,17));
    des.non_passwall(selection.area(0,0,25,17));

    // Boulders
    await des.object("boulder", 3, 5);
    await des.object("boulder", 5, 5);
    await des.object("boulder", 7, 5);
    await des.object("boulder", 9, 5);
    await des.object("boulder", 11, 5);
    // 
    await des.object("boulder", 4, 7);
    await des.object("boulder", 4, 8);
    await des.object("boulder", 6, 7);
    await des.object("boulder", 9, 7);
    await des.object("boulder", 11, 7);
    // 
    await des.object("boulder", 3, 12);
    await des.object("boulder", 4, 10);
    await des.object("boulder", 5, 12);
    await des.object("boulder", 6, 10);
    await des.object("boulder", 7, 11);
    await des.object("boulder", 8, 10);
    await des.object("boulder", 9, 12);
    // 
    await des.object("boulder", 3, 14);

    // prevent monster generation over the (filled) holes
    des.exclusion({ type: "monster-generation", region: [ 8,1, 23,1 ] });
    // Traps
    await des.trap("hole", 8, 1);
    await des.trap("hole", 9, 1);
    await des.trap("hole", 10, 1);
    await des.trap("hole", 11, 1);
    await des.trap("hole", 12, 1);
    await des.trap("hole", 13, 1);
    await des.trap("hole", 14, 1);
    await des.trap("hole", 15, 1);
    await des.trap("hole", 16, 1);
    await des.trap("hole", 17, 1);
    await des.trap("hole", 18, 1);
    await des.trap("hole", 19, 1);
    await des.trap("hole", 20, 1);
    await des.trap("hole", 21, 1);
    await des.trap("hole", 22, 1);
    await des.trap("hole", 23, 1);

    await des.monster({ id: "giant mimic", appear_as: "obj:boulder" });
    await des.monster({ id: "giant mimic", appear_as: "obj:boulder" });

    // Random objects
    await des.object({ class: "%" });
    await des.object({ class: "%" });
    await des.object({ class: "%" });
    await des.object({ class: "%" });
    await des.object({ class: "=" });
    await des.object({ class: "/" });

    // Rewards
    des.door("locked", 23, 13);
    des.door("closed", 17, 11);
    des.door("closed", 17, 13);
    des.door("closed", 17, 15);

    await des.region({ region: [18,10, 22,16], lit: 1, type: "zoo", filled: 1, irregular: 1 });

    let pt = selection.rndcoord(place);
    if (percent(75)) {
       await des.object({ id: "bag of holding", coord: pt,
    		buc: "not-cursed", achievement: 1 });
    } else {
       await des.object({ id: "amulet of reflection", coord: pt,
    		buc: "not-cursed", achievement: 1 });
    }
    des.engraving({ coord: pt, type: "burn", text: "Elbereth" });
    await des.object({ id: "scroll of scare monster", coord: pt, buc: "cursed" });



    return des.finalize_level();
}