Files
nethack/dat/Hea-loca.lua
copperwater 78d46b3a76 Fix: missing filled flags in various levels
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
2020-09-28 07:44:42 +03:00

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 $
-- Copyright (c) 1989 by Jean-Christophe Collet
-- Copyright (c) 1991, 1993 by M. Stephenson, P. Winner
-- NetHack may be freely redistributed. See license for details.
--
des.level_init({ style = "solidfill", fg = " " });
des.level_flags("mazelevel", "hardfloor");
--
des.level_init({ style="mines", fg=".", bg="P", smoothed=true ,joined=true, lit=1, walled=false })
des.map([[
PPPPPPPPPPPPP.......PPPPPPPPPPP
PPPPPPPP...............PPPPPPPP
PPPP.....-------------...PPPPPP
PPPPP....|.S.........|....PPPPP
PPP......+.|.........|...PPPPPP
PPP......+.|.........|..PPPPPPP
PPPP.....|.S.........|..PPPPPPP
PPPPP....-------------....PPPPP
PPPPPPPP...............PPPPPPPP
PPPPPPPPPPP........PPPPPPPPPPPP
]]);
-- Dungeon Description
des.region(selection.area(00,00,30,09), "lit")
des.region({ region={12,03, 20,06}, lit=1, type="temple", filled=1 })
-- Doors
des.door("closed",09,04)
des.door("closed",09,05)
des.door("locked",11,03)
des.door("locked",11,06)
-- Stairs
des.stair("up", 04,04)
des.stair("down", 20,06)
-- Non diggable walls
des.non_diggable(selection.area(11,02,21,07))
-- Altar in the temple.
des.altar({ x=13,y=05, align="chaos", type="shrine" })
-- Objects
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
des.object()
-- Random traps
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
des.trap()
-- Random monsters.
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster("rabid rat")
des.monster({ class = "r", peaceful=0 })
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("giant eel")
des.monster("electric eel")
des.monster("electric eel")
des.monster("kraken")
des.monster("shark")
des.monster("shark")
des.monster({ class = ";", peaceful=0 })
des.monster({ class = ";", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "D", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })
des.monster({ class = "S", peaceful=0 })