Makes Sokoban far less tedious when you don't have to worry about monsters randomly popping up in the trap hallway while you're pushing the boulder. Adds a new exclusion zone for monster generation, and the goodpos routine avoids the zones when GP_AVOID_MONPOS is used.
112 lines
3.1 KiB
Lua
112 lines
3.1 KiB
Lua
-- NetHack sokoban soko1-1.lua $NHDT-Date: 1652196034 2022/05/10 15:20:34 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.6 $
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-- Copyright (c) 1998-1999 by Kevin Hugo
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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", "premapped", "sokoban", "solidify");
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des.map([[
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--------------------------
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|........................|
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|.......|---------------.|
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-------.------ |.|
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|...........| |.|
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|...........| |.|
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--------.----- |.|
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|............| |.|
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|............| |.|
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-----.-------- ------|.|
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|..........| --|.....|.|
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|..........| |.+.....|.|
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|.........|- |-|.....|.|
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-------.---- |.+.....+.|
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|........| |-|.....|--
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|........| |.+.....|
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|...|----- --|.....|
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----- -------
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]]);
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place = selection.new();
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place:set(16,11);
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place:set(16,13);
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place:set(16,15);
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des.stair("down", 01, 01);
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des.region(selection.area(00,00,25,17),"lit");
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des.non_diggable(selection.area(00,00,25,17));
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des.non_passwall(selection.area(00,00,25,17));
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-- Boulders
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des.object("boulder", 03, 05);
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des.object("boulder", 05, 05);
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des.object("boulder", 07, 05);
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des.object("boulder", 09, 05);
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des.object("boulder", 11, 05);
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--
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des.object("boulder", 04, 07);
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des.object("boulder", 04, 08);
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des.object("boulder", 06, 07);
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des.object("boulder", 09, 07);
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des.object("boulder", 11, 07);
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--
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des.object("boulder", 03, 12);
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des.object("boulder", 04, 10);
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des.object("boulder", 05, 12);
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des.object("boulder", 06, 10);
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des.object("boulder", 07, 11);
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des.object("boulder", 08, 10);
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des.object("boulder", 09, 12);
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--
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des.object("boulder", 03, 14);
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-- prevent monster generation over the (filled) holes
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des.exclusion({ type = "monster-generation", region = { 08,01, 23,01 } });
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-- Traps
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des.trap("hole", 08, 01);
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des.trap("hole", 09, 01);
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des.trap("hole", 10, 01);
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des.trap("hole", 11, 01);
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des.trap("hole", 12, 01);
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des.trap("hole", 13, 01);
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des.trap("hole", 14, 01);
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des.trap("hole", 15, 01);
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des.trap("hole", 16, 01);
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des.trap("hole", 17, 01);
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des.trap("hole", 18, 01);
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des.trap("hole", 19, 01);
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des.trap("hole", 20, 01);
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des.trap("hole", 21, 01);
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des.trap("hole", 22, 01);
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des.trap("hole", 23, 01);
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des.monster({ id = "giant mimic", appear_as = "obj:boulder" });
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des.monster({ id = "giant mimic", appear_as = "obj:boulder" });
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-- Random objects
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des.object({ class = "%" });
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des.object({ class = "%" });
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des.object({ class = "%" });
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des.object({ class = "%" });
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des.object({ class = "=" });
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des.object({ class = "/" });
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-- Rewards
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des.door("locked", 23, 13);
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des.door("closed", 17, 11);
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des.door("closed", 17, 13);
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des.door("closed", 17, 15);
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des.region({ region={18,10, 22,16}, lit = 1, type = "zoo", filled = 1, irregular = 1 });
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local pt = selection.rndcoord(place);
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if percent(75) then
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des.object({ id="bag of holding", coord=pt,
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buc="not-cursed", achievement=1 });
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else
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des.object({ id="amulet of reflection", coord=pt,
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buc="not-cursed", achievement=1 });
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end
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des.engraving({ coord = pt, type = "burn", text = "Elbereth" });
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des.object({ id = "scroll of scare monster", coord = pt, buc = "cursed" });
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