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

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@ -47,4 +47,6 @@ gameMain: GameMainDef
#include "src/room/yellowRoom.t" #include "src/room/yellowRoom.t"
#include "src/item/advertisingDisplay.t" #include "src/item/advertisingDisplay.t"
#include "src/room/cyanRoom.t"
#include "src/actor/pc.t" #include "src/actor/pc.t"

14
map.md
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@ -7,12 +7,12 @@
++---+ ++----+ ++----+ ++ ++---+ ++----+ ++----+ ++
| | | | | |
| | | | | |
| +---+ +--+---------++ | +---+ +----+-------++
| + + | | + + |
| | | |
| + + | | + + |
++ ++ | | ++ ++ | |
| | | | | | | |
| +----------+ | | +------------+ |
+----+ +----------+ +----+ +--------+
``` ```

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@ -1,7 +1,8 @@
advertisingDisplay: Decoration, Fixture advertisingDisplay: Decoration, Fixture
'bright lcd screen/display/monitor' 'bright lcd screen/display/monitor'
'bright lcd display' '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 " On the screen you see "
location = yellowRoom location = yellowRoom

45
src/room/cyanRoom.t Normal file
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@ -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
;

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

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