Themerooms: Engraving hints the location of buried treasure
Add two new themeroom functions that are called when generating the level: pre_themerooms_generate and post_themerooms_generate, calles before and after themerooms_generate. Allow the buried treasure -themeroom to put down an engraving anywhere on the level, hinting at the location of the treasure. des.object contents function now gets the generated object passed to it as a parameter.
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@@ -50,3 +50,8 @@ function monkfoodshop()
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end
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return "food shop";
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end
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-- pline with variable number of arguments
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function pline(fmt, ...)
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nh.pline(string.format(fmt, table.unpack({...})));
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end
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@@ -14,8 +14,15 @@
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-- the room only gets what you define in here.
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-- - use type = "themed" to force a room that's never converted
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-- to a special room, such as a shop or a temple.
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-- core calls themerooms_generate() multiple times per level
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-- to generate a single themed room.
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--
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-- for each level, the core first calls pre_themerooms_generate(),
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-- then it calls themerooms_generate() multiple times until it decides
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-- enough rooms have been generated, and then it calls
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-- post_themerooms_generate(). The lua state is persistent through
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-- the gameplay, but not across saves, so remember to reset any variables.
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local buried_treasure = { };
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themeroom_fills = {
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@@ -74,7 +81,12 @@ themeroom_fills = {
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-- Buried treasure
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function(rm)
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des.object({ id = "chest", buried = true, contents = function()
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des.object({ id = "chest", buried = true, contents = function(otmp)
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local xobj = otmp:totable();
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-- keep track of the last buried treasure
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if (xobj.NO_OBJ == nil) then
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buried_treasure = { x = xobj.ox, y = xobj.oy };
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end
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for i = 1, d(3,4) do
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des.object();
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end
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@@ -649,6 +661,7 @@ function is_eligible(room, mkrm)
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return true
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end
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-- called repeatedly until the core decides there are enough rooms
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function themerooms_generate()
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local pick = 1;
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local total_frequency = 0;
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@@ -678,6 +691,34 @@ function themerooms_generate()
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end
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end
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-- called before any rooms are generated
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function pre_themerooms_generate()
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-- reset the buried treasure location
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buried_treasure = { };
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end
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-- called after all rooms have been generated
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function post_themerooms_generate()
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if (buried_treasure.x ~= nil) then
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local floors = selection.negate():filter_mapchar(".");
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local pos = floors:rndcoord(0);
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local tx = buried_treasure.x - pos.x - 1;
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local ty = buried_treasure.y - pos.y;
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local dig = "";
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if (tx == 0 and ty == 0) then
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dig = " here";
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else
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if (tx < 0 or tx > 0) then
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dig = string.format(" %i %s", math.abs(tx), (tx > 0) and "east" or "west");
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end
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if (ty < 0 or ty > 0) then
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dig = dig .. string.format(" %i %s", math.abs(ty), (ty > 0) and "south" or "north");
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end
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end
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des.engraving({ coord = pos, type = "burn", text = "Dig" .. dig });
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end
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end
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function themeroom_fill(rm)
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local pick = 1;
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local total_frequency = 0;
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@@ -706,3 +747,4 @@ function themeroom_fill(rm)
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themeroom_fills[pick](rm);
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end
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end
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