-- NetHack mines minetn-6.lua $NHDT-Date: 1652196031 2022/05/10 15:20:31 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.3 $ -- Copyright (c) 1989-95 by Jean-Christophe Collet -- Copyright (c) 1991-95 by M. Stephenson -- NetHack may be freely redistributed. See license for details. -- -- "Bustling Town" by Kelly Bailey des.level_init({ style = "solidfill", fg = " " }); des.level_flags("mazelevel", "inaccessibles") des.level_init({ style="mines", fg=".", bg="-", smoothed=true, joined=true,lit=1,walled=true }) -- Map extends the full height of the playable area in order to prevent any of -- the cavern fill from getting cut off by walls of the town buildings and -- creating inaccessible spaces. The inaccessibles flag does compensate for -- this, but it does so by doing things like creating backdoors into adjacent -- shops which we don't want. des.map({ halign = "center", valign = "top", map = [[ x--------xxxxxxxxxxx-------------------x x------xxxxxxxxxxxxxx-----------------xx .-----................----------------.x .|...|................|...|..|...|...|.. .|...+..--+--.........|...|..|...|...|.. .|...|..|...|..-----..|...|..|-+---+--.. .-----..|...|--|...|..--+---+-.........x ........|...|..|...+.............-----.. ........-----..|...|......--+-...|...|.. x----...|...|+------..{...|..|...+...|.. x|..+...|...|.............|..|...|...|.. x|..|...|...|-+-.....---+-------------.x x----...--+--..|..-+-|.................. ...|........|..|..|..|----....--------x. ...|..T.....----..|..|...+....|......|x. ...|-....{........|..|...|....+......|x. ...--..-....T.....--------....|......|x. .......--.....................---------- xxxxx-----xxxxxxxxxxxxxxxxxx------------ xxxx-------xxxxxxxxxxxxxxx-------------- ]] }); des.region(selection.area(00,00,39,19),"lit") des.levregion({ type="stair-up", region={01,03,20,19}, region_islev=1, exclude={0,0,39,19} }) des.levregion({ type="stair-down", region={61,03,75,19}, region_islev=1, exclude={0,0,39,19} }) des.region(selection.area(13,7,14,8),"unlit") des.region({ region={09,09, 11,11}, lit=1, type="candle shop", filled=1 }) des.region({ region={16,06, 18,08}, lit=1, type="tool shop", filled=1 }) des.region({ region={23,03, 25,05}, lit=1, type="shop", filled=1 }) des.region({ region={22,14, 24,15}, lit=1, type=monkfoodshop(), filled=1 }) des.region({ region={31,14, 36,16}, lit=1, type="temple", filled=1 }) des.altar({ x=35,y=15,align=align[1],type="shrine"}) des.door("closed",5,4) des.door("locked",4,10) des.door("closed",10,4) des.door("closed",10,12) des.door("locked",13,9) des.door("locked",14,11) des.door("closed",19,7) des.door("closed",19,12) des.door("closed",24,6) des.door("closed",24,11) des.door("closed",25,14) des.door("closed",28,6) des.door("locked",28,8) des.door("closed",30,15) des.door("closed",31,5) des.door("closed",35,5) des.door("closed",33,9) des.monster("gnome") des.monster("gnome") des.monster("gnome") des.monster("gnome") des.monster("gnome") des.monster("gnome") des.monster("gnome", 14, 8) des.monster("gnome lord", 14, 7) des.monster("gnome", 27, 10) des.monster("gnome lord") des.monster("gnome lord") des.monster("dwarf") des.monster("dwarf") des.monster("dwarf") des.monster({ id = "watchman", peaceful = 1 }) des.monster({ id = "watchman", peaceful = 1 }) des.monster({ id = "watchman", peaceful = 1 }) des.monster({ id = "watch captain", peaceful = 1 }) des.monster({ id = "watch captain", peaceful = 1 })