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Cyan room and some polish
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6 changed files with 69 additions and 13 deletions
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@ -47,4 +47,6 @@ gameMain: GameMainDef
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#include "src/room/yellowRoom.t"
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#include "src/room/yellowRoom.t"
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#include "src/item/advertisingDisplay.t"
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#include "src/item/advertisingDisplay.t"
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#include "src/room/cyanRoom.t"
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#include "src/actor/pc.t"
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#include "src/actor/pc.t"
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14
map.md
14
map.md
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@ -7,12 +7,12 @@
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++---+ ++----+ ++----+ ++
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++---+ ++----+ ++----+ ++
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++ ++ | |
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++ ++ | |
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| +----------+ |
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| +------------+ |
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+----+ +----------+
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+----+ +--------+
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```
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```
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@ -1,7 +1,8 @@
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advertisingDisplay: Decoration, Fixture
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advertisingDisplay: Decoration, Fixture
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'bright lcd screen/display/monitor'
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'bright lcd screen/display/monitor'
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'bright lcd display'
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'bright lcd display'
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" Huge and bright display mounted on the wall.<.p>
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" Huge and bright display mounted on the wall.
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<br>Images changes one by another.<.p>
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On the screen you see "
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On the screen you see "
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location = yellowRoom
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location = yellowRoom
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45
src/room/cyanRoom.t
Normal file
45
src/room/cyanRoom.t
Normal file
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@ -0,0 +1,45 @@
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cyanRoom: Room
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'Square room'
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" This is a large square room
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with white plastic panels everywhere.
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<.p>
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In the center
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on the floor is the
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square area's outline.
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<.p>
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The north direction leads to
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living units.
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<br>On the east wall you can see
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the armored door that says <q>Operating room</q>.
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<br>Enclosed by safety tape,
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the doorway in the west wall
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looks damaged and corrupted.
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<.p>"
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north = yellowRoom
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east = operatingRoomDoorOutside
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;
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+ Decoration, Fixture
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'central square area/outline'
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'square outline'
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" The central square area on the floor
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looks like some kind of markup.
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<br>Its purpose is unclear to you."
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;
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+ operatingRoomDoorOutside: LockableWithKey, Door, RoomPartItem
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'armored operating door*doors'
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'armored door'
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" Armored door marked <q>Operating room</q>.
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<br>Next to the door is a keycard reader
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and a sign <q>Restricted area</q>.<br>"
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specialNominalRoomPartLocation = defaultEastWall
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;
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+ Decoration, Fixture, RoomPartItem
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'keycard reader'
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'keycard reader'
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"Small security device without any visible indicators."
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specialNominalRoomPartLocation = defaultEastWall
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;
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@ -41,7 +41,6 @@ orangeRoom: DarkRoom
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dobjFor (TurnOn) {
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dobjFor (TurnOn) {
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preCond = inherited + actorStanding
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preCond = inherited + actorStanding
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action () { inherited(); }
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}
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}
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makeOn (val) {
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makeOn (val) {
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inherited(val);
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inherited(val);
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@ -3,7 +3,13 @@ yellowRoom: Room
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" This is another room which every surface
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" This is another room which every surface
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covered with matte white panels.
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covered with matte white panels.
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<.p>
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<.p>
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There are three doors in the north wall."
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A bright screen on the wall attracts your attention.
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<.p>
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There are three doors in the north wall
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and a wide door leading south."
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south = cyanRoom
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north: AskConnector {
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north: AskConnector {
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promptMessage =
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promptMessage =
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"There are three doors you could go through to the north.<br>"
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"There are three doors you could go through to the north.<br>"
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@ -15,30 +21,33 @@ yellowRoom: Room
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/* Doors */
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/* Doors */
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+ orangeDoorOutside: Door, AutoClosingDoor
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+ orangeDoorOutside: Door, AutoClosingDoor, RoomPartItem
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-> orangeDoor
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-> orangeDoor
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'orange door*doors'
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'orange door*doors'
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'door with <b>orange</b> triangle'
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'door with <b>orange</b> triangle'
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" Sliding door with the number
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" Sliding door with the number
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<q><<gameMain.experimentNumber>></q>
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<q><<gameMain.experimentNumber>></q>
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and an orange triangle.<br>"
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and an orange triangle.<br>"
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specialNominalRoomPartLocation = defaultNorthWall
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;
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;
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+ khakiDoor: IndirectLockable, Door
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+ khakiDoor: IndirectLockable, Door, RoomPartItem
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'khaki door*doors'
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'khaki door*doors'
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'door with <b>khaki</b> triangle'
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'door with <b>khaki</b> triangle'
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" Sliding door with the number
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" Sliding door with the number
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<q><<gameMain.experimentNumber - 1>></q>
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<q><<gameMain.experimentNumber - 1>></q>
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and a khaki triangle.<br>"
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and a khaki triangle.<br>"
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specialNominalRoomPartLocation = defaultNorthWall
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cannotUnlockMsg = 'The door does not appear to be opened.'
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cannotUnlockMsg = 'The door does not appear to be opened.'
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;
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;
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+ brownDoor: IndirectLockable, Door
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+ brownDoor: IndirectLockable, Door, RoomPartItem
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'brown door*doors'
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'brown door*doors'
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'door with <b>brown</b> triangle'
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'door with <b>brown</b> triangle'
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" Sliding door with the number
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" Sliding door with the number
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<q><<gameMain.experimentNumber - 2>></q>
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<q><<gameMain.experimentNumber - 2>></q>
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and a brown triangle.
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and a brown triangle.
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<br>You hear a slight vibration behind the door.<br>"
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<br>You hear a slight vibration behind the door.<br>"
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specialNominalRoomPartLocation = defaultNorthWall
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cannotUnlockMsg = 'The door does not appear to be opened.'
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cannotUnlockMsg = 'The door does not appear to be opened.'
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;
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;
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