hell_prefabs[pf]();
end
--- TODO: cold hells? (ice & water instead of lava. sometimes floor = ice)
-
hells = {
-- 1: "mines" style with lava
function ()
des.terrain(outside_walls, " "); -- return the outside back to solid wall
end
end,
+
+ -- 6: cold maze, with ice and water
+ function ()
+ local cwid = math.random(4);
+ des.level_init({ style = "solidfill", fg = " ", lit = 0 });
+ des.level_flags("mazelevel", "noflip");
+ des.level_init({ style = "maze", wallthick = 1, corrwid = cwid });
+ local outside_walls = selection.match(" ");
+ local icey = selection.negate():percentage(10):grow():filter_mapchar(".");
+ des.terrain(icey, "I");
+ if (cwid == 1 and percent(25)) then
+ rnd_hell_prefab();
+ end
+ if (cwid > 1) then
+ -- turn some ice into wall of water
+ des.terrain(icey:percentage(1), "W");
+ end
+ des.terrain(icey:percentage(5), "P");
+ if (percent(25)) then
+ des.terrain(selection.match("w"), "W"); -- walls of water
+ end
+ des.terrain(outside_walls, " "); -- return the outside back to solid wall
+ end,
};
local hellno = math.random(1, #hells);