More interesting Gehennom levels

Instead of just plain old boring mazes, spice up Gehennom by
occasionally adding lava, iron bars, or even mines-style levels
(with lava, of course).

Of the fixed Gehennom levels, only Asmodeus' lair has been changed
to add some random lava pools.

Also some lua fixes and changes:
- Fixed a selection negation bounding box being wrong.
- Fixed a selection negated and ORed returning wrong results.
- des.map now returns a selection of the map grids it touched.
- When using des.map contents-function the commands following the
  map are not relative to it.
This commit is contained in:
Pasi Kallinen
2023-01-09 22:25:23 +02:00
parent 7c72c1f141
commit 4af086be73
13 changed files with 310 additions and 65 deletions

View File

@@ -6,8 +6,13 @@
des.level_init({ style="mazegrid", bg ="-" });
des.level_flags("mazelevel")
local tmpbounds = selection.match("-");
local bnds = tmpbounds:bounds();
local bounds2 = selection.fillrect(bnds.lx, bnds.ly + 1, bnds.hx - 2, bnds.hy - 1);
-- First part
des.map({ halign = "half-left", valign = "center", map = [[
local asmo1 = des.map({ halign = "half-left", valign = "center", map = [[
---------------------
|.............|.....|
|.............S.....|
@@ -20,69 +25,72 @@ des.map({ halign = "half-left", valign = "center", map = [[
|..|..-----------...|
|..S..........|.....|
---------------------
]] });
]], contents = function(rm)
-- Doors
des.door("closed",04,03)
des.door("locked",18,04)
des.door("closed",18,08)
--
des.stair("down", 13,07)
-- Non diggable walls
des.non_diggable(selection.area(00,00,20,11))
-- Entire main area
des.region(selection.area(01,01,20,10),"unlit")
-- The fellow in residence
des.monster("Asmodeus",12,07)
-- Some random weapons and armor.
des.object("[")
des.object("[")
des.object(")")
des.object(")")
des.object("*")
des.object("!")
des.object("!")
des.object("?")
des.object("?")
des.object("?")
-- Some traps.
des.trap("spiked pit", 05,02)
des.trap("fire", 08,06)
des.trap("sleep gas")
des.trap("anti magic")
des.trap("fire")
des.trap("magic")
des.trap("magic")
-- Random monsters.
des.monster("ghost",11,07)
des.monster("horned devil",10,05)
des.monster("L")
-- Some Vampires for good measure
des.monster("V")
des.monster("V")
des.monster("V")
end });
des.levregion({ region={01,00,6,20}, region_islev=1, exclude={6,1,70,16}, exclude_islev=1, type="stair-up" });
-- des.stair(levregion(01,00,6,20),levregion(6,1,70,16),up)
des.levregion({ region={01,00,6,20}, region_islev=1, exclude={6,1,70,16}, exclude_islev=1, type="branch" });
-- des.branch(levregion(01,00,6,20),levregion(6,1,70,16))
des.teleport_region({ region = {01,00,6,20}, region_islev=1, exclude={6,1,70,16}, exclude_islev=1 })
-- Doors
des.door("closed",04,03)
des.door("locked",18,04)
des.door("closed",18,08)
--
des.stair("down", 13,07)
-- Non diggable walls
des.non_diggable(selection.area(00,00,20,11))
-- Entire main area
des.region(selection.area(01,01,20,10),"unlit")
-- The fellow in residence
des.monster("Asmodeus",12,07)
-- Some random weapons and armor.
des.object("[")
des.object("[")
des.object(")")
des.object(")")
des.object("*")
des.object("!")
des.object("!")
des.object("?")
des.object("?")
des.object("?")
-- Some traps.
des.trap("spiked pit", 05,02)
des.trap("fire", 08,06)
des.trap("sleep gas")
des.trap("anti magic")
des.trap("fire")
des.trap("magic")
des.trap("magic")
-- Random monsters.
des.monster("ghost",11,07)
des.monster("horned devil",10,05)
des.monster("L")
-- Some Vampires for good measure
des.monster("V")
des.monster("V")
des.monster("V")
-- Second part
des.map({ halign = "half-right", valign = "center", map = [[
local asmo2 = des.map({ halign = "half-right", valign = "center", map = [[
---------------------------------
................................|
................................+
................................|
---------------------------------
]] });
des.mazewalk(32,02,"east")
-- Non diggable walls
des.non_diggable(selection.area(00,00,32,04))
des.door("closed",32,02)
des.monster("&")
des.monster("&")
des.monster("&")
des.trap("anti magic")
des.trap("fire")
des.trap("magic")
]], contents = function(rm)
des.mazewalk(32,02,"east")
-- Non diggable walls
des.non_diggable(selection.area(00,00,32,04))
des.door("closed",32,02)
des.monster("&")
des.monster("&")
des.monster("&")
des.trap("anti magic")
des.trap("fire")
des.trap("magic")
end });
local protected = bounds2:negate() | asmo1 | asmo2;
hell_tweaks(protected);

View File

@@ -91,6 +91,7 @@ dungeon = {
base = 20,
range = 5,
flags = { "mazelike", "hellish" },
lvlfill = "hellfill",
alignment = "noalign",
branches = {
{

155
dat/hellfill.lua Normal file
View File

@@ -0,0 +1,155 @@
-- NetHack 3.7 hellfill.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.25 $
-- Copyright (c) 2022 by Pasi Kallinen
-- NetHack may be freely redistributed. See license for details.
--
--
-- The "fill" level for gehennom.
--
-- This level is used to fill out any levels not occupied by
-- specific levels.
--
function hellobjects()
local objclass = { "(", "/", "=", "+", ")", "[", "?", "*", "%" };
shuffle(objclass);
des.object(objclass[1]);
des.object(objclass[1]);
des.object(objclass[2]);
des.object(objclass[3]);
des.object(objclass[4]);
des.object(objclass[5]);
des.object()
des.object()
end
--
function hellmonsters()
local monclass = { "V", "D", " ", "&", "Z" };
shuffle(monclass);
des.monster({ class = monclass[1], peaceful = 0 });
des.monster({ class = monclass[1], peaceful = 0 });
des.monster({ class = monclass[2], peaceful = 0 });
des.monster({ class = monclass[2], peaceful = 0 });
des.monster({ class = monclass[3], peaceful = 0 });
des.monster({ class = monclass[4], peaceful = 0 });
des.monster({ peaceful = 0 });
des.monster({ class = "H", peaceful = 0 });
end
--
function helltraps()
for i = 1, 12 do
des.trap()
end
end
--
function populatemaze()
for i = 1, math.random(8) + 11 do
if (percent(50)) then
des.object("*");
else
des.object();
end
end
for i = 1, math.random(10) + 2 do
des.object("`");
end
for i = 1, math.random(3) do
des.monster({ id = "minotaur", peaceful = 0 });
end
for i = 1, math.random(5) + 7 do
des.monster({ peaceful = 0 });
end
for i = 1, math.random(6) + 7 do
des.gold();
end
for i = 1, math.random(6) + 7 do
des.trap();
end
end
--
-- TODO: cold hells? (ice & water instead of lava. sometimes floor = ice)
-- TODO: more hell_tweaks:
-- - replacing walls with iron bars
-- - random prefab areas
-- - replace all walls (in a full level width/height) in a small area
hells = {
-- 1: "mines" style with lava
function ()
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style="mines", fg=".", smoothed=true ,joined=true, lit=0, walled=true });
des.replace_terrain({ fromterrain = " ", toterrain = "L" });
des.replace_terrain({ fromterrain = ".", toterrain = "L", chance = 5 });
des.replace_terrain({ mapfragment = [[w]], toterrain = "L", chance = 20 });
des.replace_terrain({ mapfragment = [[w]], toterrain = ".", chance = 15 });
end,
-- 2: mazes like original, with some hell_tweaks
function ()
des.level_flags("mazelevel", "noflip");
des.level_init({ style = "mazegrid", bg = "-" });
des.mazewalk(01,10,"east");
local tmpbounds = selection.match("-");
local bnds = tmpbounds:bounds();
local protected_area = selection.fillrect(bnds.lx, bnds.ly + 1, bnds.hx - 2, bnds.hy - 1);
hell_tweaks(protected_area:negate());
end,
-- 3: mazes, style 1: wall thick = 1, random wid corr
function ()
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style = "maze", wallthick = 1 });
end,
-- 4: mazes, style 2: replace wall with iron bars of lava
function ()
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style = "maze", wallthick = 1 });
local outside_walls = selection.match(" ");
local wallterrain = { "F", "L" };
shuffle(wallterrain);
des.replace_terrain({ mapfragment = "w", toterrain = wallterrain[1] });
des.terrain(outside_walls, " "); -- return the outside back to solid wall
end,
-- 5: mazes, thick walls, occasionally lava instead of walls
function ()
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.level_init({ style = "maze", wallthick = 1 + math.random(2), corrwid = math.random(2) });
if (percent(50)) then
local outside_walls = selection.match(" ");
des.replace_terrain({ mapfragment = "w", toterrain = "L" });
des.terrain(outside_walls, " "); -- return the outside back to solid wall
end
end,
};
local hellno = math.random(1, #hells);
hells[hellno]();
--
des.stair("up")
des.stair("down")
des.region(selection.area(00,00,77,21),"unlit");
populatemaze();

View File

@@ -51,6 +51,58 @@ function monkfoodshop()
return "food shop";
end
-- tweaks to gehennom levels; might add random lava pools or
-- a lava river.
-- protected_area is a selection where no changes will be done.
function hell_tweaks(protected_area)
local liquid = "L";
local ground = ".";
local prot = protected_area:negate();
-- random pools
if (percent(20 + u.depth)) then
local pools = selection.new();
local maxpools = 5 + math.random(u.depth);
for i = 1, maxpools do
pools:set();
end
pools = pools | selection.grow(selection.set(selection.new()), "west")
pools = pools | selection.grow(selection.set(selection.new()), "north")
pools = pools | selection.grow(selection.set(selection.new()), "random")
pools = pools & prot;
if (percent(80)) then
local poolground = pools:clone():grow("all") & prot;
local pval = math.random(1, 8) * 10;
des.terrain(poolground:percentage(pval), ground)
end
des.terrain(pools, liquid)
end
-- river
if (percent(50)) then
local floor = selection.match(ground);
local a = selection.rndcoord(floor);
local b = selection.rndcoord(floor);
local lavariver = selection.randline(selection.new(), a.x, a.y, b.x, b.y, 10);
if (percent(50)) then
lavariver = selection.grow(lavariver, "north");
end
if (percent(50)) then
lavariver = selection.grow(lavariver, "west");
end
if (percent(25)) then
local riverbanks = selection.grow(lavariver);
riverbanks = riverbanks & prot;
des.terrain(selection.percentage(riverbanks, 50), ground);
end
lavariver = lavariver & prot;
des.terrain(lavariver, liquid);
end
end
-- pline with variable number of arguments
function pline(fmt, ...)
nh.pline(string.format(fmt, table.unpack({...})));