Commit Graph

23 Commits

Author SHA1 Message Date
Pasi Kallinen
b5dd0eb894 Lua tests: more code coverage for traps 2026-01-23 18:24:28 +02:00
Pasi Kallinen
3b4ce60df4 Lua tests: more code coverage 2026-01-23 17:43:54 +02:00
Pasi Kallinen
b9f8f845fc Test for drawbridge 2026-01-21 20:21:12 +02:00
Pasi Kallinen
c5dc08d23a Tests for gas_cloud, exclusion, levregion 2026-01-21 20:15:14 +02:00
Pasi Kallinen
4af086be73 More interesting Gehennom levels
Instead of just plain old boring mazes, spice up Gehennom by
occasionally adding lava, iron bars, or even mines-style levels
(with lava, of course).

Of the fixed Gehennom levels, only Asmodeus' lair has been changed
to add some random lava pools.

Also some lua fixes and changes:
- Fixed a selection negation bounding box being wrong.
- Fixed a selection negated and ORed returning wrong results.
- des.map now returns a selection of the map grids it touched.
- When using des.map contents-function the commands following the
  map are not relative to it.
2023-01-10 12:20:21 +02:00
copperwater
f71bff3285 Standardize all core and obj functions with relative coords
This is a large iteration on a previous implementation of making
nh.getmap() parse its coordinates as relative to the last defined map or
room rather than absolute to the entire level. Now, everything in the
nh.* and obj.* functions interprets coords as relative rather than
absolute. (By default; if no map or room has been defined, or if the lua
code is executing after level creation is done, they will interpret the
coordinates as absolute).

The general motivation is basically the same - routines that use
absolute coordinates are difficult to use in level creation routines,
because then the designer has to remember to convert the relative
coordinate to an absolute one (and that was impossible before
nh.abscoord was added, particularly in themed rooms). And once
nh.getmap() takes relative coordinates, it would be very strange to have
all the other functions (setting timers, burying objects, etc) remain
with absolute ones.

In a couple places, code is changed to account for coordinates that are
relative to a *room* (which uses g.coder->croom->[lx,ly] as an offset,
instead of relative to a *map*, which uses [xstart,ystart].
Specifically, selection.iterate did not account for this, and without
this the ice themed room timer was not being started in the proper
place.

All tests are updated to respect the new behavior. Most of the modified
functions are not actually used anywhere in level files; the one
exception is starting a timer in a themed room, and that has been
adjusted.

Documentation updated as well to clarify when various things are tossing
around relative and absolute coordinates, both in comments and in
lua.adoc.
2022-08-31 18:26:05 +03:00
Pasi Kallinen
f45e79e1a0 Fix medusa levels
My recent commit broke medusa-3 and medusa-4, so fix those.

Make des.stair and des.ladder also accept hash-coordinate:
  des.stair("up", {8, 10});
2022-04-01 08:53:15 +03:00
Pasi Kallinen
27898340b9 Lua: coordinate tweaking
Make selection rndcoord return a table with x and y keys.
Allow (most) coordinate parameters accept such a table.
Fix selection and des lua tests broken by the above changes and
an earlier change, because selections tried to set terrain
at column 0, and it now causes a complaint.
2022-03-22 09:16:19 +02:00
Pasi Kallinen
c0dc72b3d2 Test for replace_terrain coordinates 2021-09-03 08:27:17 +03:00
Pasi Kallinen
dbac44596e Lua: Allow boolean params in level_init 2021-07-22 18:02:58 +03:00
Pasi Kallinen
932b6d03c9 Lua: Make des.monster use boolean params 2021-07-22 11:05:40 +03:00
copperwater
fa3041c9f9 Make g.coder->lvl_is_joined a boolean
Its value is only used as a boolean, so there's no real need to keep it
as a confusing int.

Shouldn't be a save-breaking change; it doesn't look like g.coder is
saved.
2021-02-19 17:09:41 +02:00
copperwater
0fef8fce9f Unify all special level filling options
The existing system was a confusing mess of competing names (filled,
needfill, prefilled, etc) that had varying semantics, with prefilled
being the worst offender as it meant at least three different things in
various contexts. This commit unifies everything in the code under
"needfill", and everything in Lua under "filled", which defaults to 0
everywhere.

This also removes the second argument to fill_special_room; that
function now just checks the needfill of the room it's passed. As
before, a filled == 2 value is used for a special room to indicate that
the room should set the appropriate level flag, but shouldn't actually
be stocked with anything (for instance, King Arthur's throne room); the
difference is that this now comes directly from the lua script instead
of being manipulated within sp_lev.c.

The prefilled argument had one use case that is occasionally used in the
level files: if the level designer had specified an ordinary region with
prefilled = 1, it would become a room to control monster arrivals on a
level -- monsters that arrive within the bounds of a room are supposed
to stay there.
However, not all of the places where the comments indicated this was
being used were using it correctly; I tested this by letting a few
monsters fall through the knox portal (they're supposed to be
constrained to the entry room) and waiting a hundred turns, then going
through the portal; they were not constrained to the room and had
"wandered" through its walls.
Instead of trying to maintain this special case, I have added an
optional "arrival_room" boolean argument to des.region, which forces it
to create a room for the purposes of constraining monster arrival.

I have gone through and replaced occurrences of prefilled in lua files
with the appropriate filled option (or arrival, as needed). In some
cases, that resulted in questionable regions such as a filled ordinary
area in a non-themeroom (I just dropped the filled=1), or an area which
didn't do anything, not even lighting (which I deleted).
2020-09-27 18:54:15 +03:00
Pasi Kallinen
d78dcdcb9b Allow matching any wall map terrain in lua scripts
When matching a terrain, allow using a "w" placeholder that matches
any solid wall:

For example:
   local s = selection.match([[w.w]]);
would match all floor locations with a wall to the left and right of it.
The walls can be solid stone, horizontal, vertical, etc.

This applies to selection.match(), selection.filter_mapchar(), and
des.replace_terrain()
2020-04-13 20:00:34 +03:00
Pasi Kallinen
596ba4bb8a Fix des tests 2020-03-21 14:03:03 +02:00
Pasi Kallinen
2fc9c02f88 lua special level feature flags
Allow des.feature() to set rm flags for the special features.
2020-03-06 20:30:15 +02:00
Pasi Kallinen
54ca0c2211 Lua tests for map and room contents 2020-03-04 22:07:10 +02:00
Pasi Kallinen
c9b21e36a7 Add lua selection match method
Also improve the replace_terrain command parameters.
2020-03-02 16:17:53 +02:00
Pasi Kallinen
297863d4bc Fix room tests 2020-03-01 10:28:19 +02:00
Pasi Kallinen
22528d31f5 Allow coord in place of x and y in special level lua script 2020-02-28 22:14:36 +02:00
Pasi Kallinen
816079c8dd Lua: accept different params for gold function 2020-02-26 17:57:47 +02:00
Pasi Kallinen
b24f4c5929 Expose traps to lua 2019-12-15 18:16:41 +02:00
Pasi Kallinen
6f5a50a538 Move and remove test files 2019-11-07 19:32:36 +02:00