Add new level init type, swamp
Creates a "relaxed blockwise maze". Make Juiblex's swamp use it.
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@@ -3,11 +3,10 @@
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-- Copyright (c) 1992 by M. Stephenson and Izchak Miller
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-- NetHack may be freely redistributed. See license for details.
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--
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des.level_init({ style = "solidfill", fg = " " });
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des.level_flags("mazelevel", "noteleport", "shortsighted")
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des.level_flags("mazelevel", "noteleport", "shortsighted", "noflip")
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-- des.level_init(mines,'.','}',true,true,unlit,false)
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des.level_init({ style = "mines", fg = ".", bg = "}", smoothed=1, joined=1, lit=0 });
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des.level_init({ style = "swamp", lit = 0 });
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-- guarantee at least one open spot to ensure successful stair placement
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des.map({ halign = "left", valign = "bottom", map = [[
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xxxxxxxx
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@@ -27,24 +26,24 @@ xxxxxxxx
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des.object("boulder")
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-- lair
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des.map([[
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xx}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}xx
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x}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}x
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}}}...}}..}}.}.}}.}}.}}}...}}}.}}}..}}}..}}}}...}}}
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x}}}.}}.}}}.}}.}}.}}...}}.}}.....}}.....}....}.}}}x
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xx}}}..}}}.}}.}}.}}..}}.....}}.}}}.}}.}}}}}}}}}}}xx
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x}}}..}}}}}.}}.}}.}}...}}}}}.....}}.}}}}}}.....}}}x
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}}}..}}...}}..}}.}}}.}}}...}}}.}}}.}.}}}}..P.P..}}}
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}}.}}}}...}}}}}.}...}}}..P..}}}.}.}}}.}}}}.....}}}}
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}.}}}}.}}.}..}.}}}}}}}..P.P..}}}.}}}.}}..}}...}}}}x
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x}}}}.}}}}....}}}}}.}}}..P..}}}.}}}}.}}..}}...}}}.}
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}}}}..}}.}}..}}}}...}}}}...}}}.}}}}}.}}}}.}}}}}}.}}
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}}}...}}...}}}..}}}}}}}}}}}}.....}}}}.}}...}..}.}}}
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x}}}..}}.}}}}....}}..}}}..}}.....}}}}.}}}.}....}}}x
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xx}}}.}}}}..}}..}}..}}..}}..}}.}}}..}.}..}}}..}}}xx
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x}}}.}}}}....}}}}..}}....}}}}}}}...}}}....}}}}.}}}x
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}}}...}}}....}}}..}}}....}}}..}}...}}}....}}}...}}}
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x}}}.}}}}}..}}}..}}}}}..}}}..}}}}}..}}}..}}}}}.}}}x
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xx}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}x}}}}}xx
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xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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xxxx.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxx
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xxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxx
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xxxx.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxx
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xxxxxxxxxxxxxxxxxxxxxxxx}}}xxxxxxxxxxxxxxx}}}}}xxxx
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xxxxxxxxxxxxxxxxxxxxxxx}}}}}xxxxxxxxxxxxx}.....}xxx
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xxxxxxxxxxxxxxxxxxxxxx}}...}}xxxxxxxxxxx}..P.P..}xx
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xxxxxxxxxxxxxxxxxxxxx}}..P..}}xxxxxxxxxxx}.....}xxx
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xxxxxxxxxxxxxxxxxxxxx}}.P.P.}}xxxxxxxxxxxx}...}xxxx
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xxxxxxxxxxxxxxxxxxxxx}}..P..}}xxxxxxxxxxxx}...}xxxx
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xxxxxxxxxxxxxxxxxxxxxx}}...}}xxxxxxxxxxxxxx}}}xxxxx
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xxxxxxxxxxxxxxxxxxxxxxx}}}}}xxxxxxxxxxxxxxxxxxxxxxx
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xxxxxxxxxxxxxxxxxxxxxxxx}}}xxxxxxxxxxxxxxxxxxxxxxxx
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xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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xxxx.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxx
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xxx...xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx...xxx
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xxxx.xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.xxxx
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xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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]]);
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-- Random registers
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local monster = { "j","b","P","F" }
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@@ -58,8 +57,6 @@ place:set(46,15);
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-- Dungeon description
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des.region({ region={00,00,50,17}, lit=0, type="swamp" })
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des.mazewalk(00,09,"west")
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des.mazewalk(50,08,"east")
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des.levregion({ region = {01,00,11,20}, region_islev=1, exclude={0,0,50,17}, type="stair-down" });
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des.levregion({ region = {69,00,79,20}, region_islev=1, exclude={0,0,50,17}, type="stair-up" });
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des.levregion({ region = {01,00,11,20}, region_islev=1, exclude={0,0,50,17}, type="branch" });
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