Provide escape item in water-surrounded vaults

Water vaults are one of the few places that can/will generate completely
sealed off in a normal level.  Other such spots are designed to provide
a guaranteed means of escape (vault guard, scrolls of teleportation in
niches, etc) -- water vaults were an exception that didn't do this, so a
hero who fell into one from above could have ended up in a position
where she had no choice but to wait to starve to death or #quit. Provide
an escape item in one of the vault's chests to give a hero more options
in that position.

Also fix a minor mistake (I'm pretty sure, though I'm not a Lua expert
enough to be certain) in an nhlib.c comment describing how to use
obj.addcontent() -- when called as box.addcontent(contents) as the
comment suggested it produces an error, but works OK when called as
box:addcontent(contents) or obj.addcontent(box, contents).
This commit is contained in:
Michael Meyer
2023-06-07 17:53:05 -04:00
committed by PatR
parent 60a3263a85
commit 95b410ee94
2 changed files with 20 additions and 5 deletions

View File

@@ -628,10 +628,25 @@ xx|.....|xx
}----}
}}}}}}]], contents = function(m) des.region({ region={3,3,3,3}, type="themed", irregular=true, filled=0, joined=false });
local nasty_undead = { "giant zombie", "ettin zombie", "vampire lord" };
des.object("chest", 2, 2);
des.object("chest", 3, 2);
des.object("chest", 2, 3);
des.object("chest", 3, 3);
local chest_spots = { { 2, 2 }, { 3, 2 }, { 2, 3 }, { 3, 3 } };
shuffle(chest_spots)
-- Guarantee an escape item inside one of the chests, to prevent the hero
-- falling in from above and becoming permanently stuck
-- [cf. generate_way_out_method(sp_lev.c)].
-- "pick-axe", "dwarvish mattock" could be included in the list of escape
-- items but don't normally generate in containers.
local escape_items = {
"scroll of teleportation", "ring of teleportation",
"wand of teleportation", "wand of digging"
};
local box = des.object({ id = "chest", coord = chest_spots[1] })
box:addcontent(obj.new(escape_items[math.random(#escape_items)]));
for i = 2, #chest_spots do
des.object({ id = "chest", coord = chest_spots[i] });
end
shuffle(nasty_undead);
des.monster(nasty_undead[1], 2, 2);
end });