= NetHack lua :toc: right == Core functions Functions exposed from the NetHack core. They are all in the `nh` table. All core functions involving xy coordinates interpret these as relative to the last defined map or room. === abscoord Convert a room- or map-relative coordinate to absolute. Can accept one table with x and y keys (and in that case, returns similar), or two integer values (and returns two integer values) des, nh, and obj routines all treat inputs as relative coordinates, but this is here in case an absolute one is needed for some reason (debugging?). Example: local ax, ay = nh.abscoord(x, y); local coord = nh.abscoord({ x = 10, y = 15 }); === an Returns a string with "a " or "an " prepended to it. Example: local str = nh.an("unicorn"); === callback Add or remove a lua function to callback list. First argument is the callback list, second is the name of the lua function to be called. Two arguments adds the callback, if optional 3rd argument is true, removes the callback. Cannot add the same function to the same callback list does nothing. |=== | cmd_before | called before an extended command is executed. The command name is given as a parameter. If this function returns false, the command will not execute. | level_enter | called when hero enters the level for the first time. | level_leave | called when hero leaves the level. | end_turn | called after player input is handled. May not be exact turn, if eg. hero is running or otherwise occupied. |=== Example: nh.callback("level_enter", "tutorial_enter"); nh.callback("level_enter", "tutorial_enter", true); === debug_flags Set debugging flags. |=== | mongen | boolean | Do monsters generate | hunger | boolean | Does hero's hunger-state increase | overwrite_stairs | boolean | Allow special-file commands overwrite the stairs |=== Example: nh.debug_flags({ mongen = false, hunger = false }); === dnum_name Returns the full dungeon name (as defined in dungeon.lua) for the dungeon number given as parameter. Example: local dungeon_name = nh.dnum_name(u.dnum); === doturn Execute gameloop once, or until multi-turn action is done if optional boolean parameter is true. Example: nh.doturn(); === dump_fmtstr Returns a string replacing special format chars with game data. Only available if NetHack was compiled with DUMPLOG. |=== | %% | literal '%' | %t | game start, timestamp | %T | current time, timestamp | %d | game start, YYYYMMDDhhmmss | %D | current time, YYYYMMDDhhmmss | %v | game version, eg. '3.7.0-0' | %u | UID | %n | player name | %N | first character of player name |=== Example: local filename = nh.dump_fmtstr("/tmp/nethack.%n.%d.log"); === eckey Return the key bound to an extended command, or the full extended command name, if it is not bound to any key. Example: local k = nh.eckey("help"); === getlin Asks the player for a text to enter, and returns the entered string. Example: local str = nh.getlin("What do you want to call this?"); === getmap Get information about the map location. Returns a table with the following elements: [%header] |=== | field name | type | description | glyph | integer | | typ | integer | terrain type | typ_name | text | name of terrain type | mapchr | text | <<_map_characters,map character>> | seenv | integer | seen vector | horizontal | boolean | | lit | boolean | | waslit | boolean | | roomno | integer | room number | edge | boolean | | candig | boolean | | has_trap | boolean | | flags | table | See below |=== [%header] |=== | field name | type | description | nodoor | boolean | door | broken | boolean | door | isopen | boolean | door | closed | boolean | door | locked | boolean | door | trapped | boolean | door | shrine | boolean | altar | looted | boolean | throne, tree, fountain | swarm | boolean | tree | warned | boolean | fountain | pudding | boolean | sink | dishwasher | boolean | sink | ring | boolean | sink |=== Example: local x = 20; local y = 10; local loc = nh.getmap(x,y); nh.pline("Map location at (" .. x .. "," .. y .. ) is " .. (loc.lit and "lit" or "unlit") ); local loc2 = nh.getmap({ x = 18, y = 16 }); === get_config Get current value of a boolean or a compound configuration option. Example: local wt = nh.get_config("windowtype"); === gettrap Get trap info at x,y Returns a table with the following elements: [%header] |=== | field name | type | description | tx, ty | integer | trap coordinates | ttyp | integer | trap type | ttyp_name | text | name of trap type | tseen | boolean | trap seen by you? | madeby_u | boolean | trap made by you? | tnote | integer | note of a squeaky board trap | launchx, launchy, launch2x, launch2y | integer | coordinates of a boulder for a rolling boulder trap | conjoined | integer | encoded directions for a [spiked] pit. |=== Example: local t1 = nh.gettrap(x, y); local t2 = nh.gettrap({ x = 10, y = 15 }); === has_timer_at Does location at x,y have a timer? Example: local has_melttimer = nh.has_timer_at(x,y, "melt-ice"); === deltrap Delete a trap at x,y Example: nh.deltrap(x, y); nh.deltrap({ x = 10, y = 10 }); === impossible Issue an impossible, signaling a possible error in the code. Example: nh.impossible("Something errory happened!"); === ing_suffix Construct a gerund (a verb formed by appending "ing" to a noun). Example: local str = nh.ing_suffix("foo"); === is_genocided Is specific monster type genocided? Returns a boolean value. Example: local x = nh.is_genocided("vampire"); === level_difficulty Returns an integer value describing the level difficulty. Normally this is the level's physical depth from the surface. Example: local diff = nh.level_difficulty(); === makeplural Pluralize the given string. Example: local str = nh.makeplural("zorkmid"); === makesingular Make the given string singular. Example: local str = nh.makesingular("zorkmids"); === menu Show a menu to the player. Synopsis: s = nh.menu(prompt, default, pickx, { option1, option2, ... } ); * prompt is a string. * default is the default returned value, if player cancelled the menu. * pickx is how many entries user is allowed to choose, one of "none", "one" or "any". Options is a table with either { "key" = "text" }, or { { key : "a", text: "text of option a"} }. Example: local selected = nh.menu("prompt", default, pickX, { "a" = "option a", "b" = "option b" }); local selected = nh.menu("prompt", default, pickX, { {key:"a", text:"option a"}, {key:"b", text:"option b"} } ); === parse_config Parse string as if it was read from a config file. Always call parse_config_errors afterwards to check for any parsing errors. Example: nh.parse_config("OPTIONS=color"); === parse_config_errors Returns any errors found when parsing a config file string with parse_config. Example: nh.parse_config("OPTIONS=color\nOPTIONS=!color"); local errors = nh.parse_config_errors(); nh.pline("Line: " .. errors[1].line .. ", " .. errors[1].error); === peek_timer_at When does timer at location at x,y trigger? See <<_timer_types>>. Example: local melttime = nh.peek_timer_at(x,y, "melt-ice"); local melttime = nh.peek_timer_at({x=5,y=6}, "melt-ice"); === pline Show the text in the message area. Second parameter is an optional boolean; if true, force a `--more--` prompt. Example: nh.pline("Message text to show."); nh.pline("Waiting for user.", true); === pushkey Push a key into the command queue. Example: nh.pushkey("i"); === random Generate a random number. Example: nh.random(10); -- returns a number between 0 and 9, inclusive. nh.random(1,5); -- same as 1 + nh.random(5); === rn2 Generate a random number. Example: nh.rn2(10); -- returns a number between 0 and 9, inclusive. === s_suffix Return a string converted to possessive. Example: local str = nh.s_suffix("foo"); === stairways Returns an array of stairway data. Each entry is a hash with the following keys: |=== | x, y | location of the stairs on the map | up | boolean, is it up stairs? | ladder | boolean, is it a ladder? | dnum | dungeon number where the stairs lead to | dlevel | dungeon level where the stairs lead to |=== Example: local stairs = nh.stairways(); for k, v in pairs(stairs) do nh.pline("stair[" .. k .. "]:(" .. v.x .. "," .. v.y .. ")," .. tostring(v.up)); end === start_timer_at Start a timer at location x,y, with trigger time of `when` - relative to current turn. See <<_timer_types>>. Example: nh.start_timer_at(x,y, "melt-ice", when); nh.start_timer_at({x=7,y=8}, "melt-ice", when); === stop_timer_at Stop a timer at location x,y. See <<_timer_types>>. Example: nh.stop_timer_at(x,y, "melt-ice"); nh.stop_timer_at({x=5,y=6}, "melt-ice"); === text Show long texts in a menu window. Wordwraps automatically. Example: nh.text("long long long string\nwith newlines too."); === variable Set or get a global variable. These are persistent, saved and restored along with the game. Supports only strings, booleans, numbers, or tables. Example: nh.variable("test", 10); local ten = nh.variable("test"); nh.variable("tbl", { a = 1, b = "foo" }); local tbl = nh.variable("tbl"); === verbalize Show the text in the message area as if someone said it, obeying eg. hero's deafness. Example: nh.verbalize("Message to say."); == Special level functions Functions for creating special levels. They are in the `des` table. All special level functions involving xy coordinates interpret these as relative to the last defined map or room. === altar Create an altar of certain type and alignment. * align is one of "noalign", "law", "neutral", "chaos", "coaligned", "noncoaligned", or "random", defaulting to "random". * type is one of "altar", "shrine", or "sanctum", defaulting to "altar". Example: des.altar({ x=6, y=12 }); des.altar({ coord = {5, 10}, align = "noalign", type = "altar" }); === corridor Create a random corridor from one room to another. * srcwall and destwall are one of "all", "random", "north", "west", "east", or "south", defaulting to "all". Example: des.corridor({ srcroom=1, srcdoor=2, srcwall="north", destroom=2, destdoor=1, destwall="west" }); === door Create a door at a coordinate on the map, or in a room's wall. When adding a door to a <<_room>>, it must be added after the subrooms in the room. * state is one of "random", "open", "closed", "locked", "nodoor", "broken", or "secret", defaulting to "random". Example: des.door({ x = 1, y = 1, state = "nodoor" }); des.door({ coord = {1, 1}, state = "nodoor" }); des.door({ wall = "north", pos = 3, state = "secret" }); des.door("nodoor", 1, 2); === drawbridge Create a drawbridge. Location is where the open drawbridge would be, and there should be a wall when moving one step towards the diven direction; this is where the portcullis will be placed. * dir is one of "north", "south", "west", "east", or "random". * state is one of "open", "closed", or "random". Example: des.drawbridge({ dir="east", state="closed", x=05,y=08 }); des.drawbridge({ dir="east", state="closed", coord={05,08} }); === engraving Create an engraving. * type is one of "dust", "engrave", "burn", "mark", or "blood". * optional boolean `degrade` defaults to true; engraving can degrade or be wiped out. * optional boolean `guardobjects` defaults to false (unless making a level and the text is "Elbereth"); are items on the engraving protected from monsters. Example: des.engraving({ x = 1, y = 1, type = "burn", text = "Foo" }); des.engraving({ coord = {1, 1}, type = "burn", text = "Foo" }); des.engraving({x,y}, "engrave", "Foo"); === exclusion Exclude an area of the map from being randomly chosen target when falling or teleporting into the level, or creating a monster. Multiple exclusions per level are allowed. * type is one of "teleport", "teleport-up", "teleport-down", or "monster-generation". Example: des.exclusion({ type = "teleport", region = { 0,0, 10,5 } }); === feature Create a feature, and set flags for it. Valid features are a fountain, a sink, a pool, a throne, or a tree. Throne has `looted` flag, tree has `looted` and `swarm`, fountain has `looted` and `warned`, sink has `pudding`, `dishwasher`, and `ring`. If passed with no coordinates, it will be placed in a random normal-floor spot in the enclosing room or region if one exists, or a random normal-floor spot anywhere on the level if one does not exist. Example: des.feature("fountain", 2, 3); des.feature("fountain", {4, 5}); des.feature({ type = "fountain", x = 12, y = 6 }); des.feature({ type = "fountain", coord = {4, 6} }); des.feature({ type = "throne", coord = {4, 6}, looted = true }); des.feature({ type = "tree", coord = {4, 6}, looted = true, swarm = false }); === finalize_level Only used for testing purposes. See also <<_reset_level>>. Example: des.finalize_level(); === gas_cloud Create a gas cloud. The `damage` and `ttl` fields are optional. Defaults to non-poisonous and infinite lifetime. Example: des.gas_cloud({ x = XX, y = YY }); des.gas_cloud({ coord = { XX, YY } }); des.gas_cloud({ selection = SEL }); des.gas_cloud({ selection = SEL, damage = 5 }); des.gas_cloud({ selection = SEL, damage = 5, ttl = 200 }); === gold Create a pile of gold. Example: des.gold(500, 3,5); des.gold(500, {5, 6}); des.gold({ amount = 500, x = 2, y = 5 }); des.gold({ amount = 500, coord = {2, 5} }); des.gold(); === grave Create a grave. A missing text results in a random epitaph being used. Example: des.grave(40,11, "Text"); des.grave({ x = 10, y = 20, text = "Epitaph text" }); des.grave({ coord = {10, 20}, text = "Epitaph text" }); des.grave({ text = "Epitaph text" }); des.grave(); === ladder Create a ladder. Example: des.ladder("down"); des.ladder("up", 6,10); des.ladder("up", {6,10}); des.ladder({ x=11, y=05, dir="down" }); des.ladder({ coord={11, 05}, dir="down" }); === level_flags Set flags for this level. |=== | noteleport | Prevents teleporting | hardfloor | Prevents digging down | nommap | Prevents magic mapping | shortsighted | Prevents monsters from seeing the hero from far away | arboreal | Notionally an outdoor map; replaces solid stone with trees | mazelevel | | shroud | Unseen locations on the level will not be remembered by the hero, instead of rendering as out-of-sight map, trap, and object glyphs like they normally do. | graveyard | Treats the level as a graveyard level (causes graveyard sounds and undead have a reduced chance of leaving corpses). | icedpools | Ice generated with the level will be treated as frozen pools instead of frozen moats. | corrmaze | | premapped | Map, including traps and boulders, is revealed on entrance. | sokoban | Level has special Sokoban rules | solidify | Areas outside the specified level map are made undiggable and unphaseable. | inaccessibles | If inaccessible areas are generated, generate ways for them to connect to the "accessible" area. | noflip | Prevent flipping the level. | noflipx | Prevent flipping the level horizontally. | noflipy | Prevent flipping the level vertically. | hot | Level is hot. Dungeon flag "hellish" automatically sets this. | cold | Level is cold. | temperate | Level is neither hot nor cold. | nomongen | Prevents random monster generation. | nodeathdrops | Prevents killed monsters from dropping corpses or random death drops. | fumaroles | Lava emits poison gas clouds at random. | stormy | Clouds create lightning bolts at random. |=== Example: des.level_flags("noteleport", "mazelevel"); === level_init Initialize the map with a random generator of a certain type. Example: des.level_init({ style = "solidfill", fg = " " }); des.level_init({ style = "mines", fg = ".", bg = "}", smoothed=true, joined=true, lit=0 }) des.level_init({ style = "maze", corrwid = 3, wallthick = 1, deadends = false }); === levregion Create a region where a stair, a branch stair, or a portal is created, or a region which limits teleportation. * type is one of "stair-down", "stair-up", "portal", "branch", "teleport", "teleport-up", or "teleport-down". * name is used for portals as the target level name. Example: des.levregion({ region = { x1,y1, x2,y2 }, exclude = { x1,y1, x2,y2 }, type = "portal", name="air" }); === map Construct a piece of the level from text map. Takes one parameter, either a text string describing the map, or a table with multiple parameters. Returns a <<_selection>> where the map locations were put down on. If a contents-function is used, the commands following the map are not relative to it. [options="header"] |=== | parameter | description | x, y | Coordinates on the level. | coord | Coordinates in table format. | halign | Horizontal alignment on a rough 3x3 grid. | valign | Vertical alignment on a rough 3x3 grid. | map | Multi-line string describing the map. See <<_map_characters>> | lit | Boolean. Are the map grids lit? Default is false. | contents | A function called with one parameter, a table with "width" and "height", the map width and height. All coordinates in the function will be relative to the map. |=== Example: des.map({ x = 10, y = 10, map = [[...]] }); des.map({ coord = {10, 10}, map = [[...]] }); des.map({ halign = "center", valign = "center", map = [[...]] }); des.map([[...]]); des.map({ halign = "center", valign = "center", map = [[ .... .... ....]], contents = function(map) des.terrain(0,0, "L"); des.terrain(map.width-1, map.height-1, "T"); end }); local sel = des.map([[LLL]]); === mazewalk Create a maze. * dir is one of "north", "south", "east", "west", or "random", and tells which direction the maze creation starts. Default is "random". * stocked tells whether the maze is stocked with default monsters and objects. * typ is the map terrain used for the walkable parts of the maze. Example: des.mazewalk({ x = NN, y = NN, typ = ".", dir = "north", stocked = 0 }); des.mazewalk({ coord = {NN, NN}, typ = ".", dir = "north" }); des.mazewalk(x,y,dir); === message Message shown to the player when entering the level for the first time. Example: des.message("Foo"); === mineralize Place random gems, gold, and kelp on the level. Example: des.mineralize({ gem_prob = 10, gold_prob = 20, kelp_moat = 30, kelp_pool = 40 }); === monster Create a monster. The hash parameter accepts the following keys: [options="header"] |=== | parameter | type | description | id | string | specific monster type, eg. "wood nymph" | class | string | monster class, eg "D" | x, y | integers | | coord | table of two integer | | peaceful | boolean | | asleep | boolean | | name | string | name of the monster | female | boolean | | invisible | boolean | | cancelled | boolean | | revived | boolean | | avenge | boolean | | fleeing | 0 - 127 | | blinded | 0 - 127 | | paralyzed | 0 - 127 | | stunned | boolean | | confused | boolean | | waiting | boolean | monster will wait until hero gets next to it | tail | boolean | generate worm without a tail? | group | boolean | generate a group of monsters? | adjacentok | boolean | is adjacent location ok, if given one is not suitable? | ignorewater | boolean | ignore water when choosing location for the monster | countbirth | boolean | do we count this monster as generated | appear_as | string | monster can appear as object, monster, or terrain. Add "obj:", "mon:", or "ter:" prefix to the value. | | inventory | function | objects generated in the function are given to the monster |=== Example: des.monster(); des.monster("wood nymph"); des.monster("D"); des.monster("giant eel",11,06); des.monster("hill giant", {08,06}); des.monster({ id = "giant mimic", appear_as = "obj:boulder" }); des.monster({ class = "H", peaceful = 0 }); === non_diggable Set walls in an area of the map as non-diggable. See also: <<_wall_property>>. Example: des.non_diggable(selection); des.non_diggable(); === non_passwall Set walls in an area of the map as non-passwall, so they can't be phased through. See also: <<_wall_property>>. Example: des.non_passwall(selection); des.non_passwall(); === object Create an object. Returns the object as an <> class. The table parameter accepts the following: [options="header"] |=== | key | type | description | id | string | Specific object type name | class | string | Single character, object class | spe | int | obj-struct spe-field value. See table below. Also accepts "random". | buc | string | one of "random", "blessed", "uncursed", "cursed", "not-cursed", "not-uncursed", "not-blessed". Default is "random" | name | string | Object name | quantity | int | Number of items in this stack. Also accepts "random". | buried | boolean | Is the object buried? | lit | boolean | Is the object lit? | eroded | int | Object erosion | locked | boolean | Is the object locked? | trapped | boolean | Is the object trapped? | trap_known | boolean | If container is trapped, is it obvious? | recharged | boolean | Is the object recharged? | greased | boolean | Is the object greased? | broken | boolean | Is the object broken? | achievement | boolean | Is there an achievement attached to the object? | x, y | int | Coordinates on the level | coord | table | x,y coordinates in table format | montype | string | Monster id or class | historic | boolean | Is statue historic? | male | boolean | Is statue male? | female | boolean | Is statue female? | laid_by_you | boolean | Is an egg laid by you? | contents | function | Container contents. The container object is given as a parameter. See <> class. |=== Example: des.object(); des.object("/"); des.object("sack"); des.object("scimitar", 6, 7); des.object("scimitar", {6, 7}); des.object({ class = "%" }); des.object({ id = "boulder", x = 03, y = 12}); des.object({ id = "chest", coord = {03, 12}, locked = true, contents = function(obj) des.object("rock"); end }); local o = des.object(); === random_corridors Create random corridors between rooms. Example: des.random_corridors(); === region Create a room region, which can be irregular; use the boundary <<_map_characters,map character>> to restrict the floodfilled area. If using the first form with a selection and "lit", the lit area will extend outward 1 space from the selection to attempt to accommodate adjacent walls, regardless of whether they are actually walls or not. If using "unlit", this will not happen. Example: des.region(selection, lit); des.region({ x1=NN, y1=NN, x2=NN, y2=NN, lit=BOOL, type=ROOMTYPE, joined=BOOL, irregular=BOOL, filled=NN [ , contents = FUNCTION ] }); des.region({ region={x1,y1, x2,y2}, type="ordinary" }); === replace_terrain Replaces matching terrain on the area, selection, or whole map. The mapfragment case is similar to the selection <<_match>>, but the replacement is done immediately when matched. Example: des.replace_terrain({ x1=NN,y1=NN, x2=NN,y2=NN, fromterrain=MAPCHAR, toterrain=MAPCHAR, lit=N, chance=NN }); des.replace_terrain({ region={x1,y1, x2,y2}, fromterrain=MAPCHAR, toterrain=MAPCHAR, lit=N, chance=NN }); des.replace_terrain({ selection=selection.area(2,5, 40,10), fromterrain=MAPCHAR, toterrain=MAPCHAR }); des.replace_terrain({ selection=SEL, mapfragment=[[...]], toterrain=MAPCHAR }); des.replace_terrain({ mapfragment=[[...]], toterrain=MAPCHAR }); des.replace_terrain({ fromterrain=MAPCHAR, toterrain=MAPCHAR }); === reset_level Only used for testing purposes. See also <<_finalize_level>>. Example: des.reset_level(); === room Create a room of certain type and size. Takes one parameter, a table with the following fields: [options="header"] |=== | parameter | description | type | The room type. Default is "ordinary" | chance | Percentage chance this room is of type, otherwise it will be created as ordinary room. Default is 100. | x,y | Room coordinates. | coord | Room coordinates, in table format. | w, h | Width and height. Both default to -1 (random). If one is set, then both must be set. | xalign | Horizontal alignment on a rough 3x3 grid. Default is "random". | yalign | Vertical alignment on a rough 3x3 grid. Default is "random". | lit | Is the room lit or unlit? Defaults to -1 (random). | filled | Is the room filled as per the room type. Defaults to 1 (filled). | joined | Is the room joined to the rest of the level with corridors? Default is true. | contents | A function called with one parameter, a table with room data. See <<_room_contents>>. |=== ==== room contents The room contents function is called when the room is created. All coordinates in the function will be relative to the room. The function get passed one parameter, a table with room data: [options="header"] |=== | parameter | description | width | room width, excluding the walls. | height | room height, excluding the walls. | region | table with 4 elements, the room region coordinates: x1, y1, x2, y2. | lit | is the room lit or unlit? | irregular | is the room irregular? | needjoining | does the room need joining with corridors? | type | the room type. |=== Example: des.room({ type="ordinary", lit=1, x=3,y=3, xalign="center",yalign="center", w=11,h=9 }); des.room({ lit=1, coord={3,3}, xalign="center",yalign="center", w=11,h=9 }); des.room({ type="ordinary", contents=function(room) des.terrain(0,0, "L"); des.terrain(room.width, room.height, "T"); end }); === stair Create stairs. Example: des.stair("up"); des.stair({ dir = "down" }); des.stair({ dir = "down", x = 4, y = 7 }); des.stair({ dir = "down", coord = {5,12} }); des.stair("down", 4, 7); des.stair("down", {4, 7}); === teleport_region Example: des.teleport_region({ region = { x1,y1, x2,y2} }); des.teleport_region({ region = { x1,y1, x2,y2}, region_islev = 1, exclude = { x1,y1, x2,y2}, exclude_islev = 1, dir = "up" }); === terrain Example: des.terrain({ x=5, y=6, typ="L", lit=1 }); des.terrain({ coord={10, 11}, typ="T", lit=0 }); des.terrain({ selection=selection.rect(15,5, 20,7), typ="F", lit=0 }); des.terrain(selection.area(25, 3, 30,6), "C"); des.terrain({20,11}, "."); des.terrain(21,12, "."); === trap Create a trap. The `launchfrom` is relative to the rolling boulder trap coord, but `teledest` is absolute. Example: des.trap({ type = "hole", x = 1, y = 1 }); des.trap({ type = "hole", coord = {2, 2} }); des.trap({ type = "web", coord = {2, 2}, spider_on_web = false, seen = true }); des.trap({ type = "falling rock", victim = false }); des.trap({ type = "rolling boulder", coord = {7, 5}, launchfrom = {-2, -2} }); des.trap({ type = "teleport", coord = {7, 5}, teledest = {2, 2} }); des.trap("hole", 3, 4); des.trap("level teleport", {5, 8}); des.trap("rust") des.trap(); === wall_property Set walls in an area nondiggable or non-passwall. See also: <<_non_diggable>> and <<_non_passwall>>. Example: des.wall_property({ x1=0, y1=0, x2=78, y2=20, property="nondiggable" }); des.wall_property({ region = {1,0, 78,20}, property="nonpasswall" }); === wallify Example: des.wallify({ x1=NN,y1=NN, x2=NN,y2=NN }); des.wallify(); == Selection Selection object can be used to "select" areas of the map with graphic primitives. === new Create a new selection. Example: local sel = selection.new(); === Logical and Choose locations that are selected in both selections. Example: local sel = selection.area(4,5, 40,10) & selection.rect(7,8, 60,14); === Logical or Choose locations that are selected in either or both selections. The addition operator also does this. Example: local sel = selection.area(4,5, 40,10) | selection.rect(7,8, 60,14); local sel = selection.area(4,5, 40,10) + selection.rect(7,8, 60,14); === Logical xor Choose locations in either selection, but not both. Example: local sel = selection.area(4,5, 40,10) ~ selection.rect(7,8, 60,14); === Logical difference Choose locations in the first selection but not in the second selection. Example: local sel = selection.area(10,10, 20,20) - selection.area(14,14, 17,17); === area Alias for <<_fillrect>>. === bounds Get the bounding box for the selection. Returns a table with lx, ly, hx, hy integer fields. Example: local rect = sel:bounds(); local s = string.format("(%i,%i)-(%i,%i)", rect.lx, rect.ly, rect.hx, rect.hy)); === circle Example: local s = selection.circle(x,y, radius); local s = selection.circle(x, y, radius, filled); local s = selection.circle(sel, x, y, radius); local s = selection.circle(sel, x, y, radius, filled); === clone Clone a selection. Example: local sel2 = selection.clone(sel); === ellipse Example: local s = selection.ellipse(x, y, radius1, radius2); local s = selection.ellipse(x, y, radius1, radius2, filled); local s = selection.ellipse(sel, x, y, radius1, radius2); local s = selection.ellipse(sel, x, y, radius1, radius2, filled); === fillrect Example: local s = selection.fillrect(sel, x1,y1, x2,y2); local s = selection.fillrect(x1,y1, x2,y2); s:fillrect(x1,y1, x2,y2); selection.area(x1,y1, x2,y2); === filter_mapchar Filter points in selection by choosing those that match the map character, and optionally the light state of the map location. `lit` can be 1 or 0 (which matches the lit or unlit locations), or -1, in which case it will choose either all lit or all unlit map locations. Example: local s = selection.filter_mapchar(sel, mapchar); local s = selection.filter_mapchar(sel, mapchar, lit); === floodfill Select locations by starting floodfill at (x,y), matching the same map terrain in cardinal directions. If the optional third parameter is true, also checks diagonals. Example: local s = selection.floodfill(sel, x, y); local s = selection.floodfill(x,y); local s = selection.floodfill(x,y, true); === get Get the selection value at (x,y). Example: local value = selection.get(sel, x, y); local value = selection.get(sel, { x = 10, y = 14 }); === gradient Create a "gradient" of selected positions, radiating outward from a center point or line. x and y are required; x2 and y2 are not required. If they are provided and are different from x and y, the center of the gradient will be a line; otherwise it will be a point source at (x,y). type is either "radial" or "square"; defaults to "radial" if not provided. mindist is not required and is 0 by default. Points within (mindist) tiles of the center will always be added to the selection. maxdist is required. Points more than (maxdist) tiles from the center will never be added to the selection. For any given point between mindist and maxdist, there is a random chance it will be added to the selection; this chance starts at 100% at mindist and decreases linearly to 0% at maxdist. Example: local s = selection.gradient({ type = "radial", x = 3, y = 5, x2 = 10, y2 = 12, mindist = 4, maxdist = 10 }); === grow Add locations to the selection by choosing unselected locations to the given direction from selected locations. If no direction is given, picks all directions. Example: local s = selection.grow(sel); local s = selection.grow(sel, "north"); === iterate Iterate through the selection, calling a function for each set point. Example: sel:iterate(function(x,y) ... end); === line Draw a line from (x1,y1) to (x2,y2). Example: local s = selection.line(sel, x1,y1, x2,y2); local s = selection.line(x1,y1, x2,y2); s:line(x1,y1, x2,y2); === match Every location on the map, centered on the map fragment and matching it, are added to the selection. The map fragment must have odd width and height, and the center must not be the "transparent" map character. Example: local s = selection.match([[ ... .L. ...]]); === negate Negate the selection. Alias for "unary minus" and "bitwise not". Example: local s = selection.negate(sel); local s = selection.negate(); === numpoints Return the number of points in the selection. Example: local n = sel:numpoints(); === percentage Each selected location has a percentage chance of being selected in the new selection. Example: local s = selection.percentage(sel, 50); === randline Example: local s = selection.randline(sel, x1,y1, x2,y2, roughness); local s = selection.randline(x1,y1, x2,y2, roughness); === rect Draw a rectangle. Example: local s = selection.rect(sel, x1,y1, x2,y2); === rndcoord Choose one of the selected locations, and return a table with x and y keys. If the optional second argument is 1, removes the location from the selection. If there are no coordinates in the selection, returns -1, -1. Example: local coord = selection.rndcoord(sel); local coord = selection.rndcoord(sel, 1); === room Create a selection of locations inside the (current) room. Example: des.room({ type = "ordinary", contents = function(rm) local sel = selection.room(); des.terrain(sel, "I"); end }); === set Set the value for location (x,y) in the selection. Example: selection.set(sel, x, y); selection.set(sel, x, y, value); local sel = selection.set(); local sel = sel:set(); local sel = selection.set(sel); == Obj Handling objects via obj-class. === new Create a new object via wishing routine. Example: local o = obj.new("rock"); === isnull Is the object a "null" object? Meaning, the object variable exists in lua, but NetHack core has freed it. Example: local badobj = o:isnull(); === at Get the topmost object on the map at x,y. Example: local o = obj.at(x, y); === next Get the next object in the object chain. When called without an object, returns the first object in the object chain. When called with an object, an optional boolean parameter can be given. When it is true, and the object is on the map, the next object at the same location is returned. Otherwise the normal object chain is followed. Example: local first = obj.next(); local second = first:next(); local o_at_xy = obj.at(x, y); local next_at_xy = o_at_xy:next(true); === totable Create a lua table representation of the object, unpacking all the object fields. Example: local o = obj.new("rock"); local otbl = o:totable(); === class Get a lua table of object class data. Example: local odata1 = obj.class(obj.new("rock")); === placeobj Place object on the map at x,y. Example: local o = obj.new("rock"); o:placeobj(u.ux, u.uy); === container Get the container object is in. Example: local box = o:container(); === contents Get the contents of an object. Example: local o = obj.new("large chest"); local cobj = o:contents(); === addcontent Put object inside another object. Example: local box = obj.new("large chest"); box.addcontent(obj.new("rock")); === has_timer Does object have an attached timer of certain type? See <<_timer_types>>. Example: local hastimer = o:has_timer("rot-organic"); === peek_timer Peek at an object timer. Returns the turn when timer triggers. Returns 0 if no such timer attached to the object. See <<_timer_types>>. Example: local when = o:peek_timer("hatch-egg"); === stop_timer Stop object timer(s). Return the turn when timer would have triggered. Returns 0 if no such timer was attached to the object. Without a timer type parameters, stops all timers for the object, and returns nothing. See <<_timer_types>>. Example: o:stop_timer(); local when = o:stop_timer("rot-organic"); === start_timer Start an object timer. See <<_timer_types>>. Example: o:start_timer("hatch-egg", 10); === bury Bury an object. Returns true if object is gone (merged with ground), false otherwise. Without parameters, buries the object at the location it is. Example: local ogone = o:bury(); local ogone = o:bury(5, 5); == Map characters [%header, cols="10%,90%"] |=== | Character | Dungeon feature | `" "` | solid stone wall | `"#"` | corridor | `"."` | room floor | `"-"` | horizontal wall | `"\|"` | vertical wall | `"+"` | door | `"A"` | air | `"B"` | crosswall / boundary symbol hack | `"C"` | cloud | `"S"` | secret door | `"H"` | secret corridor | `"{"` | fountain | `"\"` | throne | `"K"` | sink | `"}"` | moat | `"P"` | pool of water | `"L"` | lava pool | `"Z"` | wall of lava | `"I"` | ice | `"W"` | water | `"T"` | tree | `"F"` | iron bars | `"x"` | "transparent" - used for <<_map>> parts. | `"w"` | "any wall" - see <<_match>> |=== == Constants These constants are in the `nhc` table. |=== | COLNO | Number of map columns | ROWNO | Number of map rows | DLB | 1 or 0, depending if NetHack is compiled with DLB |=== == Timer types [%header, cols="20%,10%,70%"] |=== | Name | Type | Description | rot-organic | obj | non-corpse object rotting away | rot-corpse | obj | corpse object rotting away | revive-mon | obj | monster corpse revival | zombify-mon | obj | monster corpse rising as a zombie | burn-obj | obj | light-source object is lit | hatch-egg | obj | egg hatching | fig-transform | obj | cursed figurine automatical transform | shrink-glob | obj | glob object shrinking away | melt-ice | map | ice at map location melts |===