Add level descriptions
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src/levels/l05.md
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src/levels/l05.md
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Fifth level mixes dictionaries and lists. Each chamber keeps its own inventory.
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chambers:
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armory:
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- sword
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- shield
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pantry:
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- bread
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- water
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library:
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- tome
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- scroll
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Randomize the chamber names and their item lists
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src/levels/l06.md
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src/levels/l06.md
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Sixth level introduces anchors. Two rooms share the same trap — define it once and alias it.
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trap: &spike_pit
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type: pit
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depth: 20
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spikes: true
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rooms:
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north: *spike_pit
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south: *spike_pit
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Randomize the trap properties and which rooms reuse it
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src/levels/l07.md
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src/levels/l07.md
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Seventh level is complex data structures. The map of a single floor, with every shape nested.
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floor: 3
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rooms:
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entrance:
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type: hall
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exits:
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- north
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- east
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contents:
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- torch
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- bench
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treasury:
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type: vault
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locked: true
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contents:
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- gold
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- ruby
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Randomize room names, types, exits and contents
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src/levels/l08.md
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src/levels/l08.md
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Eighth level: tags and newlines. The scroll preserves its lines and demands explicit types.
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scroll: |
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Beware the path
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that turns twice.
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Drink only at the third spring.
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weight: !!float 12
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title: !!str 2024
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Randomize the scroll text and the tagged values
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src/levels/l09.md
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src/levels/l09.md
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Ninth level: special operators. The merge key lets each door inherit a template and override a field.
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door_defaults: &defaults
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material: oak
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locked: false
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north_door:
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<<: *defaults
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locked: true
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south_door:
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<<: *defaults
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material: iron
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Randomize the default values and which fields each door overrides
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src/levels/l10.md
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src/levels/l10.md
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Tenth level: dynamic values. The vault ledger uses many number and date forms.
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vault:
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gold: 0x1F4
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silver: 0o755
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experience: 1.5e3
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date: 2024-06-15
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Randomize the integer bases, the exponent, and the date
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src/levels/l11.md
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src/levels/l11.md
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Eleventh level: advanced anchors. Anchor shapes inside a list, then alias them elsewhere.
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shapes:
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- &triangle
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sides: 3
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angles: 180
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- &square
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sides: 4
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angles: 360
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copies:
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- *triangle
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- *square
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- *triangle
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Randomize the shape definitions and which copies are reused
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