Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* soko4-1 - NetHack special level
* Converted from: soko4-1.lua
*/
import * as des from '../sp_lev.js';
import { selection } from '../sp_lev.js';
export async function generate() {
// NetHack sokoban soko4-1.lua $NHDT-Date: 1652196036 2022/5/10 15:20:36 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.2 $
// Copyright (c) 1998-1999 by Kevin Hugo
// NetHack may be freely redistributed. See license for details.
//
//
// In case you haven't played the game Sokoban, you'll learn
// quickly. This branch isn't particularly difficult, just time
// consuming. Some players may wish to skip this branch.
//
// The following actions are currently permitted without penalty:
// Carrying or throwing a boulder already in inventory
// (player or nonplayer).
// Teleporting boulders.
// Digging in the floor.
// The following actions are permitted, but with a luck penalty:
// Breaking boulders.
// Stone-to-fleshing boulders.
// Creating new boulders (e.g., with a scroll of earth).
// Jumping.
// Being pulled by a thrown iron ball.
// Hurtling through the air from Newton's 3rd law.
// Squeezing past boulders when naked or as a giant.
// These actions are not permitted:
// Moving diagonally between two boulders and/or walls.
// Pushing a boulder diagonally.
// Picking up boulders (player or nonplayer).
// Digging or walking through walls.
// Teleporting within levels or between levels of this branch.
// Using cursed potions of gain level.
// Escaping a pit/hole (e.g., by flying, levitation, or
// passing a dexterity check).
// Bones files are not permitted.
// ## Bottom (first) level of Sokoban ###
des.level_init({ style: "solidfill", fg: " " });
des.level_flags("mazelevel", "noteleport", "hardfloor", "premapped", "sokoban", "solidify");
await des.map(`\
------ -----
|....| |...|
|....----...|
|...........|
|..|-|.|-|..|
---------|.---
|......|.....|
|..----|.....|
--.| |.....|
|.|---|.....|
|...........|
|..|---------
----
`);
des.levregion({ region: [6,4,6,4], type: "branch" });
des.stair("up", 6,6);
await des.region(selection.area(0,0,13,12), "lit");
des.non_diggable(selection.area(0,0,13,12));
des.non_passwall(selection.area(0,0,13,12));
// Boulders
await des.object("boulder",2,2);
await des.object("boulder",2,3);
//
await des.object("boulder",10,2);
await des.object("boulder",9,3);
await des.object("boulder",10,4);
//
await des.object("boulder",8,7);
await des.object("boulder",9,8);
await des.object("boulder",9,9);
await des.object("boulder",8,10);
await des.object("boulder",10,10);
// prevent monster generation over the (filled) pits
des.exclusion({ type: "monster-generation", region: [ 1,6, 7,11 ] });
// Traps
await des.trap("pit",3,6);
await des.trap("pit",4,6);
await des.trap("pit",5,6);
await des.trap("pit",2,8);
await des.trap("pit",2,9);
await des.trap("pit",4,10);
await des.trap("pit",5,10);
await des.trap("pit",6,10);
await des.trap("pit",7,10);
// A little help
await des.object("scroll of earth",2,11);
await des.object("scroll of earth",3,11);
// 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();
}
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