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 | 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x | /**
* tower3 - NetHack special level
* Converted from: tower3.lua
*/
import * as des from '../sp_lev.js';
import { selection } from '../sp_lev.js';
export async function generate() {
// NetHack tower tower3.lua $NHDT-Date: 1652196038 2022/5/10 15:20:38 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
// Copyright (c) 1989 by Jean-Christophe Collet
// NetHack may be freely redistributed. See license for details.
//
des.level_init({ style: "solidfill", fg: " " });
des.level_flags("mazelevel", "noteleport", "hardfloor", "solidify");
await des.map({ halign: "half-left", valign: "center", map: `\
--- --- ---
|.| |.| |.|
---S---S---S---
|.S.........S.|
-----.........-----
|...|.........+...|
|.---.........---.|
|.|.S.........S.|.|
|.---S---S---S---.|
|...|.|.|.|.|.|...|
---.---.---.---.---
|.............|
---------------
` });
// Random places are the 10 niches
let place = [ [5,1],[9,1],[13,1],[3,3],[15,3],
[3,7],[15,7],[5,9],[9,9],[13,9] ]
des.levregion({ type: "branch", region: [2,5,2,5] });
des.ladder("up", 5,7);
// Entry door is, of course, locked
des.door("locked",14,5);
// Let's put a dragon behind the door, just for the fun...
await des.monster("D", 13, 5);
await des.monster({ x: 12, y: 4 });
await des.monster({ x: 12, y: 6 });
await des.monster();
await des.monster();
await des.monster();
await des.monster();
await des.monster();
await des.monster();
await des.object("long sword",place[3]);
await des.trap({ coord: place[3] });
await des.object("lock pick",place[0]);
await des.trap({ coord: place[0] });
await des.object("elven cloak",place[1]);
await des.trap({ coord: place[1] });
await des.object("blindfold",place[2]);
await des.trap({ coord: place[2] });
// Walls in the tower are non diggable
des.non_diggable(selection.area(0,0,18,12));
return des.finalize_level();
}
|