Style and polish

This commit is contained in:
He4eT 2020-03-20 00:13:57 +05:00
commit b9904b2dbc
14 changed files with 56 additions and 46 deletions

View file

@ -6,8 +6,8 @@ VerbRule(Repair)
;
modify Thing
dobjFor(Repair) {
verify() {
dobjFor (Repair) {
verify () {
illogical('{You/he} do{es}n\'t know how to repair {that dobj/him}. ');
}
}
@ -21,13 +21,13 @@ VerbRule(RepairWith)
;
modify Thing
dobjFor(RepairWith) {
verify() {
dobjFor (RepairWith) {
verify () {
illogical('{That dobj/he} {is}n\'t something {you/he} can fix. ');
}
}
iobjFor(RepairWith) {
verify() {
iobjFor (RepairWith) {
verify () {
illogical('{That iobj/he} do{es}n\'t look very useful as a tool. ');
}
}

View file

@ -7,6 +7,6 @@ me: Actor
+ jumpsuit: Wearable
'gray grey jumpsuit/suit'
'gray jumpsuit'
"Gray jumpsuit with several pockets."
"Gray jumpsuit with several pockets. "
wornBy = me
;

View file

@ -18,8 +18,7 @@ surgeryAssistant: Person
+ Decoration
'indicator display'
'indicator display'
" You can see the message
<q>Connection lost</q> on the indicator display. "
"Small indicator display. "
;
+ Decoration
@ -28,6 +27,8 @@ surgeryAssistant: Person
"Parts of this mechanism look very technologically advanced. "
;
/* Offline */
+ HermitActorState
specialDesc = "
There's a surgical assistant in the corner of the room. "
@ -45,6 +46,8 @@ surgeryAssistant: Person
isInitState = true
;
/* Online */
+ robotOnline: InConversationState
specialDesc = "
The surgical assistant examines the room. "

View file

@ -1,3 +1,3 @@
Bandage: Thing
iobjFor(RepairWith) { verify() {} }
iobjFor (RepairWith) { verify () {} }
;

View file

@ -1,12 +1,11 @@
advertisingDisplay: Decoration
'bright lcd screen/display/monitor'
'bright lcd display'
@yellowRoom
" Huge and bright display mounted on the wall.
<br>Images changes one by another.<.p>
On the screen you see "
location = yellowRoom
dobjFor (Examine) {
action () {
inherited;

View file

@ -10,7 +10,7 @@ dataCable: PlugAttachable, Attachable, RoomPart
return !jack.isBroken && obj == dataPort;
}
explainCannotAttachTo(obj) {
explainCannotAttachTo (obj) {
obj != dataPort
? "This data cable can only be connected to the data port. "
: jack.isBroken
@ -46,7 +46,7 @@ dataCable: PlugAttachable, Attachable, RoomPart
dobjFor (AttachTo) remapTo(AttachTo, dataCable, IndirectObject)
dobjFor (Repair) {
verify() {
verify () {
if (jack.isBroken) {
illogical('
This connector can be fixed
@ -57,7 +57,7 @@ dataCable: PlugAttachable, Attachable, RoomPart
}
}
dobjFor (RepairWith) {
verify() {
verify () {
if (!jack.isBroken) {
illogical('The connector is already fixed. ');
}
@ -70,7 +70,7 @@ dataCable: PlugAttachable, Attachable, RoomPart
for fixing the connector. ');
}
}
action() {
action () {
gIobj.moveInto(nil);
jack.isBroken = nil;
"The connector is now ugly, but serviceable. ";

View file

@ -7,7 +7,7 @@ labCoat: Container
you can see some sloppy cuts obviously made in a hurry.
<< labKey.location == labCoat
? '<br>Something heavy is hidden inside one of the pockets. '
: ''>>"
: ''>> "
firstLook = nil
initDesc = "
@ -31,12 +31,12 @@ labCoat: Container
name = 'lab coat';
firstLook = true;
initializeVocabWith('cutted lab coat');
"The bloody cloth turns out to be a cutted lab coat.";
"The bloody cloth turns out to be a cutted lab coat. ";
}
;
+ labKey: Key, Hidden
'long steel tubular lab key*keys'
'tubular key'
"Long tubular key made of steel."
"Long tubular key made of steel. "
;

View file

@ -5,7 +5,7 @@ lockers: Fixture
" A row of service lockers with a numpad keyboard on the side.
<br>This row, according to the signs,
includes (from left to right) the lockers of
Dr. O'Neill, Alice, and Mark. "
<br>Dr. O'Neill, Alice Dash, and Mark Hopper. "
;
modify VerbRule(SetTo)
@ -27,10 +27,9 @@ modify VerbRule(SetTo)
: '0';
}
dobjFor(TypeLiteralOn)
remapTo(SetTo, self, OtherObject)
dobjFor (TypeLiteralOn) remapTo(SetTo, self, OtherObject)
dobjFor(SetTo) {
dobjFor (SetTo) {
action () {
inherited;
if (curSetting == aliceLocker.code) {

View file

@ -1,11 +1,11 @@
tapeWall: Thing, RoomPartItem
'striped safety tape*tapes'
'safety tape'
@cyanRoom
" Many layers of strips of
two-tone safety tape obscure the doorway.
<br>Looks like the black and yellow wall. "
location = cyanRoom
specialNominalRoomPartLocation = defaultWestWall
isListed = nil

View file

@ -7,6 +7,8 @@
orangeRoom,
orangeBathroom,
yellowRoom,
cyanRoom
cyanRoom,
pinkRoom,
redRoom
]
;

View file

@ -2,26 +2,32 @@ orangeBathroom: Room
'Bathroom'
" Tiny bathroom with shower cabine, toilet and sink.
<br>On the wall you can see a locker with a mirror door.<.p>
The only exit leads to the east."
The only exit leads to the east. "
east = orangeRoom
;
+ Decoration
'shower cabine'
'shower cabine'
"It's a minimalistic shower cabine."
"It's a minimalistic shower cabine. "
dobjFor (Take) {
verify () {
illogical('Not now. ');
}
}
;
+ Decoration
'toilet'
'toilet'
"An ordinary toilet."
"An ordinary toilet. "
;
+ Decoration
'faucet sink'
'sink'
"There's a water faucet and a small sink."
"There's a water faucet and a small sink. "
;
+ bathroomLocker: OpenableContainer, Fixture

View file

@ -14,7 +14,7 @@ orangeRoom: DarkRoom
and a desk against the east wall.
</p>
The bathroom is to the west,
the exit door leads to the south."
the exit door leads to the south. "
south = orangeDoor
west = orangeBathroom
;
@ -33,7 +33,7 @@ orangeRoom: DarkRoom
+ RoomPartItem, OnOffControl, Fixture
'(small) luminous switch/light*lights'
'small luminous switch'
"It's a small luminous switch on the wall."
"It's a small luminous switch on the wall. "
specialNominalRoomPartLocation = defaultSouthWall
isListed = true
@ -48,15 +48,16 @@ orangeRoom: DarkRoom
isListed = val ? nil : true;
val
? "You hear slight hum of neon lamps, followed with bright light."
: "Darkness filled the room.";
? " You hear slight hum of neon lamps,
followed with bright light. "
: " Darkness filled the room. ";
}
;
+ Decoration
'neon lamp*lamps'
'neon lamps'
"Ordinary neon lamps emit cold light."
"Ordinary neon lamps emit cold light. "
;
/* Content */
@ -65,27 +66,27 @@ orangeRoom: DarkRoom
'orange digits*digits/number*numbers'
'orange number'
" Orange, huge and neat digits
without additional explanation."
without additional explanation. "
specialNominalRoomPartLocation = defaultNorthWall
;
+ orangeBed: Bed, Heavy
'ascetic bed'
'ascetic bed'
"It has a plastic frame and an unsprung mattress."
"It has a plastic frame and an unsprung mattress. "
;
+ desk: Heavy, Surface
'white desk/table'
'white desk'
" This white desk has some marks on working surface
and a single drawer."
and a single drawer. "
;
++ Decoration
'letters/label/mark*marks'
'some scratched letters'
"You can't make out the inscription."
"You can't make out the inscription. "
;
++ drawer: Component, OpenableContainer
@ -97,9 +98,9 @@ orangeRoom: DarkRoom
+++ whiteCube: Thing
'white cube'
'white cube'
"Small glossy white cube.";
"Small glossy white cube. ";
+++ blackCube: Thing
'black cube'
'black cube'
"Small glossy black cube.";
"Small glossy black cube. ";

View file

@ -1,7 +1,7 @@
pinkRoom: Room
'Changing room'
" An elevator vestibule with a row of lockers,
a dumpster and posters with safety rules."
a dumpster and posters with safety rules. "
east = cyanRoom
;
@ -24,14 +24,14 @@ pinkRoom: Room
+ Decoration, RoomPartItem
'keycard reader'
'keycard reader'
"Small security device without any visible indicators."
"Small security device without any visible indicators. "
specialNominalRoomPartLocation = defaultSouthWall
;
+ Decoration
'dumpster label'
'dumpster label'
"Label says <<dumpster.label>>."
"Label says <<dumpster.label>>. "
;
+ dumpster: OpenableContainer

View file

@ -23,7 +23,7 @@ yellowRoom: Room
+ orangeDoorOutside: Door, AutoClosingDoor, RoomPartItem
-> orangeDoor
'orange door*doors'
'door with <b>orange</b> triangle'
'orange door'
" Sliding door with the number
<q><<gameMain.experimentNumber>></q>
and an orange triangle.<br>"
@ -32,7 +32,7 @@ yellowRoom: Room
+ khakiDoor: IndirectLockable, Door, RoomPartItem
'khaki door*doors'
'door with <b>khaki</b> triangle'
'khaki door'
" Sliding door with the number
<q><<gameMain.experimentNumber - 1>></q>
and a khaki triangle.<br>"
@ -42,7 +42,7 @@ yellowRoom: Room
+ brownDoor: IndirectLockable, Door, RoomPartItem
'brown door*doors'
'door with <b>brown</b> triangle'
'brown door'
" Sliding door with the number
<q><<gameMain.experimentNumber - 2>></q>
and a brown triangle.