Difference between revisions of "Random vault (UnNetHack)"

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m (Possible Vaults: Chance to = opportunity; chance of = probability)
(update, convert list to table, fix rooms left in .des format)
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Random vaults (not to be confused with [[Vault]]s) are a part of the level generation formula introduced in [[UnNetHack]].  
+
'''Random vaults''' are a part of the level generation formula introduced in [[UnNetHack]]. The name is a misnomer: these are entirely unrelated to the hidden [[vault]]s filled with gold, and connect normally to the rest of the dungeon.
  
Despite the name, "random vaults" are really "random rooms" and connect to the rest of the dungeon normally.
+
Every room that isn't part of a special level and not a [[vault]] is selected from the list of random vaults.
{{todo|This is still confusing - as evidenced by the [[Talk:Random vault (UnNetHack)|talk page]]...  Also, the article is very unattractive, and someone should fix the vaults left as des files}}
 
  
All rooms in the main branch of the dungeon that are not gold vaults or part of special levels are selected from the list of random vaults.
+
The "normal random room" has a 40/41 chance of being selected. All the others have a 1/2050 chance of being selected.
 
 
When selecting what random vault to place, each random vault except the "Normal Random Room" has a 1/2050 chance of being selected. If none are chosen, the vault selected is "Normal Random Room" - which is simply a normal room as you would often find in vanilla and has a 2000/2050 or 40/41 chance of being generated. In addition, some of these vaults (including "Normal Random Room") can be further transformed into [[Special room]]s. When this is possible, it is stated in the description of the individual vault, and follows the normal probabilities for generating special rooms.
 
  
 +
Some random vaults, including the "normal random room", can be further transformed into [[Special room]]s.
  
 +
In the UnNetHack source code, the random vaults are defined in <code>dat/vaults.des</code>.
  
 
== Possible Vaults ==
 
== Possible Vaults ==
  
* Normal Random Room
+
{|class="prettytable"
** Exactly what it says on the tin, this is a normal room. It can be converted into any possible special room. It is also the only one with a unique chance of being generated, (40/41 compared to 1/2050)
+
!Name
* Fake Delphi
+
!Can be transformed into special room
** This 11x9 vault looks a bit like the room the oracle is in - a big room with a small room in the center
+
!Size
** Both the room and the subroom are guaranteed to be lit
+
!Map
** There is a door to the subroom, with a 25% chance of a second door. Both doors have a chance of being locked and/or trapped and/or secret.
+
!Notes
* Room with a subroom
+
|-
** This is just a random room with a random subroom
+
|normal random room
** There is a door to the subroom with a chance of being locked and/or trapped and/or secret.
+
|Yes
* Big room 1
+
|
** This is a random 30x10 room
+
|
** It has a 75% of having a random normal room as a subroom. This subroom will have a randomly placed door with a 50% chance of a second door. Both doors have a chance of being locked and/or trapped and/or secret.
+
|
* lava/ice/pool/tree/fountain room
+
* The regular rooms found in vanilla NetHack
** This is a 3x3 room.
+
* The only one with a unique chance of being generated, (40/41 compared to 1/2050)
** The center square of the room has an equal chance of being lava, ice, pool, tree, or fountain.
+
|-
** Each other square has a 10% chance of being the same as the center square.
+
|Fake Delphi
* Big room 2
+
|Subroom only
** This 10x17 random vault has 2d3 random hostile monsters inside it
+
|11x9
* thin, long, horizontal room
+
|
** This 17x3 random vault has 2d3 random hostile monsters inside it
+
|
* thin, long, vertical room
+
* A big room with a small room in the center, similar to Delphi
** This 3x17 random vault has 2d3 random hostile monsters inside it
+
* Both the room and the subroom are guaranteed to be lit
* tiny cage, big monster
+
* There is a door to the subroom, with a 25% chance of a second door.
** This 5x5 random vault is just a random room with a 2x2 subroom if it is generated on Dungeon Level 1 or 2
+
* Both doors have a chance of being locked and/or trapped and/or secret.
** If it is generated on level 3 or lower, that subroom also has a random [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]] and the monster will now be caged in iron bars
+
|-
* room with dangerous monster and loot
+
|room with a subroom
** This randomly sized vault contains a random hostile monster [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]] (100% chance)
+
|Subroom only
** In addition to that monster, there is a 50% chance of a second hostile monster [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]], and a 25% chance of a third monster [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]].
+
|
** The 25% chance monster is not guaranteed to be hostile.
+
|
 +
|
 +
* A random room with a random subroom
 +
|-
 +
|big room, 1
 +
|No
 +
|30x10
 +
|
 +
|
 +
* Has a 75% chance of having a random normal room as a subroom
 +
** This subroom will have a randomly placed door with a 50% chance of a second door
 +
** Both doors have a chance of being locked and/or trapped and/or secret.
 +
|-
 +
|lava/ice/pool/tree/fountain room
 +
|No
 +
|3x3
 +
|
 +
|
 +
* The center square of the room has an equal chance of being lava, ice, pool, tree, or fountain.
 +
* Each other square has a 10% chance of being the same as the center square.
 +
|-
 +
|big room, 2 (max. vertical height)
 +
|No
 +
|10x17
 +
|
 +
|rowspan="3"|
 +
* Has 2d3 random hostile monsters
 +
|-
 +
|thin, long, horizontal room
 +
|No
 +
|17x3
 +
|
 +
|-
 +
|thin, long, vertical room
 +
|No
 +
|3x17
 +
|
 +
|-
 +
|tiny cage, big monster
 +
|No
 +
|5x5
 +
|
 +
|
 +
* DL1 or DL2: just a random room with a 2x2 subroom
 +
* Otherwise: subroom also has a random [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]] and the monster will now be caged in iron bars
 +
|-
 +
|room with dangerous monster and loot
 +
|No
 +
|
 +
|
 +
|
 +
* Up to 3 monsters from the classes [[M]], [[D]], [[O]], [[Z]], [[T]], or [[H]]
 +
** 100% chance of the first random hostile monster
 +
** 50% chance of a second hostile monster
 +
** 25% chance of a third monster (not guaranteed to be hostile)
 
** These percentages are calculated independently, so there is still a 25% chance, even if the 50% chance fails.
 
** These percentages are calculated independently, so there is still a 25% chance, even if the 50% chance fails.
** In addition to the guaranteed monster and the two possible monsters, there is a 100% chance of a random object. There is an additional 75% chance of a second object, a 50% chance of a third object, a 25% chance of a fourth object (this one will be blessed if it appears), and a 10% chance of a fifth object (this one will be blessed if it appears).
+
* Random object
** As with the monster percentages, these object percentages are calculated independently, so each check takes place, regardless of the success or failure of previous checks.
+
** 100% chance of the first object
* boulder room
+
** 75% chance of a second object
** This otherwise normal room contains 1d6+3 boulders, and 1d4 rolling boulder traps
+
** 50% chance of a third object
* spider nest
+
** 25% chance of a fourth object (this one will be cursed)
** This otherwise normal room contains 3d3 webs
+
** 10% chance of a fifth object (this one will be blessed)
* ice room
+
|-
** This is a normal room, except the floor is replaced by ice
+
|boulder room
* random cloud/lava/ice/pool/tree room
+
|No
** This is a normal room, except 30% of the tiles are replaced with cloud, lava, ice, pools, or trees (all will be the same type of replacement)
+
|
* buried treasure
+
|
** This room can take the form of any other special room
+
|
** Buried somewhere in the room is a chest filled with 3d4 random objects
+
* 1d6 + 3 boulders
* massacre
+
* 1d4 rolling boulder traps
** This is a normal room filled with bodies from some horrific massacre.
+
|-
** There are 5d5 random corpses from the following list:
+
|spider nest
**:'@', "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"
+
|No
** Each corpse generated has a 90% chance of being the same as the previous corpse generated, so the most likely outcome is multiple instances of a few types
+
|
* statuary
+
|
** This is a normal room with 5d5 random statues
+
|
** There is a 50% chance each for the existence of 3 statue traps
+
* unlit
* light source
+
* 3d3 webs
** This is a normal unlit room
+
|-
** There will be a lit oil lamp sitting in the room (if you get there before it burns out)
+
|ice room
* temple of the gods
+
|No
** There are 3 randomly placed altars in this room, one of each alignment
+
|
* Mausoleum
+
|
<pre>
+
|
LEVEL:"vlt-%04i"
+
* 10% chance of a cold trap
FLAGS:rndvault
+
* Floor replaced by ice
ROOM:"rndvault", random, random, random, (5,5) {
+
|-
  TERRAIN:(1,1) & (2,1) & (3,1) &
+
|random cloud/lava/ice/pool/tree room
          (1,2) &        (3,2) &
+
|No
          (1,3) & (2,3) & (3,3), '-'
+
|
  IF [50%] {
+
|
    $mons = MONSTER: { 'M', 'V', 'L', 'Z' }
+
|
    SHUFFLE: $mons
+
* 30% of the tiles are replaced with cloud, lava, ice, pools, or trees (all will be the same type of replacement)
    MONSTER:$mons[0],(2,2), hostile
+
|-
  } ELSE {
+
|buried treasure
    OBJECT:('%', "corpse"), random, montype:'@'
+
|Yes
  }
+
|
 
+
|
  IF [20%] {
+
|
    $place = { (2,1), (1,2), (3,2), (2,3) }
+
* Guaranteed buried chest with 3d4 objects
    SHUFFLE: $place
+
|-
    TERRAIN: $place[0], 'S'
+
|massacre
  }
+
|No
}
+
|
</pre>
+
|
* big room, 1, random type
+
|
** This 17x10 room will be a larger version of any type of randomly generated room
+
* 5d5 random corpses of the following
* big room, 2 (max. vertical height), filled with fog
+
** @', "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", "convict"
** This 10x17 normal room has a lot of clouds in it, plus 2d3 random hostile monsters
+
* Each corpse generated has a 90% chance of being the same as the previous corpse generated
* very thin, long, horizontal room
+
|-
** this 50x3 room has 2d3 random hostile monsters
+
|statuary
* very very thin, long, horizontal room
+
|No
** this 70x3 room has 2d3 random hostile monsters
+
|
* L-shaped
+
|
 +
|
 +
* 5d5 statues
 +
* 3 statue traps, each with 50% of existing
 +
|-
 +
|light source
 +
|Yes
 +
|
 +
|
 +
|
 +
* unlit
 +
* guaranteed lit oil lamp
 +
|-
 +
|potentially spooky
 +
|Yes
 +
|
 +
|
 +
|
 +
* unlit
 +
* if it's night time:
 +
** 100% of first grave
 +
** 20% of second grave
 +
** if DL > 10, there will be a [[&]]
 +
|-
 +
|temple of the gods
 +
|No
 +
|
 +
|
 +
|
 +
* one temple of each alignment
 +
|-
 +
|mausoleum
 +
|No
 +
|5x5
 +
|
 +
|
 +
* Equal chance of one of the following
 +
** random hostile [[L]], [[M]], [[V]], [[Z]] in the middle
 +
** corpse of a random [[@]]
 +
* 20% of a secret door
 +
** never in a corner
 +
* outer tiles will be solid rock
 +
|-
 +
|big room, 1, random type
 +
|No
 +
|17x10
 +
|
 +
|
 +
* a larger version of any type of randomly generated room
 +
|-
 +
|big room, 2 (max. vertical height), filled with fog
 +
|No
 +
|10x17
 +
|
 +
|
 +
* lot of clouds
 +
* 2d3 random hostile monsters
 +
|-
 +
|very thin, long, horizontal room
 +
|No
 +
|50x5
 +
|
 +
|rowspan="2"|
 +
* 2d3 random hostile monsters
 +
|-
 +
|very very thin, long, horizontal room
 +
|No
 +
|70x3
 +
|
 +
|-
 +
|L-shaped
 +
|Yes
 +
|
 +
|
 
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-----xxx
 
-----xxx
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--------
 
--------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.
+
|rowspan="2"|
* L-shaped, big
+
* can exist in any of the 4 possible rotations
 +
|-
 +
|L-shaped, big
 +
|No
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-------xxxxxx
 
-------xxxxxx
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-------------
 
-------------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.
+
|-
* Blocked center
+
|Blocked center
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-----------
 
-----------
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-----------
 
-----------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** It is possible for lava to be replaced with either pools or solid rock
+
|
** This room can be turned into any type of special room
+
* 75% chance of replacing lava with one of the following:
* circular, small
+
** solid rock
 +
** pool of water
 +
** crystal ice wall
 +
|-
 +
|Circular, small
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xx---xx
 
xx---xx
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xx---xx
 
xx---xx
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can be turned into any type of special room
+
|
* circular, medium
+
|-
 +
|Circular, medium
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xx-----xx
 
xx-----xx
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xx-----xx
 
xx-----xx
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can be turned into any type of special room
+
|
* circular, large
+
|-
 +
|Circular, big
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xxx-----xxx
 
xxx-----xxx
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xxx-----xxx
 
xxx-----xxx
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can be turned into any type of special room
+
|
* T-shaped
+
|-
 +
|T-shaped
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xxx-----xxx
 
xxx-----xxx
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-----------
 
-----------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.
+
|
* S-shaped
+
* Can exist in any of 4 rotations
 +
|-
 +
|S-shaped
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-----xxx
 
-----xxx
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xxx-----
 
xxx-----
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.
+
|
* Z-shaped
+
* Can exist in any of 2 rotations
 +
|-
 +
|Z-shaped
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xxx-----
 
xxx-----
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-----xxx
 
-----xxx
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.
+
|
* U-shaped
+
* Can exist in any of 2 rotations
 +
|-
 +
|U-shaped
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-----xxx-----
 
-----xxx-----
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-------------
 
-------------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.
+
|
* C-shaped
+
* Can be flipped vertically
 +
|-
 +
|C-shaped
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
--------
 
--------
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--------
 
--------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can exist in any of the 2 possible rotations. It can be turned into any type of special room.
+
|
 
+
* Can be flipped horizontally
* Tetris L-shaped
+
|-
 +
|Tetris L-shaped
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
-----xxx
 
-----xxx
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--------
 
--------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.
+
|
 
+
* Can exist in any of 4 rotations
* Tetris J-shaped
+
|-
 +
|Tetris J-shaped
 +
|Yes
 +
|
 +
|
 
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<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
xxx-----
 
xxx-----
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--------
 
--------
 
</replacecharsblock></div>
 
</replacecharsblock></div>
** This room can exist in any of the 4 possible rotations. It can be turned into any type of special room.
+
|
 
+
* Can be in any of 4 rotations
* 4-Leaf Clover
+
|-
 +
|Four-leaf clover
 +
|Yes
 +
|
 +
|
 
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-----x-----
 
-----x-----
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-----x-----
 
-----x-----
 
</replacecharsblock></div>
 
</replacecharsblock></div>
**  It can be turned into any type of special room.
+
|
* Watcher in the Water
+
|-
** Not to be confused with the [[Watcher in the Water|monster of the same name]]
+
|Cross
** This room contains 1d3 random pools
+
|Yes
** If this occurs on level 3 or deeper, it will contain, a [[Giant eel]], [[Electric eel]], or [[Kraken]]
+
|
* room with sessile growths
+
|
** This room contains 4d3 sleeping [[gas spore]]s, [[F]], [[b]], [[j]], and [[P]]
+
<div class="ttyscreen"><replacecharsblock rules="ttymap">
* Pillars
+
xxx-----xxx
<pre>
+
xxx|...|xxx
LEVEL:"vlt-%04i"
+
xxx|...|xxx
FLAGS:rndvault
+
----...----
ROOM:"ordinary", random, random, random, (10, 10) {
+
|.........|
  $terr = terrain: { '-', '-', '-', '-', '-', 'L', 'I', 'P', 'T' }
+
|.........|
  SHUFFLE: $terr
+
|.........|
  FOR $y = 0 TO ((room.height - 3) / 4) {
+
----...----
    FOR $x = 0 TO ((room.width - 3) / 4) {
+
xxx|...|xxx
      TERRAIN:coord(($x * 4) + 2, ($y * 4) + 2), $terr[0]
+
xxx|...|xxx
      TERRAIN:coord(($x * 4) + 3, ($y * 4) + 2), $terr[0]
+
xxx-----xxx
      TERRAIN:coord(($x * 4) + 2, ($y * 4) + 3), $terr[0]
+
</replacecharsblock></div>
      TERRAIN:coord(($x * 4) + 3, ($y * 4) + 3), $terr[0]
+
|
    }
+
|-
  }
+
|watcher in the water
}
+
|No
</pre>
+
|
* Small, tightly-spaced pillars
+
|
<pre>
+
|
LEVEL:"vlt-%04i"
+
* Not to be confused with the [[Watcher in the Water|monster of the same name]]
FLAGS:rndvault
+
* This room contains 1d3 random pools
ROOM:"ordinary", random, random, random, random {
+
* If this occurs on level 3 or deeper, it will contain, a [[Giant eel]], [[Electric eel]], or [[Kraken]]
  IF [ (room.width % 2) == 0 ] { BREAK }
+
|-
  IF [ (room.height % 2) == 0 ] { BREAK }
+
|room with sessile growths
  $terr = terrain: { '-', '-', '-', '-', '-', 'L', 'I', 'P', 'T', 'C' ,'F' }
+
|No
  SHUFFLE: $terr
+
|
  FOR $y = 0 TO ((room.height - 3) / 2) {
+
|
    FOR $x = 0 TO ((room.width - 3) / 2) {
+
|
      TERRAIN:coord(($x * 2) + 1, ($y * 2) + 1), $terr[0]
+
* 4d3 sleeping [[gas spore]]s, [[F]], [[b]], [[j]], and [[P]]
    }
+
|-
  }
+
|Pillars
}
+
|Yes
</pre>
+
|10x10
* Mirrored obstacles
+
|
<pre>
+
|
LEVEL:"vlt-%04i"
+
*There is a 2x2 pillar with one of the following terrain:
FLAGS:rndvault
+
** 50% chance of solid rock
ROOM:"ordinary", random, random, random, random {
+
** 10% chance of lava
  IF [ room.width < 4 ] { BREAK }
+
** 10% chance of ice
  IF [ room.height < 4 ] { BREAK }
+
** 10% chance of a pool of water
  $terr = terrain: { '-', '-', '-', '-', '-', 'L', 'I', 'P', 'T', 'C', 'F' }
+
** 10% chance of trees
  SHUFFLE: $terr
+
** 10% chance of crystal ice wall
  LOOP [ 1d3 ] {
+
|-
    $x = 1d6 - (1)
+
|Small tightly-placed pillars
    IF [ $x >= room.width ] { $x = (room.width - (1)) }
+
|Yes
    $y = 1d6 - (1)
+
|
    IF [ $y >= room.height ] { $y = (room.height - (1)) }
+
|
    TERRAIN:coord($x, $y), $terr[0]
+
|
    $mx = room.width - ($x) - (1)
+
* If the width or height is even, no special terrain
    $my = room.height - ($y) - (1)
+
* Otherwise, 1x1 pillars with one of the following terrain:
    TERRAIN:coord($mx, $my), $terr[0]
+
** 5/12 chance of solid rock
  }
+
** 1/12 chance of lava
}
+
** 1/12 chance of ice
</pre>
+
** 1/12 chance of a pool or water
* Trap room
+
** 1/12 chance of tree
** As the name suggests, this is a room filled with [[trap]]s.
+
** 1/12 chance of crystal ice wall
** The number of traps will be equal to 1/4 the area of the room, plus up to an additional 1/3 of the room
+
** 1/12 chance of cloud
** The traps will be selected from the following list:
+
** 1/12 chance or iron bars
(pit/spiked pit), land mine, falling rock, (fire/cold trap), (trap door/hole), (arrow/dart)
+
|-
* Underground rivers
+
|Mirrored obstacles
<pre>
+
|Yes
LEVEL:"vlt-%04i"
+
|
FLAGS:rndvault
+
|
GEOMETRY:random
+
|
MAP
+
* If the width or height is below 4, no obstacles
 
+
* Otherwise, 1d3 pairs of mirrored obstacles, using one of the following terrain:
 
+
** 5/12 chance of solid rock
ENDMAP
+
** 1/12 chance of lava
$terr = terrain: { ('L', lit), 'P' }
+
** 1/12 chance of ice
SHUFFLE:$terr
+
** 1/12 chance of a pool or water
SPILL:random, $terr[0], north, 2d4
+
** 1/12 chance of tree
</pre>
+
** 1/12 chance of crystal ice wall
* Trapped rust monster, disenchanter, or disintegrator
+
** 1/12 chance of cloud
** This is a 5x5 room with a 2x2 cage of iron bars in the center. In the cage is a random [[R]]
+
** 1/12 chance or iron bars
** Other than [[polymorph]], this is the only time that [[disintegrator]]s can appear in UnNetHack (thankfully)
+
|-
* Fern Nursery
+
|Trap Room
 +
|No
 +
|
 +
|
 +
|
 +
* Filled with [[trap]]s.
 +
* The number of traps will be equal to 1/4 the area of the room, plus up to an additional 1/3 of the room
 +
* The traps will be selected from the following list:
 +
** (pit/spiked pit)
 +
** land mine
 +
** falling rock
 +
** (fire/cold trap)
 +
** (trap door/hole)
 +
** (arrow/dart)
 +
|-
 +
|Underground rivers
 +
|
 +
|
 +
|
 +
|
 +
* might not count as an actual "room"
 +
* random "globs" of lava or water pools
 +
|-
 +
|Trapped rust monster, disenchanter, or disintegrator
 +
|No
 +
|5x5
 +
|
 +
|
 +
* Has a 2x2 island of hostile [[R]], surrounded by pools of water
 +
* Other than [[polymorph]], this is the only time that [[disintegrator]]s can appear in UnNetHack (thankfully)
 +
|-
 +
|Fern nursery
 +
|No
 +
|
 +
|
 +
|
 +
* If DL >= 3:
 
** 25% chance of a [[fern|dungeon fern]]
 
** 25% chance of a [[fern|dungeon fern]]
 
** 50% chance of a [[fern|arctic fern]]
 
** 50% chance of a [[fern|arctic fern]]
 
** 50% chance of a [[fern|blazing fern]]
 
** 50% chance of a [[fern|blazing fern]]
 
** 50% chance of an [[fern|arctic fern]]
 
** 50% chance of an [[fern|arctic fern]]
* Ozymandias' Tomb
+
|-
<pre>
+
|Ozymandias' Tomb
LEVEL:"vlt-%04i"
+
|No
FLAGS:rndvault
+
|
GEOMETRY:random
+
|
MAP
+
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 
---------
 
---------
 
|.......|
 
|.......|
Line 399: Line 620:
 
|.......|
 
|.......|
 
---------
 
---------
ENDMAP
+
</replacecharsblock></div>
REGION:(1,1,7,7),lit,"rndvault",filled { }
+
|
ENGRAVING: (6,4), burn, "Look on my works, ye mighty, and despair"
+
* Burned Engravings
[10%]: ENGRAVING: (5,4), burn, "My name is Ozymandias, king of kings"
+
** 100% chance of "Look on my works, ye mighty, and despair"
[50%]: TRAP: "hole", (3,2)
+
** 10% chance of "My name is Ozymandias, king of kings"
[80%]: TRAP: "hole", (5,3)
+
* Holes
[30%]: TRAP: "hole", (3,6)
+
** independent chance of each
[75%]: TRAP: "web", (1,1)
+
** 50% chance of the first
[75%]: TRAP: "web", (1,6)
+
** 80% chance of the second
TRAP: "web", (7,6)
+
** 30% chance of the third
CONTAINER:"chest", (7,1), trapped { }
+
* 2 guaranteed statue traps
TRAP: "statue", (7,3)
+
* Webs or falling rock traps
TRAP: "statue", (7,7)
+
** If DL >= 7, these will be webs, otherwise they will be falling rock traps
OBJECT:('`',"statue"),(7,3),montype:('d', "werejackal")
+
** independent chance of each
OBJECT:('`',"statue"),(7,1),montype:('@', "elvenking")
+
** 75% chance of the first
</pre>
+
** 75% chance of the second
 +
** 100% chance of the third
 +
* Guaranteed trapped chest
 +
* Guaranteed statues
 +
** 1 of an Elvenking
 +
** 1 of a werejackal
 +
|-
 +
|Pacman
 +
|No
 +
|
 +
|
 +
<div class="ttyscreen"><replacecharsblock rules="ttymap">
 +
--------------------
 +
|....|........|....|
 +
|.--.|.------.|.--.|
 +
|.|..............|.|
 +
|.|.--.|-FF-|.--.|.|
 +
|......|    |......|
 +
|.|.--.|----|.--.|.|
 +
|.|..............|.|
 +
|.--.|.------.|.--.|
 +
|....|........|....|
 +
--------------------
 +
</replacecharsblock></div>
 +
|
 +
* All of these are guaranteed at random positions:
 +
** an apple
 +
** a pear
 +
** a banana
 +
** an orange
 +
** a melon
 +
** a ghost named Inky
 +
** a ghost named Blinky
 +
** a ghost named Pinky
 +
** a ghost named Clyde
 +
|}
  
{{stub|Please improve this list. Also, right now the "filled" flag doesn't factor into these descriptions}}
 
 
[[Category:UnNetHack]] [[Category:Special rooms]]
 
[[Category:UnNetHack]] [[Category:Special rooms]]

Revision as of 22:15, 15 February 2020

Random vaults are a part of the level generation formula introduced in UnNetHack. The name is a misnomer: these are entirely unrelated to the hidden vaults filled with gold, and connect normally to the rest of the dungeon.

Every room that isn't part of a special level and not a vault is selected from the list of random vaults.

The "normal random room" has a 40/41 chance of being selected. All the others have a 1/2050 chance of being selected.

Some random vaults, including the "normal random room", can be further transformed into Special rooms.

In the UnNetHack source code, the random vaults are defined in dat/vaults.des.

Possible Vaults

Name Can be transformed into special room Size Map Notes
normal random room Yes
  • The regular rooms found in vanilla NetHack
  • The only one with a unique chance of being generated, (40/41 compared to 1/2050)
Fake Delphi Subroom only 11x9
  • A big room with a small room in the center, similar to Delphi
  • Both the room and the subroom are guaranteed to be lit
  • There is a door to the subroom, with a 25% chance of a second door.
  • Both doors have a chance of being locked and/or trapped and/or secret.
room with a subroom Subroom only
  • A random room with a random subroom
big room, 1 No 30x10
  • Has a 75% chance of having a random normal room as a subroom
    • This subroom will have a randomly placed door with a 50% chance of a second door
    • Both doors have a chance of being locked and/or trapped and/or secret.
lava/ice/pool/tree/fountain room No 3x3
  • The center square of the room has an equal chance of being lava, ice, pool, tree, or fountain.
  • Each other square has a 10% chance of being the same as the center square.
big room, 2 (max. vertical height) No 10x17
  • Has 2d3 random hostile monsters
thin, long, horizontal room No 17x3
thin, long, vertical room No 3x17
tiny cage, big monster No 5x5
  • DL1 or DL2: just a random room with a 2x2 subroom
  • Otherwise: subroom also has a random M, D, O, Z, T, or H and the monster will now be caged in iron bars
room with dangerous monster and loot No
  • Up to 3 monsters from the classes M, D, O, Z, T, or H
    • 100% chance of the first random hostile monster
    • 50% chance of a second hostile monster
    • 25% chance of a third monster (not guaranteed to be hostile)
    • These percentages are calculated independently, so there is still a 25% chance, even if the 50% chance fails.
  • Random object
    • 100% chance of the first object
    • 75% chance of a second object
    • 50% chance of a third object
    • 25% chance of a fourth object (this one will be cursed)
    • 10% chance of a fifth object (this one will be blessed)
boulder room No
  • 1d6 + 3 boulders
  • 1d4 rolling boulder traps
spider nest No
  • unlit
  • 3d3 webs
ice room No
  • 10% chance of a cold trap
  • Floor replaced by ice
random cloud/lava/ice/pool/tree room No
  • 30% of the tiles are replaced with cloud, lava, ice, pools, or trees (all will be the same type of replacement)
buried treasure Yes
  • Guaranteed buried chest with 3d4 objects
massacre No
  • 5d5 random corpses of the following
    • @', "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", "convict"
  • Each corpse generated has a 90% chance of being the same as the previous corpse generated
statuary No
  • 5d5 statues
  • 3 statue traps, each with 50% of existing
light source Yes
  • unlit
  • guaranteed lit oil lamp
potentially spooky Yes
  • unlit
  • if it's night time:
    • 100% of first grave
    • 20% of second grave
    • if DL > 10, there will be a &
temple of the gods No
  • one temple of each alignment
mausoleum No 5x5
  • Equal chance of one of the following
    • random hostile L, M, V, Z in the middle
    • corpse of a random @
  • 20% of a secret door
    • never in a corner
  • outer tiles will be solid rock
big room, 1, random type No 17x10
  • a larger version of any type of randomly generated room
big room, 2 (max. vertical height), filled with fog No 10x17
  • lot of clouds
  • 2d3 random hostile monsters
very thin, long, horizontal room No 50x5
  • 2d3 random hostile monsters
very very thin, long, horizontal room No 70x3
L-shaped Yes

-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
--------
  • can exist in any of the 4 possible rotations
L-shaped, big No

-------xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....|xxxxxx
|.....-------
|...........|
|...........|
|...........|
|...........|
|...........|
-------------
Blocked center Yes

-----------
|.........|
|.........|
|.........|
|...}}}...|
|...}}}...|
|...}}}...|
|.........|
|.........|
|.........|
-----------
  • 75% chance of replacing lava with one of the following:
    • solid rock
    • pool of water
    • crystal ice wall
Circular, small Yes

xx---xx
x--.--x
|-...-|
|.....|
|-...-|
x--.--x
xx---xx
Circular, medium Yes

xx-----xx
x--...--x
|-.....-|
|.......|
|.......|
|.......|
|-.....-|
x--...--x
xx-----xx
Circular, big Yes

xxx-----xxx
x---...---x
x-.......-x
|-.......-|
|.........|
|.........|
|.........|
|-.......-|
x-.......-x
x---...---x
xxx-----xxx
T-shaped Yes

xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
-----------
  • Can exist in any of 4 rotations
S-shaped Yes

-----xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
----...|
xxx|...|
xxx|...|
xxx-----
  • Can exist in any of 2 rotations
Z-shaped Yes

xxx-----
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
|...----
|...|xxx
|...|xxx
-----xxx
  • Can exist in any of 2 rotations
U-shaped Yes

-----xxx-----
|...|xxx|...|
|...|xxx|...|
|...-----...|
|...........|
|...........|
|...........|
-------------
  • Can be flipped vertically
C-shaped Yes

--------
|......|
|......|
|...----
|...|xxx
|...|xxx
|...----
|......|
|......|
--------
  • Can be flipped horizontally
Tetris L-shaped Yes

-----xxx
|...|xxx
|...|xxx
|...|xxx
|...|xxx
|...|xxx
|...----
|......|
|......|
|......|
--------
  • Can exist in any of 4 rotations
Tetris J-shaped Yes

xxx-----
xxx|...|
xxx|...|
xxx|...|
xxx|...|
xxx|...|
----...|
|......|
|......|
|......|
--------
  • Can be in any of 4 rotations
Four-leaf clover Yes

-----x-----
|...|x|...|
|...---...|
|.........|
---.....---
xx|.....|xx
---.....---
|.........|
|...---...|
|...|x|...|
-----x-----
Cross Yes

xxx-----xxx
xxx|...|xxx
xxx|...|xxx
----...----
|.........|
|.........|
|.........|
----...----
xxx|...|xxx
xxx|...|xxx
xxx-----xxx
watcher in the water No
room with sessile growths No
Pillars Yes 10x10
  • There is a 2x2 pillar with one of the following terrain:
    • 50% chance of solid rock
    • 10% chance of lava
    • 10% chance of ice
    • 10% chance of a pool of water
    • 10% chance of trees
    • 10% chance of crystal ice wall
Small tightly-placed pillars Yes
  • If the width or height is even, no special terrain
  • Otherwise, 1x1 pillars with one of the following terrain:
    • 5/12 chance of solid rock
    • 1/12 chance of lava
    • 1/12 chance of ice
    • 1/12 chance of a pool or water
    • 1/12 chance of tree
    • 1/12 chance of crystal ice wall
    • 1/12 chance of cloud
    • 1/12 chance or iron bars
Mirrored obstacles Yes
  • If the width or height is below 4, no obstacles
  • Otherwise, 1d3 pairs of mirrored obstacles, using one of the following terrain:
    • 5/12 chance of solid rock
    • 1/12 chance of lava
    • 1/12 chance of ice
    • 1/12 chance of a pool or water
    • 1/12 chance of tree
    • 1/12 chance of crystal ice wall
    • 1/12 chance of cloud
    • 1/12 chance or iron bars
Trap Room No
  • Filled with traps.
  • The number of traps will be equal to 1/4 the area of the room, plus up to an additional 1/3 of the room
  • The traps will be selected from the following list:
    • (pit/spiked pit)
    • land mine
    • falling rock
    • (fire/cold trap)
    • (trap door/hole)
    • (arrow/dart)
Underground rivers
  • might not count as an actual "room"
  • random "globs" of lava or water pools
Trapped rust monster, disenchanter, or disintegrator No 5x5
  • Has a 2x2 island of hostile R, surrounded by pools of water
  • Other than polymorph, this is the only time that disintegrators can appear in UnNetHack (thankfully)
Fern nursery No
Ozymandias' Tomb No

---------
|.......|
|.......|
|.......|
|......\|
|.......|
|.......|
|.......|
---------
  • Burned Engravings
    • 100% chance of "Look on my works, ye mighty, and despair"
    • 10% chance of "My name is Ozymandias, king of kings"
  • Holes
    • independent chance of each
    • 50% chance of the first
    • 80% chance of the second
    • 30% chance of the third
  • 2 guaranteed statue traps
  • Webs or falling rock traps
    • If DL >= 7, these will be webs, otherwise they will be falling rock traps
    • independent chance of each
    • 75% chance of the first
    • 75% chance of the second
    • 100% chance of the third
  • Guaranteed trapped chest
  • Guaranteed statues
    • 1 of an Elvenking
    • 1 of a werejackal
Pacman No

--------------------
|....|........|....|
|.--.|.------.|.--.|
|.|..............|.|
|.|.--.|-##-|.--.|.|
|......|    |......|
|.|.--.|----|.--.|.|
|.|..............|.|
|.--.|.------.|.--.|
|....|........|....|
--------------------
  • All of these are guaranteed at random positions:
    • an apple
    • a pear
    • a banana
    • an orange
    • a melon
    • a ghost named Inky
    • a ghost named Blinky
    • a ghost named Pinky
    • a ghost named Clyde