This is an omission in the filled/prefilled unification. The default for filled on regions now being 0 meant that regions that had previously had no need for any fill declaration at all (regions' prefilled defaulted to 0 before this, the effect being to fill them) now failed to get filled. The rule of thumb is that all des.regions with a type for which filled is meaningful (e.g. special rooms) should declare the fill status. I added it to a bunch of temples even though this doesn't really seem to affect anything there (the priest and altar come with the altar definition). I assigned temples filled=1 and filled=2 loosely based on if there is ever being some other generation that would put other furniture or items in a temple, but the distinction should not affect anything right now. Cases fixed where non-temple regions weren't getting filled: - Barracks, a graveyard, and shops in Tou-goal - The beehive in the Wizard's Tower
98 lines
2.7 KiB
Lua
98 lines
2.7 KiB
Lua
-- NetHack 3.7 Healer.des $NHDT-Date: 1432512784 2015/05/25 00:13:04 $ $NHDT-Branch: master $:$NHDT-Revision: 1.10 $
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-- Copyright (c) 1989 by Jean-Christophe Collet
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-- Copyright (c) 1991, 1993 by M. Stephenson, P. Winner
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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", "hardfloor");
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--
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des.level_init({ style="mines", fg=".", bg="P", smoothed=true ,joined=true, lit=1, walled=false })
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des.map([[
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PPPPPPPPPPPPP.......PPPPPPPPPPP
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PPPPPPPP...............PPPPPPPP
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PPPP.....-------------...PPPPPP
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PPPPP....|.S.........|....PPPPP
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PPP......+.|.........|...PPPPPP
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PPP......+.|.........|..PPPPPPP
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PPPP.....|.S.........|..PPPPPPP
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PPPPP....-------------....PPPPP
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PPPPPPPP...............PPPPPPPP
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PPPPPPPPPPP........PPPPPPPPPPPP
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]]);
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-- Dungeon Description
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des.region(selection.area(00,00,30,09), "lit")
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des.region({ region={12,03, 20,06}, lit=1, type="temple", filled=1 })
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-- Doors
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des.door("closed",09,04)
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des.door("closed",09,05)
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des.door("locked",11,03)
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des.door("locked",11,06)
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-- Stairs
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des.stair("up", 04,04)
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des.stair("down", 20,06)
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-- Non diggable walls
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des.non_diggable(selection.area(11,02,21,07))
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-- Altar in the temple.
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des.altar({ x=13,y=05, align="chaos", type="shrine" })
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-- Objects
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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des.object()
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-- Random traps
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des.trap()
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des.trap()
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des.trap()
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des.trap()
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des.trap()
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des.trap()
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-- Random monsters.
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des.monster("rabid rat")
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des.monster("rabid rat")
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des.monster("rabid rat")
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des.monster("rabid rat")
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des.monster("rabid rat")
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des.monster("rabid rat")
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des.monster("rabid rat")
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des.monster("rabid rat")
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des.monster({ class = "r", peaceful=0 })
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des.monster("giant eel")
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des.monster("giant eel")
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des.monster("giant eel")
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des.monster("giant eel")
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des.monster("giant eel")
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des.monster("electric eel")
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des.monster("electric eel")
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des.monster("kraken")
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des.monster("shark")
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des.monster("shark")
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des.monster({ class = ";", peaceful=0 })
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des.monster({ class = ";", peaceful=0 })
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des.monster({ class = "D", peaceful=0 })
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des.monster({ class = "D", peaceful=0 })
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des.monster({ class = "D", peaceful=0 })
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des.monster({ class = "D", peaceful=0 })
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des.monster({ class = "D", peaceful=0 })
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des.monster({ class = "S", peaceful=0 })
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des.monster({ class = "S", peaceful=0 })
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des.monster({ class = "S", peaceful=0 })
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des.monster({ class = "S", peaceful=0 })
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des.monster({ class = "S", peaceful=0 })
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des.monster({ class = "S", peaceful=0 })
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des.monster({ class = "S", peaceful=0 })
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des.monster({ class = "S", peaceful=0 })
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des.monster({ class = "S", peaceful=0 })
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