Files
nethack/dat/minetn-3.lua
Pasi Kallinen fd55d9118e Use lua for special level files
Game is playable, and should compile on linux and Windows.
Assumes you have a lua 5.3 library available.

Removes level compiler and associated files.
Replaces special level des-files with lua scripts.
Exposes some NetHack internals to lua:
 - des-table with commands to create special levels
 - nh-table with NetHack core commands
 - nhc-table with some constants
 - u-table with some player-specific data (u-struct)
 - selection userdata

Adds some rudimentary tests.

Adds new extended command #wizloadlua to run a specific script,
and #wizloaddes to run a specific level-creation script.

nhlib.lua is loaded for every lua script.

Download and untar lua:
  mkdir lib
  cd lib
  curl -R -O http://www.lua.org/ftp/lua-5.3.5.tar.gz
  tar zxf lua-5.3.5.tar.gz

Then make nethack normally.
2019-11-06 18:43:20 +02:00

151 lines
4.4 KiB
Lua

-- NetHack 3.6 mines.des $NHDT-Date: 1432512783 2015/05/25 00:13:03 $ $NHDT-Branch: master $:$NHDT-Revision: 1.25 $
-- Copyright (c) 1989-95 by Jean-Christophe Collet
-- Copyright (c) 1991-95 by M. Stephenson
-- NetHack may be freely redistributed. See license for details.
--
-- Minetown variant 3 by Kelly Bailey
-- "Alley Town"
des.room({ type = "ordinary",lit=1,x=3,y=3,
xalign="center",yalign="center",w=31,h=15,
contents = function()
des.feature("fountain", 01,06)
des.feature("fountain", 29,13)
des.room({ type = "ordinary",x=2,y=2,w=2,h=2,
contents = function()
des.door({ state="closed", wall="south" })
end
});
des.room({ type = "tool shop", chance=30, lit=1,x=5,y=3,w=2,h=3,
contents = function()
des.door({ state="closed", wall="south" })
end
})
des.room({ type = "ordinary",x=2,y=10,w=2,h=3,
contents = function()
des.door({ state ="locked", wall="north" })
des.monster("G")
end
})
des.room({ type = "ordinary", x=5,y=9,w=2,h=2,
contents = function()
des.door({ state="closed", wall="north" })
end
})
des.room({ type = "temple",lit=1,x=10,y=2,w=3,h=4,
contents = function()
des.door({ state="closed", wall="east" })
des.altar({ x=1, y=1, align = align[1], type="shrine" })
des.monster("gnomish wizard")
des.monster("gnomish wizard")
end
})
des.room({ type = "ordinary",x=11,y=7,w=2,h=2,
contents = function()
des.door({ state="closed", wall="west" })
end
})
des.room({ type = "shop",lit=1,x=10,y=10,w=3,h=3,
contents = function()
des.door({ state="closed", wall="west" })
end
})
des.room({ type = "ordinary",random,x=14,y=8,w=2,h=2,
contents = function()
des.door({ state="locked", wall="north" })
des.monster("G")
end
})
des.room({ type = "ordinary",random,x=14,y=11,w=2,h=2,
contents = function()
des.door({ state="closed", wall="south" })
end
})
des.room({ type = "tool shop", chance=40,lit=1,x=17,y=10,w=3,h=3,
contents = function()
des.door({ state="closed", wall="north" })
end
})
des.room({ type = "ordinary",x=21,y=11,w=2,h=2,
contents = function()
des.door({ state="locked", wall="east" })
des.monster("G")
end
})
des.room({ type = "food shop", chance=90,lit=1,x=26,y=8,w=3,h=2,
contents = function()
des.door({ state="closed", wall="west" })
end
})
des.room({ type = "ordinary",random,x=16,y=2,w=2,h=2,
contents = function()
des.door({ state="closed", wall="west" })
end
})
des.room({ type = "ordinary",random,x=19,y=2,w=2,h=2,
contents = function()
des.door({ state="closed", wall="north" })
end
})
des.room({ type = "wand shop", chance=30,lit=1,x=19,y=5,w=3,h=2,
contents = function()
des.door({ state="closed", wall="west" })
end
})
des.room({ type = "candle shop",lit=1,x=25,y=2,w=3,h=3,
contents = function()
des.door({ state="closed", wall="south" })
end
})
des.monster({ id = "watchman", peaceful = 1 })
des.monster({ id = "watchman", peaceful = 1 })
des.monster({ id = "watchman", peaceful = 1 })
des.monster({ id = "watchman", peaceful = 1 })
des.monster({ id = "watch captain", peaceful = 1 })
end
})
des.room({ type = "ordinary", contents = function()
des.stair("up")
end
})
des.room({ type = "ordinary", contents = function()
des.stair("down")
des.trap()
des.monster("gnome")
des.monster("gnome")
end
})
des.room({ type = "ordinary", contents = function()
des.monster("dwarf")
end
})
des.room({ type = "ordinary", contents = function()
des.trap()
des.monster("gnome")
end
})
des.random_corridors()