mirror of
https://github.com/He4eT/yet-another-experiment.git
synced 2026-05-05 00:57:22 +00:00
Style and polish
This commit is contained in:
parent
9b9de07dae
commit
b9904b2dbc
14 changed files with 56 additions and 46 deletions
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@ -6,8 +6,8 @@ VerbRule(Repair)
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;
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;
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modify Thing
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modify Thing
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dobjFor(Repair) {
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dobjFor (Repair) {
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verify() {
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verify () {
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illogical('{You/he} do{es}n\'t know how to repair {that dobj/him}. ');
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illogical('{You/he} do{es}n\'t know how to repair {that dobj/him}. ');
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}
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}
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}
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}
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@ -21,13 +21,13 @@ VerbRule(RepairWith)
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;
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;
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modify Thing
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modify Thing
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dobjFor(RepairWith) {
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dobjFor (RepairWith) {
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verify() {
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verify () {
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illogical('{That dobj/he} {is}n\'t something {you/he} can fix. ');
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illogical('{That dobj/he} {is}n\'t something {you/he} can fix. ');
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}
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}
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}
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}
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iobjFor(RepairWith) {
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iobjFor (RepairWith) {
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verify() {
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verify () {
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illogical('{That iobj/he} do{es}n\'t look very useful as a tool. ');
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illogical('{That iobj/he} do{es}n\'t look very useful as a tool. ');
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}
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}
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}
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}
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@ -7,6 +7,6 @@ me: Actor
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+ jumpsuit: Wearable
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+ jumpsuit: Wearable
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'gray grey jumpsuit/suit'
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'gray grey jumpsuit/suit'
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'gray jumpsuit'
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'gray jumpsuit'
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"Gray jumpsuit with several pockets."
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"Gray jumpsuit with several pockets. "
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wornBy = me
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wornBy = me
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;
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;
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@ -18,8 +18,7 @@ surgeryAssistant: Person
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+ Decoration
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+ Decoration
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'indicator display'
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'indicator display'
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'indicator display'
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'indicator display'
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" You can see the message
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"Small indicator display. "
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<q>Connection lost</q> on the indicator display. "
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;
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;
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+ Decoration
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+ Decoration
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@ -28,6 +27,8 @@ surgeryAssistant: Person
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"Parts of this mechanism look very technologically advanced. "
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"Parts of this mechanism look very technologically advanced. "
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;
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;
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/* Offline */
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+ HermitActorState
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+ HermitActorState
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specialDesc = "
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specialDesc = "
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There's a surgical assistant in the corner of the room. "
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There's a surgical assistant in the corner of the room. "
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@ -45,6 +46,8 @@ surgeryAssistant: Person
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isInitState = true
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isInitState = true
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;
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;
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/* Online */
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+ robotOnline: InConversationState
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+ robotOnline: InConversationState
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specialDesc = "
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specialDesc = "
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The surgical assistant examines the room. "
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The surgical assistant examines the room. "
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@ -1,3 +1,3 @@
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Bandage: Thing
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Bandage: Thing
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iobjFor(RepairWith) { verify() {} }
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iobjFor (RepairWith) { verify () {} }
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;
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;
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@ -1,12 +1,11 @@
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advertisingDisplay: Decoration
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advertisingDisplay: Decoration
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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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@yellowRoom
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" Huge and bright display mounted on the wall.
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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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<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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dobjFor (Examine) {
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dobjFor (Examine) {
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action () {
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action () {
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inherited;
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inherited;
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@ -10,7 +10,7 @@ dataCable: PlugAttachable, Attachable, RoomPart
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return !jack.isBroken && obj == dataPort;
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return !jack.isBroken && obj == dataPort;
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}
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}
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explainCannotAttachTo(obj) {
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explainCannotAttachTo (obj) {
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obj != dataPort
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obj != dataPort
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? "This data cable can only be connected to the data port. "
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? "This data cable can only be connected to the data port. "
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: jack.isBroken
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: jack.isBroken
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@ -46,7 +46,7 @@ dataCable: PlugAttachable, Attachable, RoomPart
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dobjFor (AttachTo) remapTo(AttachTo, dataCable, IndirectObject)
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dobjFor (AttachTo) remapTo(AttachTo, dataCable, IndirectObject)
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dobjFor (Repair) {
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dobjFor (Repair) {
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verify() {
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verify () {
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if (jack.isBroken) {
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if (jack.isBroken) {
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illogical('
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illogical('
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This connector can be fixed
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This connector can be fixed
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@ -57,7 +57,7 @@ dataCable: PlugAttachable, Attachable, RoomPart
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}
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}
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}
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}
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dobjFor (RepairWith) {
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dobjFor (RepairWith) {
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verify() {
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verify () {
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if (!jack.isBroken) {
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if (!jack.isBroken) {
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illogical('The connector is already fixed. ');
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illogical('The connector is already fixed. ');
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}
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}
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@ -70,7 +70,7 @@ dataCable: PlugAttachable, Attachable, RoomPart
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for fixing the connector. ');
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for fixing the connector. ');
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}
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}
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}
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}
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action() {
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action () {
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gIobj.moveInto(nil);
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gIobj.moveInto(nil);
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jack.isBroken = nil;
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jack.isBroken = nil;
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"The connector is now ugly, but serviceable. ";
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"The connector is now ugly, but serviceable. ";
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@ -7,7 +7,7 @@ labCoat: Container
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you can see some sloppy cuts obviously made in a hurry.
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you can see some sloppy cuts obviously made in a hurry.
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<< labKey.location == labCoat
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<< labKey.location == labCoat
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? '<br>Something heavy is hidden inside one of the pockets. '
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? '<br>Something heavy is hidden inside one of the pockets. '
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: ''>>"
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: ''>> "
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firstLook = nil
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firstLook = nil
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initDesc = "
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initDesc = "
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@ -31,12 +31,12 @@ labCoat: Container
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name = 'lab coat';
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name = 'lab coat';
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firstLook = true;
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firstLook = true;
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initializeVocabWith('cutted lab coat');
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initializeVocabWith('cutted lab coat');
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"The bloody cloth turns out to be a cutted lab coat.";
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"The bloody cloth turns out to be a cutted lab coat. ";
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}
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}
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;
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;
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+ labKey: Key, Hidden
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+ labKey: Key, Hidden
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'long steel tubular lab key*keys'
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'long steel tubular lab key*keys'
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'tubular key'
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'tubular key'
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"Long tubular key made of steel."
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"Long tubular key made of steel. "
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;
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;
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@ -5,7 +5,7 @@ lockers: Fixture
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" A row of service lockers with a numpad keyboard on the side.
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" A row of service lockers with a numpad keyboard on the side.
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<br>This row, according to the signs,
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<br>This row, according to the signs,
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includes (from left to right) the lockers of
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includes (from left to right) the lockers of
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Dr. O'Neill, Alice, and Mark. "
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<br>Dr. O'Neill, Alice Dash, and Mark Hopper. "
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;
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;
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modify VerbRule(SetTo)
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modify VerbRule(SetTo)
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@ -27,10 +27,9 @@ modify VerbRule(SetTo)
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: '0';
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: '0';
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}
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}
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dobjFor(TypeLiteralOn)
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dobjFor (TypeLiteralOn) remapTo(SetTo, self, OtherObject)
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remapTo(SetTo, self, OtherObject)
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dobjFor(SetTo) {
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dobjFor (SetTo) {
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action () {
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action () {
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inherited;
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inherited;
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if (curSetting == aliceLocker.code) {
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if (curSetting == aliceLocker.code) {
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@ -1,11 +1,11 @@
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tapeWall: Thing, RoomPartItem
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tapeWall: Thing, RoomPartItem
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'striped safety tape*tapes'
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'striped safety tape*tapes'
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'safety tape'
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'safety tape'
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@cyanRoom
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" Many layers of strips of
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" Many layers of strips of
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two-tone safety tape obscure the doorway.
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two-tone safety tape obscure the doorway.
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<br>Looks like the black and yellow wall. "
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<br>Looks like the black and yellow wall. "
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location = cyanRoom
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specialNominalRoomPartLocation = defaultWestWall
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specialNominalRoomPartLocation = defaultWestWall
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isListed = nil
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isListed = nil
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@ -7,6 +7,8 @@
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orangeRoom,
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orangeRoom,
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orangeBathroom,
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orangeBathroom,
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yellowRoom,
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yellowRoom,
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cyanRoom
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cyanRoom,
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pinkRoom,
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redRoom
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]
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]
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;
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;
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@ -2,26 +2,32 @@ orangeBathroom: Room
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'Bathroom'
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'Bathroom'
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" Tiny bathroom with shower cabine, toilet and sink.
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" Tiny bathroom with shower cabine, toilet and sink.
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<br>On the wall you can see a locker with a mirror door.<.p>
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<br>On the wall you can see a locker with a mirror door.<.p>
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The only exit leads to the east."
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The only exit leads to the east. "
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east = orangeRoom
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east = orangeRoom
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;
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;
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+ Decoration
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+ Decoration
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'shower cabine'
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'shower cabine'
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'shower cabine'
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'shower cabine'
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"It's a minimalistic shower cabine."
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"It's a minimalistic shower cabine. "
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dobjFor (Take) {
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verify () {
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illogical('Not now. ');
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}
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}
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;
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;
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+ Decoration
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+ Decoration
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'toilet'
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'toilet'
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'toilet'
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'toilet'
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"An ordinary toilet."
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"An ordinary toilet. "
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;
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;
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+ Decoration
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+ Decoration
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'faucet sink'
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'faucet sink'
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'sink'
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'sink'
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"There's a water faucet and a small sink."
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"There's a water faucet and a small sink. "
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;
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;
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+ bathroomLocker: OpenableContainer, Fixture
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+ bathroomLocker: OpenableContainer, Fixture
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@ -14,7 +14,7 @@ orangeRoom: DarkRoom
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and a desk against the east wall.
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and a desk against the east wall.
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</p>
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</p>
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The bathroom is to the west,
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The bathroom is to the west,
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the exit door leads to the south."
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the exit door leads to the south. "
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south = orangeDoor
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south = orangeDoor
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west = orangeBathroom
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west = orangeBathroom
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;
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;
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@ -33,7 +33,7 @@ orangeRoom: DarkRoom
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+ RoomPartItem, OnOffControl, Fixture
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+ RoomPartItem, OnOffControl, Fixture
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'(small) luminous switch/light*lights'
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'(small) luminous switch/light*lights'
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'small luminous switch'
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'small luminous switch'
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"It's a small luminous switch on the wall."
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"It's a small luminous switch on the wall. "
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specialNominalRoomPartLocation = defaultSouthWall
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specialNominalRoomPartLocation = defaultSouthWall
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isListed = true
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isListed = true
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@ -48,15 +48,16 @@ orangeRoom: DarkRoom
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isListed = val ? nil : true;
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isListed = val ? nil : true;
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val
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val
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? "You hear slight hum of neon lamps, followed with bright light."
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? " You hear slight hum of neon lamps,
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: "Darkness filled the room.";
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followed with bright light. "
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: " Darkness filled the room. ";
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}
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}
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;
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;
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+ Decoration
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+ Decoration
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'neon lamp*lamps'
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'neon lamp*lamps'
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'neon lamps'
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'neon lamps'
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"Ordinary neon lamps emit cold light."
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"Ordinary neon lamps emit cold light. "
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;
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;
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/* Content */
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/* Content */
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@ -65,27 +66,27 @@ orangeRoom: DarkRoom
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'orange digits*digits/number*numbers'
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'orange digits*digits/number*numbers'
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'orange number'
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'orange number'
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" Orange, huge and neat digits
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" Orange, huge and neat digits
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without additional explanation."
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without additional explanation. "
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specialNominalRoomPartLocation = defaultNorthWall
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specialNominalRoomPartLocation = defaultNorthWall
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;
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;
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+ orangeBed: Bed, Heavy
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+ orangeBed: Bed, Heavy
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'ascetic bed'
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'ascetic bed'
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'ascetic bed'
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'ascetic bed'
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"It has a plastic frame and an unsprung mattress."
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"It has a plastic frame and an unsprung mattress. "
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;
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;
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+ desk: Heavy, Surface
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+ desk: Heavy, Surface
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'white desk/table'
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'white desk/table'
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'white desk'
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'white desk'
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" This white desk has some marks on working surface
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" This white desk has some marks on working surface
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and a single drawer."
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and a single drawer. "
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;
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;
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++ Decoration
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++ Decoration
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'letters/label/mark*marks'
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'letters/label/mark*marks'
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'some scratched letters'
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'some scratched letters'
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"You can't make out the inscription."
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"You can't make out the inscription. "
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;
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;
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++ drawer: Component, OpenableContainer
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++ drawer: Component, OpenableContainer
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@ -97,9 +98,9 @@ orangeRoom: DarkRoom
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+++ whiteCube: Thing
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+++ whiteCube: Thing
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'white cube'
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'white cube'
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'white cube'
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'white cube'
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"Small glossy white cube.";
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"Small glossy white cube. ";
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+++ blackCube: Thing
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+++ blackCube: Thing
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'black cube'
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'black cube'
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'black cube'
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'black cube'
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"Small glossy black cube.";
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"Small glossy black cube. ";
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@ -1,7 +1,7 @@
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pinkRoom: Room
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pinkRoom: Room
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'Changing room'
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'Changing room'
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" An elevator vestibule with a row of lockers,
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" An elevator vestibule with a row of lockers,
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a dumpster and posters with safety rules."
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a dumpster and posters with safety rules. "
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east = cyanRoom
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east = cyanRoom
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;
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;
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@ -24,14 +24,14 @@ pinkRoom: Room
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+ Decoration, RoomPartItem
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+ Decoration, RoomPartItem
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'keycard reader'
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'keycard reader'
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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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"Small security device without any visible indicators. "
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specialNominalRoomPartLocation = defaultSouthWall
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specialNominalRoomPartLocation = defaultSouthWall
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;
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;
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|
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+ Decoration
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+ Decoration
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'dumpster label'
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'dumpster label'
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'dumpster label'
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'dumpster label'
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"Label says <<dumpster.label>>."
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"Label says <<dumpster.label>>. "
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;
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;
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+ dumpster: OpenableContainer
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+ dumpster: OpenableContainer
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@ -23,7 +23,7 @@ yellowRoom: Room
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+ orangeDoorOutside: Door, AutoClosingDoor, RoomPartItem
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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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'orange door'
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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>
|
<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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@ -32,7 +32,7 @@ yellowRoom: Room
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+ khakiDoor: IndirectLockable, Door, RoomPartItem
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+ khakiDoor: IndirectLockable, Door, RoomPartItem
|
||||||
'khaki door*doors'
|
'khaki door*doors'
|
||||||
'door with <b>khaki</b> triangle'
|
'khaki door'
|
||||||
" 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>"
|
||||||
|
|
@ -42,7 +42,7 @@ yellowRoom: Room
|
||||||
|
|
||||||
+ brownDoor: IndirectLockable, Door, RoomPartItem
|
+ brownDoor: IndirectLockable, Door, RoomPartItem
|
||||||
'brown door*doors'
|
'brown door*doors'
|
||||||
'door with <b>brown</b> triangle'
|
'brown door'
|
||||||
" 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.
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue