Files
nethack/dat/themerms.lua
Pasi Kallinen 44f4085f69 Add a new themed room: "Twin business"
This themed room boasts two shops, a weapons and an armor store,
that can generate in a number of different configurations.

Makes the random corridor joining routine obey unjoined areas.

Fixes a bug in shopkeeper naming routine, where multiple shops
of the same type on the same level might reuse the shopkeeper name.

This is modified and consolidated commit from xNetHack by
copperwater <aosdict@gmail.com>.
2020-12-19 13:45:35 +02:00

646 lines
19 KiB
Lua

-- 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.
-- core calls themerooms_generate() multiple times per level
-- to generate a single themed room.
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
-- FIXME: subroom location is too often left/top?
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,
-- Ice room
function()
des.room({ type = "themed", filled = 1,
contents = function()
des.terrain(selection.floodfill(1,1), "I");
end
});
end,
-- Boulder room
{
mindiff = 4,
contents = function()
des.room({ type = "themed",
contents = function(rm)
for x = 0, rm.width - 1 do
for y = 0, rm.height - 1 do
if (percent(30)) then
if (percent(50)) then
des.object("boulder");
else
des.trap("rolling boulder");
end
end
end
end
end
});
end
},
-- Spider nest
{
mindiff = 10,
contents = function()
des.room({ type = "themed",
contents = function(rm)
for x = 0, rm.width - 1 do
for y = 0, rm.height - 1 do
if (percent(30)) then
des.trap("web", x, y);
end
end
end
end
});
end
},
-- Trap room
function()
des.room({ type = "themed", filled = 0,
contents = function(rm)
local traps = { "arrow", "dart", "falling rock", "bear",
"land mine", "sleep gas", "rust",
"anti magic" };
shuffle(traps);
for x = 0, rm.width - 1 do
for y = 0, rm.height - 1 do
if (percent(30)) then
des.trap(traps[1], x, y);
end
end
end
end
});
end,
-- Buried treasure
function()
des.room({ type = "ordinary", filled = 1,
contents = function()
des.object({ id = "chest", buried = true, contents = function()
for i = 1, d(3,4) do
des.object();
end
end });
end
});
end,
-- Massacre
function()
des.room({ type = "themed",
contents = function()
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" };
shuffle(mon);
for i = 1, d(5,5) do
if (percent(10)) then shuffle(mon); end
des.object({ id = "corpse", montype = mon[1] });
end
end
});
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,
-- Statuary
function()
des.room({ type = "themed",
contents = function()
for i = 1, d(5,5) do
des.object({ id = "statue" });
end
for i = 1, d(3) do
des.trap("statue");
end
end
});
end,
-- Light source
function()
des.room({ type = "themed", lit = 0,
contents = function()
des.object({ id = "oil lamp", lit = true });
end
});
end,
-- Temple of the gods
function()
des.room({ type = "themed",
contents = function()
des.altar({ align = align[1] });
des.altar({ align = align[2] });
des.altar({ align = align[3] });
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 = 0,
contents = function()
if (percent(50)) then
local mons = { "M", "V", "L", "Z" };
shuffle(mons);
des.monster(mons[1], 0,0);
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) des.region({ region={1,1,3,3}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- L-shaped, rot 1
function()
des.map({ map = [[
xxx-----
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
--------]], contents = function(m) des.region({ region={5,1,5,3}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- L-shaped, rot 2
function()
des.map({ map = [[
--------
|......|
|......|
|......|
----...|
xxx|...|
xxx|...|
xxx-----]], contents = function(m) des.region({ region={1,1,2,2}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- L-shaped, rot 3
function()
des.map({ map = [[
--------
|......|
|......|
|......|
|...----
|...|xxx
|...|xxx
-----xxx]], contents = function(m) des.region({ region={1,1,2,2}, type="ordinary", irregular=true, filled=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
des.region({ region={1,1,2,2}, type="ordinary", irregular=true, filled=1 });
end });
end,
-- Circular, small
function()
des.map({ map = [[
xx---xx
x--.--x
--...--
|.....|
--...--
x--.--x
xx---xx]], contents = function(m) des.region({ region={3,3,3,3}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- Circular, medium
function()
des.map({ map = [[
xx-----xx
x--...--x
--.....--
|.......|
|.......|
|.......|
--.....--
x--...--x
xx-----xx]], contents = function(m) des.region({ region={4,4,4,4}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- Circular, big
function()
des.map({ map = [[
xxx-----xxx
x---...---x
x-.......-x
--.......--
|.........|
|.........|
|.........|
--.......--
x-.......-x
x---...---x
xxx-----xxx]], contents = function(m) des.region({ region={5,5,5,5}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- T-shaped
function()
des.map({ map = [[
xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
-----------]], contents = function(m) des.region({ region={5,5,5,5}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- T-shaped, rot 1
function()
des.map({ map = [[
-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
|...----
|...|xxx
|...|xxx
-----xxx]], contents = function(m) des.region({ region={2,2,2,2}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- T-shaped, rot 2
function()
des.map({ map = [[
-----------
|.........|
|.........|
|.........|
----...----
xxx|...|xxx
xxx|...|xxx
xxx-----xxx]], contents = function(m) des.region({ region={2,2,2,2}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- T-shaped, rot 3
function()
des.map({ map = [[
xxx-----
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
----...|
xxx|...|
xxx|...|
xxx-----]], contents = function(m) des.region({ region={5,5,5,5}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- S-shaped
function()
des.map({ map = [[
-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
----...|
xxx|...|
xxx|...|
xxx-----]], contents = function(m) des.region({ region={2,2,2,2}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- S-shaped, rot 1
function()
des.map({ map = [[
xxx--------
xxx|......|
xxx|......|
----......|
|......----
|......|xxx
|......|xxx
--------xxx]], contents = function(m) des.region({ region={5,5,5,5}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- Z-shaped
function()
des.map({ map = [[
xxx-----
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
|...----
|...|xxx
|...|xxx
-----xxx]], contents = function(m) des.region({ region={5,5,5,5}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- Z-shaped, rot 1
function()
des.map({ map = [[
--------xxx
|......|xxx
|......|xxx
|......----
----......|
xxx|......|
xxx|......|
xxx--------]], contents = function(m) des.region({ region={2,2,2,2}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- Cross
function()
des.map({ map = [[
xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
----...----
xxx|...|xxx
xxx|...|xxx
xxx-----xxx]], contents = function(m) des.region({ region={6,6,6,6}, type="ordinary", irregular=true, filled=1 }); end });
end,
-- Four-leaf clover
function()
des.map({ map = [[
-----x-----
|...|x|...|
|...---...|
|.........|
---.....---
xx|.....|xx
---.....---
|.........|
|...---...|
|...|x|...|
-----x-----]], contents = function(m) des.region({ region={6,6,6,6}, type="ordinary", irregular=true, filled=1 }); 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" };
des.object("chest", 2, 2);
des.object("chest", 3, 2);
des.object("chest", 2, 3);
des.object("chest", 3, 3);
shuffle(nasty_undead);
des.monster(nasty_undead[1], 2, 2);
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=0,
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=0,
contents = function()
des.door({ state=shopdoorstate(), wall=p["rwall"] })
end
});
end
});
end
},
};
function is_eligible(room)
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
elseif (t == "function") then
-- functions currently have no constraints
end
return true
end
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]) 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