Files
nethack/dat/soko1-1.lua
Alex Smith acfbd6d0e4 Add rolling boulder traps in Sokoban to reduce wrist strain
When playtesting NetHack heavily, I observed that most of the time
it wasn't placing much strain on my wrists, but Sokoban was an
exception: travel, farmove, etc. can normally be used to avoid the
need to spam keys, but they don't work while pushing a boulder, and
the boulders often need to be pushed along precise routes, so you
have to tap out every movement. This becomes particularly straining
when pushing in the last few boulders, as you have to push them a
long way along the goal corridor.

This commit adds rolling boulder traps to Sokoban that will
automatically roll boulders along the goal corridor, meaning that
you don't have to push them there manually. This considerably
reduces the number of keystrokes needed to solve Sokoban, without
making any significant change to the difficulty of the levels.
Some of the designs had to change slightly in order to make room
for them, but not in a way that meaningfully changes the solution.
2026-04-14 12:47:13 +01:00

113 lines
3.1 KiB
Lua

-- NetHack sokoban soko1-1.lua $NHDT-Date: 1652196034 2022/05/10 15:20:34 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.6 $
-- Copyright (c) 1998-1999 by Kevin Hugo
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "noteleport", "premapped", "sokoban", "solidify");
des.map([[
--------------------------
|........................|
|.......|---------------.|
-------.------ |.|
|...........| |.|
|...........| |.|
--------.----- |.|
|............| |.|
|............| |.|
-----.-------- ------|.|
|..........| --|.....|.|
|..........| |.+.....|.|
|.........|- |-|.....|.|
-------.---- |.+.....+.|
|........| |-|.....|--
|........| |.+.....|
|...|----- --|.....|
----- -------
]]);
place = selection.new();
place:set(16,11);
place:set(16,13);
place:set(16,15);
des.stair("down", 01, 01);
des.region(selection.area(00,00,25,17),"lit");
des.non_diggable(selection.area(00,00,25,17));
des.non_passwall(selection.area(00,00,25,17));
-- Boulders
des.object("boulder", 03, 05);
des.object("boulder", 05, 05);
des.object("boulder", 07, 05);
des.object("boulder", 09, 05);
des.object("boulder", 11, 05);
--
des.object("boulder", 04, 07);
des.object("boulder", 04, 08);
des.object("boulder", 06, 07);
des.object("boulder", 09, 07);
des.object("boulder", 11, 07);
--
des.object("boulder", 03, 12);
des.object("boulder", 04, 10);
des.object("boulder", 05, 12);
des.object("boulder", 06, 10);
des.object("boulder", 07, 11);
des.object("boulder", 08, 10);
des.object("boulder", 09, 12);
--
des.object("boulder", 03, 14);
-- prevent monster generation over the (filled) holes
des.exclusion({ type = "monster-generation", region = { 07,01, 23,01 } });
-- Traps
des.trap("hole", 07, 01);
des.trap("rolling boulder", 08, 01);
des.trap("hole", 09, 01);
des.trap("hole", 10, 01);
des.trap("hole", 11, 01);
des.trap("hole", 12, 01);
des.trap("hole", 13, 01);
des.trap("hole", 14, 01);
des.trap("hole", 15, 01);
des.trap("hole", 16, 01);
des.trap("hole", 17, 01);
des.trap("hole", 18, 01);
des.trap("hole", 19, 01);
des.trap("hole", 20, 01);
des.trap("hole", 21, 01);
des.trap("hole", 22, 01);
des.trap("hole", 23, 01);
des.monster({ id = "giant mimic", appear_as = "obj:boulder" });
des.monster({ id = "giant mimic", appear_as = "obj:boulder" });
-- Random objects
des.object({ class = "%" });
des.object({ class = "%" });
des.object({ class = "%" });
des.object({ class = "%" });
des.object({ class = "=" });
des.object({ class = "/" });
-- Rewards
des.door("locked", 23, 13);
des.door("closed", 17, 11);
des.door("closed", 17, 13);
des.door("closed", 17, 15);
des.region({ region={18,10, 22,16}, lit = 1, type = "zoo", filled = 1, irregular = 1 });
local pt = selection.rndcoord(place);
if percent(75) then
des.object({ id="bag of holding", coord=pt,
buc="not-cursed", achievement=1 });
else
des.object({ id="amulet of reflection", coord=pt,
buc="not-cursed", achievement=1 });
end
des.engraving({ coord = pt, type = "burn", text = "Elbereth" });
des.object({ id = "scroll of scare monster", coord = pt, buc = "cursed" });