Add rolling boulder traps in Sokoban to reduce wrist strain
When playtesting NetHack heavily, I observed that most of the time it wasn't placing much strain on my wrists, but Sokoban was an exception: travel, farmove, etc. can normally be used to avoid the need to spam keys, but they don't work while pushing a boulder, and the boulders often need to be pushed along precise routes, so you have to tap out every movement. This becomes particularly straining when pushing in the last few boulders, as you have to push them a long way along the goal corridor. This commit adds rolling boulder traps to Sokoban that will automatically roll boulders along the goal corridor, meaning that you don't have to push them there manually. This considerably reduces the number of keystrokes needed to solve Sokoban, without making any significant change to the difficulty of the levels. Some of the designs had to change slightly in order to make room for them, but not in a way that meaningfully changes the solution.
This commit is contained in:
@@ -60,9 +60,10 @@ des.object("boulder", 09, 12);
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des.object("boulder", 03, 14);
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-- prevent monster generation over the (filled) holes
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des.exclusion({ type = "monster-generation", region = { 08,01, 23,01 } });
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des.exclusion({ type = "monster-generation", region = { 07,01, 23,01 } });
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-- Traps
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des.trap("hole", 08, 01);
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des.trap("hole", 07, 01);
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des.trap("rolling boulder", 08, 01);
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des.trap("hole", 09, 01);
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des.trap("hole", 10, 01);
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des.trap("hole", 11, 01);
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@@ -61,9 +61,9 @@ des.object("boulder",12,09);
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des.object("boulder",11,10);
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-- prevent monster generation over the (filled) holes
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des.exclusion({ type = "monster-generation", region = { 05,01, 22,01 } });
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des.exclusion({ type = "monster-generation", region = { 05,01, 23,01 } });
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-- Traps
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des.trap("hole",05,01)
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des.trap("rolling boulder",05,01)
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des.trap("hole",06,01)
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des.trap("hole",07,01)
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des.trap("hole",08,01)
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@@ -81,6 +81,7 @@ des.trap("hole",19,01)
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des.trap("hole",20,01)
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des.trap("hole",21,01)
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des.trap("hole",22,01)
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des.trap("hole",23,01)
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des.monster({ id = "giant mimic", appear_as = "obj:boulder" });
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des.monster({ id = "giant mimic", appear_as = "obj:boulder" });
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@@ -49,6 +49,7 @@ des.object("boulder",06,06)
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-- prevent monster generation over the (filled) holes
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des.exclusion({ type = "monster-generation", region = { 07,09, 18,09 } });
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-- Traps
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des.trap("rolling boulder",07,09)
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des.trap("hole",08,09)
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des.trap("hole",09,09)
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des.trap("hole",10,09)
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@@ -7,26 +7,27 @@ des.level_init({ style = "solidfill", fg = " " });
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des.level_flags("mazelevel", "noteleport", "premapped", "sokoban", "solidify");
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des.map([[
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--------
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--|.|....|
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|........|----------
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|.-...-..|.|.......|
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|...-......|.......|
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|.-....|...|.......|
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|....-.--.-|.......|
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|..........|.......|
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|.--...|...|.......|
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|....-.|---|.......|
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--|....|----------+|
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|................|
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------------------
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--------
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--|.|....|
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|........|----------
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|.-...-..|.|.......|
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|...-......|.......|
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|.-....|...|.......|
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|....-.--.-|.......|
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|..........|.......|
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|.--...|...|.......---
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|....-.|---|.......+.|
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--|....|------------.|
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|................+.|
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--------------------
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]]);
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des.stair("down", 06,11)
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des.stair("up", 15,06)
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des.door("locked",18,10)
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des.region(selection.area(00,00,19,12), "lit");
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des.non_diggable(selection.area(00,00,19,12));
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des.non_passwall(selection.area(00,00,19,12));
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des.door("locked",19,09)
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des.door("locked",19,11)
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des.region(selection.area(00,00,21,12), "lit");
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des.non_diggable(selection.area(00,00,21,12));
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des.non_passwall(selection.area(00,00,21,12));
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-- Boulders
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des.object("boulder",04,02)
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@@ -49,7 +50,7 @@ des.object("boulder",05,11)
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-- prevent monster generation over the (filled) holes
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des.exclusion({ type = "monster-generation", region = { 06,11, 18,11 } });
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-- Traps
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des.trap("hole",07,11)
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des.trap("rolling boulder",07,11)
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des.trap("hole",08,11)
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des.trap("hole",09,11)
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des.trap("hole",10,11)
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@@ -60,6 +61,7 @@ des.trap("hole",14,11)
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des.trap("hole",15,11)
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des.trap("hole",16,11)
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des.trap("hole",17,11)
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des.trap("hole",18,11)
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-- Random objects
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des.object({ class = "%" });
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@@ -55,6 +55,7 @@ des.object("boulder",10,10)
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-- prevent monster generation over the (filled) holes
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des.exclusion({ type = "monster-generation", region = { 11,10, 27,10 } });
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-- Traps
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des.trap("rolling boulder",11,10)
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des.trap("hole",12,10)
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des.trap("hole",13,10)
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des.trap("hole",14,10)
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@@ -48,8 +48,9 @@ des.object("boulder",10,10)
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des.object("boulder",03,11)
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-- prevent monster generation over the (filled) holes
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des.exclusion({ type = "monster-generation", region = { 12,10, 24,10 } });
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des.exclusion({ type = "monster-generation", region = { 11,10, 24,10 } });
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-- Traps
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des.trap("rolling boulder",11,10)
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des.trap("hole",12,10)
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des.trap("hole",13,10)
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des.trap("hole",14,10)
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@@ -74,16 +74,21 @@ des.object("boulder",10,10)
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-- prevent monster generation over the (filled) pits
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des.exclusion({ type = "monster-generation", region = { 01,06, 07,11 } });
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-- Traps
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des.trap("pit",03,06)
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des.trap("pit",04,06)
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des.trap("pit",05,06)
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des.trap("pit",02,06)
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des.trap("pit",02,07)
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des.trap("pit",02,08)
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des.trap("pit",02,09)
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des.trap("rolling boulder",02,09)
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des.trap("pit",02,10)
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des.trap("pit",03,10)
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des.trap("pit",04,10)
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des.trap("pit",05,10)
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des.trap("pit",06,10)
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des.trap("pit",07,10)
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des.trap("rolling boulder",07,10)
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-- A little help
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des.object("scroll of earth",02,11)
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@@ -50,11 +50,14 @@ des.trap("pit",01,03)
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des.trap("pit",01,04)
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des.trap("pit",01,05)
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des.trap("pit",01,06)
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des.trap("pit",01,07)
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des.trap("rolling boulder",01,07)
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des.trap("pit",01,08)
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des.trap("pit",02,08)
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des.trap("pit",03,08)
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des.trap("pit",04,08)
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des.trap("pit",05,08)
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des.trap("pit",06,08)
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des.trap("rolling boulder",06,08)
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-- A little help
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des.object("scroll of earth",01,09)
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@@ -2820,6 +2820,8 @@ immune_to_trap(struct monst *mon, unsigned ttype)
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hanging to the ceiling */
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if (Sokoban && (is_pit(ttype) || is_hole(ttype)))
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return TRAP_NOT_IMMUNE;
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if (In_sokoban(&u.uz) && ttype == ROLLING_BOULDER_TRAP)
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return TRAP_CLEARLY_IMMUNE; /* not dangerous in Sokoban */
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if (is_floater(pm) || is_flyer(pm)
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|| (is_clinger(pm) && has_ceiling(&u.uz)))
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return TRAP_CLEARLY_IMMUNE;
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@@ -3589,7 +3591,7 @@ find_random_launch_coord(struct trap *ttmp, coord *cc)
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coordxy dx, dy;
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coordxy x, y;
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if (!ttmp || !cc)
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if (!ttmp || !cc || Sokoban)
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return FALSE;
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x = ttmp->tx;
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