Files
nethack/dat/themerms.lua
copperwater f71bff3285 Standardize all core and obj functions with relative coords
This is a large iteration on a previous implementation of making
nh.getmap() parse its coordinates as relative to the last defined map or
room rather than absolute to the entire level. Now, everything in the
nh.* and obj.* functions interprets coords as relative rather than
absolute. (By default; if no map or room has been defined, or if the lua
code is executing after level creation is done, they will interpret the
coordinates as absolute).

The general motivation is basically the same - routines that use
absolute coordinates are difficult to use in level creation routines,
because then the designer has to remember to convert the relative
coordinate to an absolute one (and that was impossible before
nh.abscoord was added, particularly in themed rooms). And once
nh.getmap() takes relative coordinates, it would be very strange to have
all the other functions (setting timers, burying objects, etc) remain
with absolute ones.

In a couple places, code is changed to account for coordinates that are
relative to a *room* (which uses g.coder->croom->[lx,ly] as an offset,
instead of relative to a *map*, which uses [xstart,ystart].
Specifically, selection.iterate did not account for this, and without
this the ice themed room timer was not being started in the proper
place.

All tests are updated to respect the new behavior. Most of the modified
functions are not actually used anywhere in level files; the one
exception is starting a timer in a themed room, and that has been
adjusted.

Documentation updated as well to clarify when various things are tossing
around relative and absolute coordinates, both in comments and in
lua.adoc.
2022-08-31 18:26:05 +03:00

685 lines
21 KiB
Lua

-- NetHack themerms.lua $NHDT-Date: 1652196294 2022/05/10 15:24:54 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.16 $
-- Copyright (c) 2020 by Pasi Kallinen
-- NetHack may be freely redistributed. See license for details.
-- 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()
local ice = selection.floodfill(1,1);
des.terrain(ice, "I");
if (percent(25)) then
local mintime = 1000 - (nh.level_difficulty() * 100);
local ice_melter = function(x,y)
nh.start_timer_at(x,y, "melt-ice", mintime + nh.rn2(1000));
end;
ice:iterate(ice_melter);
end
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
function()
des.room({ type = "themed",
contents = function(rm)
local spooders = nh.level_difficulty() > 8;
for x = 0, rm.width - 1 do
for y = 0, rm.height - 1 do
if (percent(30)) then
des.trap({ type = "web", x = x, y = y,
spider_on_web = spooders and percent(80) });
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,
-- Ghost of an Adventurer
function()
des.room({ type = "themed", lit = 0,
contents = function(rm)
local px = nh.rn2(rm.width);
local py = nh.rn2(rm.height);
des.monster({ id = "ghost", asleep = true, waiting = true, coord = {px,py} });
if percent(65) then
des.object({ id = "dagger", coord = {px,py}, buc = "not-blessed" });
end
if percent(55) then
des.object({ class = ")", coord = {px,py}, buc = "not-blessed" });
end
if percent(45) then
des.object({ id = "bow", coord = {px,py}, buc = "not-blessed" });
des.object({ id = "arrow", coord = {px,py}, buc = "not-blessed" });
end
if percent(65) then
des.object({ class = "[", coord = {px,py}, buc = "not-blessed" });
end
if percent(20) then
des.object({ class = "=", coord = {px,py}, buc = "not-blessed" });
end
if percent(20) then
des.object({ class = "?", coord = {px,py}, buc = "not-blessed" });
end
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 = false,
contents = function()
if (percent(50)) then
local mons = { "M", "V", "L", "Z" };
shuffle(mons);
des.monster({ class = mons[1], x=0,y=0, waiting = 1 });
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=false,
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=false,
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