Files
nethack/dat/bigrm-4.lua
copperwater 41d95d4325 Fix some bigroom wall corners to how they display in-game
Noticed a few corners in some bigroom maps were | instead of -, which
doesn't have any gameplay effect but was mildly annoying for what I was
doing at the time (copying the maps out into documentation that is
supposed to show what the maps look like in-game).

There are other special levels out there that still use | for corners;
this doesn't address those, only the bigrooms.
2025-01-02 08:03:21 +02:00

60 lines
2.3 KiB
Lua

-- NetHack bigroom bigrm-4.lua $NHDT-Date: 1652196022 2022/05/10 15:20:22 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.1 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1990 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noflip");
des.map([[
----------- -----------
|.........| |.........|
|.........------------- -------------.........|
---...................------------ ------------...................---
--.............................---------.............................--
--.................................................................--
--...............................................................--
--......LLLLL.......................................LLLLL......--
--.....LLLLL.......................................LLLLL.....--
--.....LLLLL.......................................LLLLL.....--
--......LLLLL.......................................LLLLL......--
--...............................................................--
--.................................................................--
--.............................---------.............................--
---...................------------ ------------...................---
|.........------------- -------------.........|
|.........| |.........|
----------- -----------
]]);
local terrains = { ".", ".", ".", ".", "P", "L", "-", "T", "W", "Z" };
local tidx = math.random(1, #terrains);
local toterr = terrains[tidx];
if (toterr ~= "L") then
des.replace_terrain({ fromterrain = "L", toterrain = toterr });
end
des.feature("fountain", 05,02);
des.feature("fountain", 05,15);
des.feature("fountain", 69,02);
des.feature("fountain", 69,15);
des.region(selection.area(01,01,73,16), "lit");
des.stair("up");
des.stair("down");
des.non_diggable();
for i = 1,15 do
des.object();
end
for i = 1,6 do
des.trap();
end
for i = 1,28 do
des.monster();
end