All files / js/levels soko3-2.js

0% Statements 0/86
0% Branches 0/1
0% Functions 0/1
0% Lines 0/86

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                                                                                                                                                                             
/**
 * soko3-2 - NetHack special level
 * Converted from: soko3-2.lua
 */

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

export async function generate() {
    // NetHack sokoban soko3-2.lua	$NHDT-Date: 1652196036 2022/5/10 15:20:36 $  $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
    // 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(`\
 ----          -----------
-|..|-------   |.........|
|..........|   |.........|
|..-----.-.|   |.........|
|..|...|...|   |.........|
|.........-|   |.........|
|.......|..|   |.........|
|.----..--.|   |.........|
|........|.--  |.........|
|.---.-.....------------+|
|...|...-................|
|.........----------------
----|..|..|               
    -------               
`);
    des.stair("down", 3,1);
    des.stair("up", 20,4);
    des.door("locked",24,9);
    await des.region(selection.area(0,0,25,13), "lit");
    des.non_diggable(selection.area(0,0,25,13));
    des.non_passwall(selection.area(0,0,25,13));

    // Boulders
    await des.object("boulder",2,3);
    await des.object("boulder",8,3);
    await des.object("boulder",9,4);
    await des.object("boulder",2,5);
    await des.object("boulder",4,5);
    await des.object("boulder",9,5);
    await des.object("boulder",2,6);
    await des.object("boulder",5,6);
    await des.object("boulder",6,7);
    await des.object("boulder",3,8);
    await des.object("boulder",7,8);
    await des.object("boulder",5,9);
    await des.object("boulder",10,9);
    await des.object("boulder",7,10);
    await des.object("boulder",10,10);
    await des.object("boulder",3,11);

    // prevent monster generation over the (filled) holes
    des.exclusion({ type: "monster-generation", region: [ 12,10, 24,10 ] });
    // Traps
    await des.trap("hole",12,10);
    await des.trap("hole",13,10);
    await des.trap("hole",14,10);
    await des.trap("hole",15,10);
    await des.trap("hole",16,10);
    await des.trap("hole",17,10);
    await des.trap("hole",18,10);
    await des.trap("hole",19,10);
    await des.trap("hole",20,10);
    await des.trap("hole",21,10);
    await des.trap("hole",22,10);
    await des.trap("hole",23,10);

    // 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: "/" });



    return des.finalize_level();
}