Files
nethack/dat/medusa-3.lua
PatR d0bc457279 Perseus's statue location on medusa-3 and medusa-4
Coming up to medusa-3 from the level below revealed that Perseus's
statue was not there.  It was placed randomly in one of the three
chambers where Medusa might be rather than in the one where she
actually was.  Medusa-4 behaved similarly.

Initially I was forcing the statue to be adjacent to Medusa rather
than on her spot, but medusa-1 and medusa-2 don't do that so I've
gone with a simplified revision.
2024-05-19 14:44:10 -07:00

139 lines
5.9 KiB
Lua

-- NetHack medusa medusa-3.lua $NHDT-Date: 1716152250 2024/05/19 20:57:30 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.8 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1990, 1991 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("noteleport", "mazelevel", "shortsighted")
--
-- Here you disturb ravens nesting in the trees.
--
des.map([[
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]]);
local place = selection.new();
-- each of these spots are inside a distinct room
place:set(08,06);
place:set(66,05);
place:set(46,15);
-- location of Medusa and downstairs and Perseus's statue
local medloc = place:rndcoord(1,1);
-- specific location for some other statue in a different downstairs-eligible
-- room, to prevent object detection from becoming a trivial way to pinpoint
-- Medusa's location
-- [usefulness depends on future STATUE->dknown changes in nethack's core]
local altloc = place:rndcoord(1,1);
-- location of a fountain, in the remaining of three downstairs-eligible rooms
local othloc = place:rndcoord(1,1);
-- once here, all three points set in 'place' have been used up
des.region(selection.area(00,00,74,19),"lit")
-- fixup_special hack: the first room defined on a Medusa level gets some
-- leaderboard statues, use arrival_room to force it to be a room even though
-- monsters won't arrive within it
des.region({ region={49,14, 51,16}, lit=-1, type="ordinary", arrival_room=true });
des.region(selection.area(07,05,09,07),"unlit")
des.region(selection.area(65,04,67,06),"unlit")
des.region(selection.area(45,14,47,16),"unlit")
-- Non diggable walls
-- 4th room has diggable walls as Medusa is never placed there
des.non_diggable(selection.area(06,04,10,08))
des.non_diggable(selection.area(64,03,68,07))
des.non_diggable(selection.area(44,13,48,17))
-- All places are accessible also with jumping, so don't bother
-- restricting the placement when teleporting from levels below this.
des.teleport_region({ region = {33,02,38,07}, dir="down" })
des.levregion({ region = {32,01,39,07}, type="stair-up" });
-- place the downstairs at the same spot where Medusa will be placed
des.stair("down", medloc);
--
des.door("locked",08,08)
des.door("locked",64,05)
des.door("random",50,13)
des.door("locked",48,15)
--
-- in one of the three designated rooms, but not the one with Medusa plus
-- downstairs and also not 'altloc' where a random statue will be placed
des.feature("fountain", othloc);
--
-- same spot as Medusa plus downstairs
des.object({ id="statue", coord=medloc, buc="uncursed",
montype="knight", historic=1, male=1,name="Perseus",
contents = function()
if percent(75) then
des.object({ id = "shield of reflection", buc="cursed", spe=0 })
end
if percent(25) then
des.object({ id = "levitation boots", spe=0 })
end
if percent(50) then
des.object({ id = "scimitar", buc="blessed", spe=2 })
end
if percent(50) then
des.object("sack")
end
end
});
--
-- first random statue is in one of the three designated rooms but not the
-- one with Medusa plus downstairs or the one with the fountain
des.object({ id = "statue", coord=altloc, contents=0 })
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
des.object({ id = "statue", contents=0 })
for i=1,8 do
des.object()
end
des.object("scroll of blank paper",48,18)
des.object("scroll of blank paper",48,18)
--
des.trap("rust")
des.trap("rust")
des.trap("board")
des.trap("board")
des.trap()
--
-- place Medusa before placing other monsters so that they won't be able to
-- unintentionally steal her spot on the downstairs
des.monster({ id = "Medusa", coord=medloc, asleep=1 })
des.monster("giant eel")
des.monster("giant eel")
des.monster("jellyfish")
des.monster("jellyfish")
des.monster("wood nymph")
des.monster("wood nymph")
des.monster("water nymph")
des.monster("water nymph")
for i=1,30 do
des.monster({ id = "raven", hostile = 1 })
end
--#medusa-3.lua