Cyan room and some polish

This commit is contained in:
He4eT 2019-11-11 02:55:56 +05:00
commit 6a9bd0d991
6 changed files with 69 additions and 13 deletions

View file

@ -1,7 +1,8 @@
advertisingDisplay: Decoration, Fixture
'bright lcd screen/display/monitor'
'bright lcd display'
" Huge and bright display mounted on the wall.<.p>
" Huge and bright display mounted on the wall.
<br>Images changes one by another.<.p>
On the screen you see "
location = yellowRoom

45
src/room/cyanRoom.t Normal file
View file

@ -0,0 +1,45 @@
cyanRoom: Room
'Square room'
" This is a large square room
with white plastic panels everywhere.
<.p>
In the center
on the floor is the
square area's outline.
<.p>
The north direction leads to
living units.
<br>On the east wall you can see
the armored door that says <q>Operating room</q>.
<br>Enclosed by safety tape,
the doorway in the west wall
looks damaged and corrupted.
<.p>"
north = yellowRoom
east = operatingRoomDoorOutside
;
+ Decoration, Fixture
'central square area/outline'
'square outline'
" The central square area on the floor
looks like some kind of markup.
<br>Its purpose is unclear to you."
;
+ operatingRoomDoorOutside: LockableWithKey, Door, RoomPartItem
'armored operating door*doors'
'armored door'
" Armored door marked <q>Operating room</q>.
<br>Next to the door is a keycard reader
and a sign <q>Restricted area</q>.<br>"
specialNominalRoomPartLocation = defaultEastWall
;
+ Decoration, Fixture, RoomPartItem
'keycard reader'
'keycard reader'
"Small security device without any visible indicators."
specialNominalRoomPartLocation = defaultEastWall
;

View file

@ -41,7 +41,6 @@ orangeRoom: DarkRoom
dobjFor (TurnOn) {
preCond = inherited + actorStanding
action () { inherited(); }
}
makeOn (val) {
inherited(val);

View file

@ -3,7 +3,13 @@ yellowRoom: Room
" This is another room which every surface
covered with matte white panels.
<.p>
There are three doors in the north wall."
A bright screen on the wall attracts your attention.
<.p>
There are three doors in the north wall
and a wide door leading south."
south = cyanRoom
north: AskConnector {
promptMessage =
"There are three doors you could go through to the north.<br>"
@ -15,30 +21,33 @@ yellowRoom: Room
/* Doors */
+ orangeDoorOutside: Door, AutoClosingDoor
+ orangeDoorOutside: Door, AutoClosingDoor, RoomPartItem
-> orangeDoor
'orange door*doors'
'door with <b>orange</b> triangle'
" Sliding door with the number
<q><<gameMain.experimentNumber>></q>
and an orange triangle.<br>"
specialNominalRoomPartLocation = defaultNorthWall
;
+ khakiDoor: IndirectLockable, Door
+ khakiDoor: IndirectLockable, Door, RoomPartItem
'khaki door*doors'
'door with <b>khaki</b> triangle'
" Sliding door with the number
<q><<gameMain.experimentNumber - 1>></q>
and a khaki triangle.<br>"
specialNominalRoomPartLocation = defaultNorthWall
cannotUnlockMsg = 'The door does not appear to be opened.'
;
+ brownDoor: IndirectLockable, Door
+ brownDoor: IndirectLockable, Door, RoomPartItem
'brown door*doors'
'door with <b>brown</b> triangle'
" Sliding door with the number
<q><<gameMain.experimentNumber - 2>></q>
and a brown triangle.
<br>You hear a slight vibration behind the door.<br>"
specialNominalRoomPartLocation = defaultNorthWall
cannotUnlockMsg = 'The door does not appear to be opened.'
;