From d0bc45727930a4637074d24007119f5ff9514bb8 Mon Sep 17 00:00:00 2001 From: PatR Date: Sun, 19 May 2024 14:44:10 -0700 Subject: [PATCH] Perseus's statue location on medusa-3 and medusa-4 Coming up to medusa-3 from the level below revealed that Perseus's statue was not there. It was placed randomly in one of the three chambers where Medusa might be rather than in the one where she actually was. Medusa-4 behaved similarly. Initially I was forcing the statue to be adjacent to Medusa rather than on her spot, but medusa-1 and medusa-2 don't do that so I've gone with a simplified revision. --- dat/medusa-3.lua | 30 +++++++++++++++++++++++++----- dat/medusa-4.lua | 30 +++++++++++++++++++++++++----- doc/fixes3-7-0.txt | 3 +++ 3 files changed, 53 insertions(+), 10 deletions(-) diff --git a/dat/medusa-3.lua b/dat/medusa-3.lua index 75aa7f736..4419117f7 100644 --- a/dat/medusa-3.lua +++ b/dat/medusa-3.lua @@ -1,4 +1,4 @@ --- NetHack medusa medusa-3.lua $NHDT-Date: 1652196028 2022/05/10 15:20:28 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.7 $ +-- NetHack medusa medusa-3.lua $NHDT-Date: 1716152250 2024/05/19 20:57:30 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.8 $ -- Copyright (c) 1989 by Jean-Christophe Collet -- Copyright (c) 1990, 1991 by M. Stephenson -- NetHack may be freely redistributed. See license for details. @@ -32,11 +32,21 @@ des.map([[ ]]); local place = selection.new(); +-- each of these spots are inside a distinct room place:set(08,06); place:set(66,05); place:set(46,15); -local medloc = place:rndcoord(1); +-- location of Medusa and downstairs and Perseus's statue +local medloc = place:rndcoord(1,1); +-- specific location for some other statue in a different downstairs-eligible +-- room, to prevent object detection from becoming a trivial way to pinpoint +-- Medusa's location +-- [usefulness depends on future STATUE->dknown changes in nethack's core] +local altloc = place:rndcoord(1,1); +-- location of a fountain, in the remaining of three downstairs-eligible rooms +local othloc = place:rndcoord(1,1); +-- once here, all three points set in 'place' have been used up des.region(selection.area(00,00,74,19),"lit") -- fixup_special hack: the first room defined on a Medusa level gets some @@ -56,15 +66,20 @@ des.non_diggable(selection.area(44,13,48,17)) des.teleport_region({ region = {33,02,38,07}, dir="down" }) des.levregion({ region = {32,01,39,07}, type="stair-up" }); +-- place the downstairs at the same spot where Medusa will be placed des.stair("down", medloc); +-- des.door("locked",08,08) des.door("locked",64,05) des.door("random",50,13) des.door("locked",48,15) -- -des.feature("fountain", place:rndcoord(1)); +-- in one of the three designated rooms, but not the one with Medusa plus +-- downstairs and also not 'altloc' where a random statue will be placed +des.feature("fountain", othloc); -- -des.object({ id="statue", coord=place:rndcoord(1), buc = "uncursed", +-- same spot as Medusa plus downstairs +des.object({ id="statue", coord=medloc, buc="uncursed", montype="knight", historic=1, male=1,name="Perseus", contents = function() if percent(75) then @@ -82,7 +97,9 @@ des.object({ id="statue", coord=place:rndcoord(1), buc = "uncursed", end }); -- -des.object({ id = "statue", contents=0 }) +-- first random statue is in one of the three designated rooms but not the +-- one with Medusa plus downstairs or the one with the fountain +des.object({ id = "statue", coord=altloc, contents=0 }) des.object({ id = "statue", contents=0 }) des.object({ id = "statue", contents=0 }) des.object({ id = "statue", contents=0 }) @@ -102,6 +119,8 @@ des.trap("board") des.trap("board") des.trap() -- +-- place Medusa before placing other monsters so that they won't be able to +-- unintentionally steal her spot on the downstairs des.monster({ id = "Medusa", coord=medloc, asleep=1 }) des.monster("giant eel") des.monster("giant eel") @@ -116,3 +135,4 @@ for i=1,30 do des.monster({ id = "raven", hostile = 1 }) end +--#medusa-3.lua diff --git a/dat/medusa-4.lua b/dat/medusa-4.lua index eb572808d..acf6c6d3f 100644 --- a/dat/medusa-4.lua +++ b/dat/medusa-4.lua @@ -1,4 +1,4 @@ --- NetHack medusa medusa-4.lua $NHDT-Date: 1715180180 2024/05/08 14:56:20 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.7 $ +-- NetHack medusa medusa-4.lua $NHDT-Date: 1716152274 2024/05/19 20:57:54 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.8 $ -- Copyright (c) 1989 by Jean-Christophe Collet -- Copyright (c) 1990, 1991 by M. Stephenson -- NetHack may be freely redistributed. See license for details. @@ -32,13 +32,25 @@ des.map([[ }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}.}}}}}}....}}}}}}}}}}}}}}}}}}}...}}}}}} }}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}} ]]); + -- +-- place handling is similar to medusa-3.lua except that there are 4 +-- downstairs-eligible rooms rather than 3, and only 2 of them are used local place = selection.new(); +-- each of these spots are inside a distinct room place:set(04,08); place:set(10,04); place:set(10,08); place:set(10,12); -local medloc = place:rndcoord(1); -- Medusa location; also used for down stairs + +-- location of Medusa and downstairs and Perseus's statue +local medloc = place:rndcoord(1,1); +-- specific location for some other statue in a different downstairs-eligible +-- room, to prevent object detection from becoming a trivial way to pinpoint +-- Medusa's location +-- [usefulness depends on future STATUE->dknown changes in nethack's core] +local altloc = place:rndcoord(1,1); + -- des.region(selection.area(00,00,74,19),"lit") -- fixup_special hack: The first "room" region in Medusa levels gets filled @@ -51,6 +63,7 @@ des.teleport_region({ region = {02,02,18,13}, dir="up" }); -- des.levregion({ region = {67,01,74,20}, type="stair-up" }); +-- place the downstairs at the same spot where Medusa will be placed des.stair("down", medloc) -- des.door("locked",04,06) @@ -67,7 +80,8 @@ des.non_diggable(selection.area(01,01,22,14)); -- des.object("crystal ball", 07,08) -- -des.object({ id="statue",coord=place:rndcoord(1), buc="uncursed", +-- same spot as Medusa plus downstairs +des.object({ id="statue", coord=medloc, buc="uncursed", montype="knight", historic=1, male=1,name="Perseus", contents = function() if percent(75) then @@ -85,7 +99,9 @@ des.object({ id="statue",coord=place:rndcoord(1), buc="uncursed", end }); -- -des.object({ id = "statue", contents=0 }) +-- first random statue is in one of the designated stair rooms but not the +-- one with Medusa plus downstairs +des.object({ id = "statue", coord=altloc, contents=0 }) des.object({ id = "statue", contents=0 }) des.object({ id = "statue", contents=0 }) des.object({ id = "statue", contents=0 }) @@ -100,7 +116,9 @@ for i=1,7 do des.trap() end -- -des.monster("Medusa", medloc) +-- place Medusa before placing other monsters so that they won't be able to +-- unintentionally steal her spot on the downstairs +des.monster({ id = "Medusa", coord=medloc, asleep=1 }) des.monster("kraken", 07,07) -- -- the nesting dragon @@ -130,3 +148,5 @@ for i=1,4 do des.monster("black naga hatchling") des.monster("black naga") end + +--#medusa-4.lua diff --git a/doc/fixes3-7-0.txt b/doc/fixes3-7-0.txt index a004867b3..f9455aa36 100644 --- a/doc/fixes3-7-0.txt +++ b/doc/fixes3-7-0.txt @@ -1944,6 +1944,9 @@ if a tame or peaceful monster was trapped and blind hero hadn't seen the trap camera flash hitting a hidden mimic mentioned it as being a mimic but didn't bring it out of hiding when chain lightning hit a sleeping monster, the victim didn't wake up +on medusa-4, Medusa and the downstairs were located in different chambers +on medusa-3 and medusa-4, Perseus's statue was located in a different chamber + from Medusa Fixes to 3.7.0-x Platform and/or Interface Problems Exposed Via git Repository