Hellfill: Fort

This commit is contained in:
Pasi Kallinen
2023-03-15 20:55:38 +02:00
parent 201874a85a
commit bf3a5ec3ed

View File

@@ -135,6 +135,42 @@ xxxx.........xxxx
xxxxxx.....xxxxxx
]], contents = function() end });
end,
function (coldhell)
des.map({ halign = rnd_halign(), valign = rnd_valign(), map = [[
xxxxxx.xxxxxx
xLLLLLLLLLLLx
xL---------Lx
xL|.......|Lx
xL|.......|Lx
.L|.......|L.
xL|.......|Lx
xL|.......|Lx
xL---------Lx
xLLLLLLLLLLLx
xxxxxx.xxxxxx
]], contents = function()
des.non_diggable(selection.area(2,2, 10,8));
des.region(selection.area(4,4, 8,6), "lit");
if (coldhell) then
des.replace_terrain({ region = {1,1, 11,9}, fromterrain="L", toterrain="P" });
end
local dblocs = {
{ x = 1, y = 5, dir="east", state="closed" },
{ x = 11, y = 5, dir="west", state="closed" },
{ x = 6, y = 1, dir="south", state="closed" },
{ x = 6, y = 9, dir="north", state="closed" }
}
shuffle(dblocs);
for i = 1, math.random(1, #dblocs) do
des.drawbridge(dblocs[i]);
end
local mons = { "H", "T", "@" };
shuffle(mons);
for i = 1, 3 + math.random(1, 5) do
des.monster(mons[1], 6, 5);
end
end });
end,
function ()
des.map({ halign = "center", valign = "center", map = [[
..............................................................
@@ -200,9 +236,9 @@ BBBBBBB]], contents = function()
end,
};
function rnd_hell_prefab()
function rnd_hell_prefab(coldhell)
local pf = math.random(1, #hell_prefabs);
hell_prefabs[pf]();
hell_prefabs[pf](coldhell);
end
hells = {
@@ -228,7 +264,7 @@ hells = {
local protected_area = selection.fillrect(bnds.lx, bnds.ly + 1, bnds.hx - 2, bnds.hy - 1);
hell_tweaks(protected_area:negate());
if (percent(25)) then
rnd_hell_prefab();
rnd_hell_prefab(false);
end
end,
@@ -254,7 +290,7 @@ hells = {
-- replace some horizontal iron bars walls with floor
des.replace_terrain({ mapfragment = ".\nF\n.", toterrain = ".", chance = 25 * math.random(4) });
elseif (percent(25)) then
rnd_hell_prefab();
rnd_hell_prefab(false);
end
end
des.terrain(outside_walls, " "); -- return the outside back to solid wall
@@ -281,9 +317,6 @@ hells = {
local outside_walls = selection.match(" ");
local icey = selection.negate():percentage(10):grow():filter_mapchar(".");
des.terrain(icey, "I");
if (cwid == 1 and percent(25)) then
rnd_hell_prefab();
end
if (cwid > 1) then
-- turn some ice into wall of water
des.terrain(icey:percentage(1), "W");
@@ -292,6 +325,9 @@ hells = {
if (percent(25)) then
des.terrain(selection.match("w"), "W"); -- walls of water
end
if (cwid == 1 and percent(25)) then
rnd_hell_prefab(true);
end
des.terrain(outside_walls, " "); -- return the outside back to solid wall
end,
};