Files
nethack/dat/themerms.lua
Pasi Kallinen 2212cf27ec Lua: Allow creating gas clouds
Use the gas clouds in the Clouds themeroom.
Use the existing visible_region_at() in the vision code.
2024-01-19 17:59:43 +02:00

849 lines
25 KiB
Lua

-- NetHack themerms.lua $NHDT-Date: 1652196294 2022/05/10 15:24:54 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.16 $
-- Copyright (c) 2020 by Pasi Kallinen
-- NetHack may be freely redistributed. See license for details.
--
-- themerooms is an array of tables and/or functions.
-- the tables define "frequency", "contents", "mindiff" and "maxdiff".
-- frequency is optional; if omitted, 1 is assumed.
-- mindiff and maxdiff are optional and independent; if omitted, the room is
-- not constrained by level difficulty.
-- a plain function has frequency of 1, and no difficulty constraints.
-- des.room({ type = "ordinary", filled = 1 })
-- - ordinary rooms can be converted to shops or any other special rooms.
-- - filled = 1 means the room gets random room contents, even if it
-- doesn't get converted into a special room. Without filled,
-- the room only gets what you define in here.
-- - use type = "themed" to force a room that's never converted
-- to a special room, such as a shop or a temple.
--
-- for each level, the core first calls pre_themerooms_generate(),
-- then it calls themerooms_generate() multiple times until it decides
-- enough rooms have been generated, and then it calls
-- post_themerooms_generate(). The lua state is persistent through
-- the gameplay, but not across saves, so remember to reset any variables.
local buried_treasure = { };
themeroom_fills = {
-- Ice room
function(rm)
local ice = selection.room();
des.terrain(ice, "I");
if (percent(25)) then
local mintime = 1000 - (nh.level_difficulty() * 100);
local ice_melter = function(x,y)
nh.start_timer_at(x,y, "melt-ice", mintime + nh.rn2(1000));
end;
ice:iterate(ice_melter);
end
end,
-- Cloud room
function(rm)
local fog = selection.room();
for i = 1, (fog:numpoints() / 4) do
des.monster({ id = "fog cloud", asleep = true });
end
des.gas_cloud({ selection = fog });
end,
-- Boulder room
{
mindiff = 4,
contents = function(rm)
local locs = selection.room():percentage(30);
local func = function(x,y)
if (percent(50)) then
des.object("boulder", x, y);
else
des.trap("rolling boulder", x, y);
end
end;
locs:iterate(func);
end
},
-- Spider nest
function(rm)
local spooders = nh.level_difficulty() > 8;
local locs = selection.room():percentage(30);
local func = function(x,y)
des.trap({ type = "web", x = x, y = y,
spider_on_web = spooders and percent(80) });
end
locs:iterate(func);
end,
-- Trap room
function(rm)
local traps = { "arrow", "dart", "falling rock", "bear",
"land mine", "sleep gas", "rust",
"anti magic" };
shuffle(traps);
local locs = selection.room():percentage(30);
local func = function(x,y)
des.trap(traps[1], x, y);
end
locs:iterate(func);
end,
-- Buried treasure
function(rm)
des.object({ id = "chest", buried = true, contents = function(otmp)
local xobj = otmp:totable();
-- keep track of the last buried treasure
if (xobj.NO_OBJ == nil) then
buried_treasure = { x = xobj.ox, y = xobj.oy };
end
for i = 1, d(3,4) do
des.object();
end
end });
end,
-- Buried zombies
function(rm)
local diff = nh.level_difficulty()
-- start with [1..4] for low difficulty
local zombifiable = { "kobold", "gnome", "orc", "dwarf" };
if diff > 3 then -- medium difficulty
zombifiable[5], zombifiable[6] = "elf", "human";
if diff > 6 then -- high difficulty (relatively speaking)
zombifiable[7], zombifiable[8] = "ettin", "giant";
end
end
for i = 1, (rm.width * rm.height) / 2 do
shuffle(zombifiable);
local o = des.object({ id = "corpse", montype = zombifiable[1],
buried = true });
o:stop_timer("rot-corpse");
o:start_timer("zombify-mon", math.random(990, 1010));
end
end,
-- Massacre
function(rm)
local mon = { "apprentice", "warrior", "ninja", "thug",
"hunter", "acolyte", "abbot", "page",
"attendant", "neanderthal", "chieftain",
"student", "wizard", "valkyrie", "tourist",
"samurai", "rogue", "ranger", "priestess",
"priest", "monk", "knight", "healer",
"cavewoman", "caveman", "barbarian",
"archeologist" };
local idx = math.random(#mon);
for i = 1, d(5,5) do
if (percent(10)) then idx = math.random(#mon); end
des.object({ id = "corpse", montype = mon[idx] });
end
end,
-- Statuary
function(rm)
for i = 1, d(5,5) do
des.object({ id = "statue" });
end
for i = 1, d(3) do
des.trap("statue");
end
end,
-- Light source
{
eligible = function(rm) return rm.lit == false; end,
contents = function(rm)
des.object({ id = "oil lamp", lit = true });
end
},
-- Temple of the gods
function(rm)
des.altar({ align = align[1] });
des.altar({ align = align[2] });
des.altar({ align = align[3] });
end,
-- Ghost of an Adventurer
function(rm)
local loc = selection.room():rndcoord(0);
des.monster({ id = "ghost", asleep = true, waiting = true, coord = loc });
if percent(65) then
des.object({ id = "dagger", coord = loc, buc = "not-blessed" });
end
if percent(55) then
des.object({ class = ")", coord = loc, buc = "not-blessed" });
end
if percent(45) then
des.object({ id = "bow", coord = loc, buc = "not-blessed" });
des.object({ id = "arrow", coord = loc, buc = "not-blessed" });
end
if percent(65) then
des.object({ class = "[", coord = loc, buc = "not-blessed" });
end
if percent(20) then
des.object({ class = "=", coord = loc, buc = "not-blessed" });
end
if percent(20) then
des.object({ class = "?", coord = loc, buc = "not-blessed" });
end
end,
-- Storeroom
function(rm)
local locs = selection.room():percentage(30);
local func = function(x,y)
if (percent(25)) then
des.object("chest");
else
des.monster({ class = "m", appear_as = "obj:chest" });
end
end;
locs:iterate(func);
end,
};
themerooms = {
{
-- the "default" room
frequency = 1000,
contents = function()
des.room({ type = "ordinary", filled = 1 });
end
},
-- Fake Delphi
function()
des.room({ type = "ordinary", w = 11,h = 9, filled = 1,
contents = function()
des.room({ type = "ordinary", x = 4,y = 3, w = 3,h = 3, filled = 1,
contents = function()
des.door({ state="random", wall="all" });
end
});
end
});
end,
-- Room in a room
function()
des.room({ type = "ordinary", filled = 1,
contents = function()
des.room({ type = "ordinary",
contents = function()
des.door({ state="random", wall="all" });
end
});
end
});
end,
-- Huge room, with another room inside (90%)
function()
des.room({ type = "ordinary", w = nh.rn2(10)+11,h = nh.rn2(5)+8, filled = 1,
contents = function()
if (percent(90)) then
des.room({ type = "ordinary", filled = 1,
contents = function()
des.door({ state="random", wall="all" });
if (percent(50)) then
des.door({ state="random", wall="all" });
end
end
});
end
end
});
end,
-- Nesting rooms
function()
des.room({ type = "ordinary", w = 9 + nh.rn2(4), h = 9 + nh.rn2(4), filled = 1,
contents = function(rm)
local wid = math.random(math.floor(rm.width / 2), rm.width - 2);
local hei = math.random(math.floor(rm.height / 2), rm.height - 2);
des.room({ type = "ordinary", w = wid,h = hei, filled = 1,
contents = function()
if (percent(90)) then
des.room({ type = "ordinary", filled = 1,
contents = function()
des.door({ state="random", wall="all" });
if (percent(15)) then
des.door({ state="random", wall="all" });
end
end
});
end
des.door({ state="random", wall="all" });
if (percent(15)) then
des.door({ state="random", wall="all" });
end
end
});
end
});
end,
{
frequency = 6,
contents = function()
des.room({ type = "themed", contents = themeroom_fill });
end
},
{
frequency = 2,
contents = function()
des.room({ type = "themed", lit = 0, contents = themeroom_fill });
end
},
{
frequency = 2,
contents = function()
des.room({ type = "themed", filled = 1, contents = themeroom_fill });
end
},
-- Pillars
function()
des.room({ type = "themed", w = 10, h = 10,
contents = function(rm)
local terr = { "-", "-", "-", "-", "L", "P", "T" };
shuffle(terr);
for x = 0, (rm.width / 4) - 1 do
for y = 0, (rm.height / 4) - 1 do
des.terrain({ x = x * 4 + 2, y = y * 4 + 2, typ = terr[1], lit = -2 });
des.terrain({ x = x * 4 + 3, y = y * 4 + 2, typ = terr[1], lit = -2 });
des.terrain({ x = x * 4 + 2, y = y * 4 + 3, typ = terr[1], lit = -2 });
des.terrain({ x = x * 4 + 3, y = y * 4 + 3, typ = terr[1], lit = -2 });
end
end
end
});
end,
-- Mausoleum
function()
des.room({ type = "themed", w = 5 + nh.rn2(3)*2, h = 5 + nh.rn2(3)*2,
contents = function(rm)
des.room({ type = "themed",
x = (rm.width - 1) / 2, y = (rm.height - 1) / 2,
w = 1, h = 1, joined = false,
contents = function()
if (percent(50)) then
local mons = { "M", "V", "L", "Z" };
shuffle(mons);
des.monster({ class = mons[1], x=0,y=0, waiting = 1 });
else
des.object({ id = "corpse", montype = "@", coord = {0,0} });
end
if (percent(20)) then
des.door({ state="secret", wall="all" });
end
end
});
end
});
end,
-- Random dungeon feature in the middle of a odd-sized room
function()
local wid = 3 + (nh.rn2(3) * 2);
local hei = 3 + (nh.rn2(3) * 2);
des.room({ type = "ordinary", filled = 1, w = wid, h = hei,
contents = function(rm)
local feature = { "C", "L", "I", "P", "T" };
shuffle(feature);
des.terrain((rm.width - 1) / 2, (rm.height - 1) / 2,
feature[1]);
end
});
end,
-- L-shaped
function()
des.map({ map = [[
-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
--------]], contents = function(m) filler_region(1,1); end });
end,
-- L-shaped, rot 1
function()
des.map({ map = [[
xxx-----
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
--------]], contents = function(m) filler_region(5,1); end });
end,
-- L-shaped, rot 2
function()
des.map({ map = [[
--------
|......|
|......|
|......|
----...|
xxx|...|
xxx|...|
xxx-----]], contents = function(m) filler_region(1,1); end });
end,
-- L-shaped, rot 3
function()
des.map({ map = [[
--------
|......|
|......|
|......|
|...----
|...|xxx
|...|xxx
-----xxx]], contents = function(m) filler_region(1,1); end });
end,
-- Blocked center
function()
des.map({ map = [[
-----------
|.........|
|.........|
|.........|
|...LLL...|
|...LLL...|
|...LLL...|
|.........|
|.........|
|.........|
-----------]], contents = function(m)
if (percent(30)) then
local terr = { "-", "P" };
shuffle(terr);
des.replace_terrain({ region = {1,1, 9,9}, fromterrain = "L", toterrain = terr[1] });
end
filler_region(1,1);
end });
end,
-- Circular, small
function()
des.map({ map = [[
xx---xx
x--.--x
--...--
|.....|
--...--
x--.--x
xx---xx]], contents = function(m) filler_region(3,3); end });
end,
-- Circular, medium
function()
des.map({ map = [[
xx-----xx
x--...--x
--.....--
|.......|
|.......|
|.......|
--.....--
x--...--x
xx-----xx]], contents = function(m) filler_region(4,4); end });
end,
-- Circular, big
function()
des.map({ map = [[
xxx-----xxx
x---...---x
x-.......-x
--.......--
|.........|
|.........|
|.........|
--.......--
x-.......-x
x---...---x
xxx-----xxx]], contents = function(m) filler_region(5,5); end });
end,
-- T-shaped
function()
des.map({ map = [[
xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
-----------]], contents = function(m) filler_region(5,5); end });
end,
-- T-shaped, rot 1
function()
des.map({ map = [[
-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
|...----
|...|xxx
|...|xxx
-----xxx]], contents = function(m) filler_region(2,2); end });
end,
-- T-shaped, rot 2
function()
des.map({ map = [[
-----------
|.........|
|.........|
|.........|
----...----
xxx|...|xxx
xxx|...|xxx
xxx-----xxx]], contents = function(m) filler_region(2,2); end });
end,
-- T-shaped, rot 3
function()
des.map({ map = [[
xxx-----
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
----...|
xxx|...|
xxx|...|
xxx-----]], contents = function(m) filler_region(5,5); end });
end,
-- S-shaped
function()
des.map({ map = [[
-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
----...|
xxx|...|
xxx|...|
xxx-----]], contents = function(m) filler_region(2,2); end });
end,
-- S-shaped, rot 1
function()
des.map({ map = [[
xxx--------
xxx|......|
xxx|......|
----......|
|......----
|......|xxx
|......|xxx
--------xxx]], contents = function(m) filler_region(5,5); end });
end,
-- Z-shaped
function()
des.map({ map = [[
xxx-----
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
|...----
|...|xxx
|...|xxx
-----xxx]], contents = function(m) filler_region(5,5); end });
end,
-- Z-shaped, rot 1
function()
des.map({ map = [[
--------xxx
|......|xxx
|......|xxx
|......----
----......|
xxx|......|
xxx|......|
xxx--------]], contents = function(m) filler_region(2,2); end });
end,
-- Cross
function()
des.map({ map = [[
xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
----...----
xxx|...|xxx
xxx|...|xxx
xxx-----xxx]], contents = function(m) filler_region(6,6); end });
end,
-- Four-leaf clover
function()
des.map({ map = [[
-----x-----
|...|x|...|
|...---...|
|.........|
---.....---
xx|.....|xx
---.....---
|.........|
|...---...|
|...|x|...|
-----x-----]], contents = function(m) filler_region(6,6); end });
end,
-- Water-surrounded vault
function()
des.map({ map = [[
}}}}}}
}----}
}|..|}
}|..|}
}----}
}}}}}}]], contents = function(m) des.region({ region={3,3,3,3}, type="themed", irregular=true, filled=0, joined=false });
local nasty_undead = { "giant zombie", "ettin zombie", "vampire lord" };
local chest_spots = { { 2, 2 }, { 3, 2 }, { 2, 3 }, { 3, 3 } };
shuffle(chest_spots)
-- Guarantee an escape item inside one of the chests, to prevent the hero
-- falling in from above and becoming permanently stuck
-- [cf. generate_way_out_method(sp_lev.c)].
-- If the escape item is made of glass or crystal, make sure that the
-- chest isn't locked so that kicking it to gain access to its contents
-- won't be necessary; otherwise retain lock state from random creation.
-- "pick-axe", "dwarvish mattock" could be included in the list of escape
-- items but don't normally generate in containers.
local escape_items = {
"scroll of teleportation", "ring of teleportation",
"wand of teleportation", "wand of digging"
};
local itm = obj.new(escape_items[math.random(#escape_items)]);
local itmcls = itm:class()
local box
if itmcls[ "material" ] == 19 then -- GLASS==19
-- item is made of glass so explicitly force chest to be unlocked
box = des.object({ id = "chest", coord = chest_spots[1],
olocked = "no" });
else
-- item isn't made of glass; accept random locked/unlocked state
box = des.object({ id = "chest", coord = chest_spots[1] });
end;
box:addcontent(itm);
for i = 2, #chest_spots do
des.object({ id = "chest", coord = chest_spots[i] });
end
shuffle(nasty_undead);
des.monster(nasty_undead[1], 2, 2);
des.exclusion({ type = "teleport", region = { 2,2, 3,3 } });
end });
end,
-- Twin businesses
{
mindiff = 4; -- arbitrary
contents = function()
-- Due to the way room connections work in mklev.c, we must guarantee
-- that the "aisle" between the shops touches all four walls of the
-- larger room. Thus it has an extra width and height.
des.room({ type="themed", w=9, h=5, contents = function()
-- There are eight possible placements of the two shops, four of
-- which have the vertical aisle in the center.
southeast = function() return percent(50) and "south" or "east" end
northeast = function() return percent(50) and "north" or "east" end
northwest = function() return percent(50) and "north" or "west" end
southwest = function() return percent(50) and "south" or "west" end
placements = {
{ lx = 1, ly = 1, rx = 4, ry = 1, lwall = "south", rwall = southeast() },
{ lx = 1, ly = 2, rx = 4, ry = 2, lwall = "north", rwall = northeast() },
{ lx = 1, ly = 1, rx = 5, ry = 1, lwall = southeast(), rwall = southwest() },
{ lx = 1, ly = 1, rx = 5, ry = 2, lwall = southeast(), rwall = northwest() },
{ lx = 1, ly = 2, rx = 5, ry = 1, lwall = northeast(), rwall = southwest() },
{ lx = 1, ly = 2, rx = 5, ry = 2, lwall = northeast(), rwall = northwest() },
{ lx = 2, ly = 1, rx = 5, ry = 1, lwall = southwest(), rwall = "south" },
{ lx = 2, ly = 2, rx = 5, ry = 2, lwall = northwest(), rwall = "north" }
}
ltype,rtype = "weapon shop","armor shop"
if percent(50) then
ltype,rtype = rtype,ltype
end
shopdoorstate = function()
if percent(1) then
return "locked"
elseif percent(50) then
return "closed"
else
return "open"
end
end
p = placements[d(#placements)]
des.room({ type=ltype, x=p["lx"], y=p["ly"], w=3, h=3, filled=1, joined=false,
contents = function()
des.door({ state=shopdoorstate(), wall=p["lwall"] })
end
});
des.room({ type=rtype, x=p["rx"], y=p["ry"], w=3, h=3, filled=1, joined=false,
contents = function()
des.door({ state=shopdoorstate(), wall=p["rwall"] })
end
});
end
});
end
},
};
function filler_region(x, y)
local rmtyp = "ordinary";
local func = nil;
if (percent(30)) then
rmtyp = "themed";
func = themeroom_fill;
end
des.region({ region={x,y,x,y}, type=rmtyp, irregular=true, filled=1, contents = func });
end
function is_eligible(room, mkrm)
local t = type(room);
local diff = nh.level_difficulty();
if (t == "table") then
if (room.mindiff ~= nil and diff < room.mindiff) then
return false
elseif (room.maxdiff ~= nil and diff > room.maxdiff) then
return false
end
if (mkrm ~= nil and room.eligible ~= nil) then
return room.eligible(mkrm);
end
elseif (t == "function") then
-- functions currently have no constraints
end
return true
end
-- called repeatedly until the core decides there are enough rooms
function themerooms_generate()
local pick = 1;
local total_frequency = 0;
for i = 1, #themerooms do
-- Reservoir sampling: select one room from the set of eligible rooms,
-- which may change on different levels because of level difficulty.
if is_eligible(themerooms[i], nil) then
local this_frequency;
if (type(themerooms[i]) == "table" and themerooms[i].frequency ~= nil) then
this_frequency = themerooms[i].frequency;
else
this_frequency = 1;
end
total_frequency = total_frequency + this_frequency;
-- avoid rn2(0) if a room has freq 0
if this_frequency > 0 and nh.rn2(total_frequency) < this_frequency then
pick = i;
end
end
end
local t = type(themerooms[pick]);
if (t == "table") then
themerooms[pick].contents();
elseif (t == "function") then
themerooms[pick]();
end
end
-- called before any rooms are generated
function pre_themerooms_generate()
-- reset the buried treasure location
buried_treasure = { };
end
-- called after all rooms have been generated
function post_themerooms_generate()
if (buried_treasure.x ~= nil) then
local floors = selection.negate():filter_mapchar(".");
local pos = floors:rndcoord(0);
local tx = buried_treasure.x - pos.x - 1;
local ty = buried_treasure.y - pos.y;
local dig = "";
if (tx == 0 and ty == 0) then
dig = " here";
else
if (tx < 0 or tx > 0) then
dig = string.format(" %i %s", math.abs(tx), (tx > 0) and "east" or "west");
end
if (ty < 0 or ty > 0) then
dig = dig .. string.format(" %i %s", math.abs(ty), (ty > 0) and "south" or "north");
end
end
des.engraving({ coord = pos, type = "burn", text = "Dig" .. dig });
end
end
function themeroom_fill(rm)
local pick = 1;
local total_frequency = 0;
for i = 1, #themeroom_fills do
-- Reservoir sampling: select one room from the set of eligible rooms,
-- which may change on different levels because of level difficulty.
if is_eligible(themeroom_fills[i], rm) then
local this_frequency;
if (type(themeroom_fills[i]) == "table" and themeroom_fills[i].frequency ~= nil) then
this_frequency = themeroom_fills[i].frequency;
else
this_frequency = 1;
end
total_frequency = total_frequency + this_frequency;
-- avoid rn2(0) if a room has freq 0
if this_frequency > 0 and nh.rn2(total_frequency) < this_frequency then
pick = i;
end
end
end
local t = type(themeroom_fills[pick]);
if (t == "table") then
themeroom_fills[pick].contents(rm);
elseif (t == "function") then
themeroom_fills[pick](rm);
end
end