static void BuildDormsHallway() { DormsHallway.Name = "寝室楼二楼走廊"; DormsHallway.Alias.Clear(); DormsHallway.Alias.AddRange(new[] { "走廊", "门廊" }); DormsHallway.Description = "“安全出口”的标志在这里发出荧荧的绿光。走廊延伸到远处,两边尽头都是墙壁。北侧有上下楼梯,南侧相应位置是储藏室。此外就是寝室了。从9#到13#是你们班的,而其中12#就是你所在的那间。"; DormsHallway.LightDescription = "在手电筒开辟出的坚硬光柱之外,幽暗的墙壁和瓷砖里映出一点点绿色光芒。走廊延伸到远处,两边尽头都是墙壁。北侧有上下楼梯,南侧相应位置是储藏室。此外就是寝室了。从9#到13#是你们班的,而其中12#就是你所在的那间。"; AObject Sign = new AObject( "标志", new[] { "安全出口", "绿光", "标牌" }, desc: "很远就能看得清楚,主要是因为它一如往常,没什么特别:“安全出口”,一个指向楼梯的发光箭头,还有一个逃跑人形的发光标识。", // You may see that the escaping humanoid symbol disappears in the dark. This is only an ominous easter egg, for clarification. ldesc: "绿光就是从这个标志上发出来。你现在用手电筒指向它,它的光就收敛起来了。标志上有“安全出口”几个字加上一个指向楼梯的箭头。"); DormsHallway.Objects.Clear(); DormsHallway.Objects.Add(Sign); DormsHallway.Objects.Add(new AObject("墙壁", new[] { "墙壁", "墙", "地面", "地板", "地", "楼梯", "门" })); // Now we build all the 20 doors for (int i = 1; i <= 20; i++) { if (i == 12) { AObject d12 = AObject.SimpleDoor(Dormitory12, "12#寝室的门", new[] { "12#寝室门", "12#门", "门" }, "去" + i + "#寝室的门。", flopside: () => Dormitory12.FindObjectInternal("去走廊的门")); DormsHallway.Objects.Add(d12); } else { AObject d = AObject.SimpleDoor(null, i + "#寝室的门", new[] { i + "#寝室门", i + "#门", i + "#寝室", i + "#", "门" }, "去" + i + "#寝室的门。", locked: true); d.OnOpening = (self, v) => { if (!v.foundDoorsLocked) { Print("你拧了拧门把手。根本转不动,就像整个是一块实心金属一样;这些寝室肯定是因为某些原因被锁住了。\n\n"); v.foundDoorsLocked = true; return(HandleResult.Refused); } return(HandleResult.Continue); }; DormsHallway.Objects.Add(d); } } DormsHallway.RoomTo.Clear(); DormsHallway.RoomTo.Add(Direction.Down, LobbyNo8); }
static void BuildRestroom() { Restroom.Name = "洗手间和过道"; Restroom.Alias.Clear(); Restroom.Alias.AddRange(new[] { "洗手间", "过道" }); Restroom.LightDescription = "手电筒在镜子里映出一片光芒,几乎掩盖了你的模样。下面的黑色台面上有两个洗手池。镜子的墙后有两个蹲厕和一个淋浴间,没有门,所以夜里上厕所会很方便。在洗手池对面,你能透过移门看见阳台一角。"; Restroom.Description = "你的形象模模糊糊地映在黑暗的镜子里。洗手池和墙的后面是蹲厕和淋浴间。那里没有门,夜里可以方便地过去:就像现在。洗手池对面有一个移门,通往阳台。"; Restroom.IsLit = false; AObject Mirror = new AObject( "镜子", new[] { "镜面", "镜" }, desc: "黑暗的镜子里面模模糊糊的映出你的样子和移门后的阳台,但是看不清楚。", ldesc: "手电筒在镜子里映出一片光芒,几乎掩盖了你的模样,看不清什么东西。"); AObject Sink = new AObject( "洗手池", new[] { "洗手台", "台面", "池", "池子" }, desc: "黑色台面上两个白色洗手池,看起来就像两只空洞的眼睛。", ldesc: "黑色台面上的两个洗手池,在晚上使你想到白色的大眼睛,特别是在手电筒的光照下。"); AObject WaterTap = new AObject( "水龙头", new[] { "龙头" }, desc: "两个金属水龙头。", ldesc: "两个闪亮的金属水龙头。") { IsSwitch = true, SwitchState = false }; // it doesn't emit water for now, but in later stages of development I think I'll add support for it when I implement the chemistry module. AObject Toilet = new AObject( "蹲厕", new[] { "厕所", "便池" }, desc: "你现在并不想上厕所,也不想无缘无故地走进去看。又不是什么好玩的东西。", ldesc: "你现在并不想上厕所,也不想无缘无故地走进去看。又不是什么好玩的东西。"); AObject Bathroom = new AObject( "淋浴间", new[] { "浴室", "洗澡间" }, desc: "半夜里你不想踩进那又暗又滑的地方,更不可能洗澡。", ldesc: "半夜里你不想踩进那湿湿滑滑的地方,更不可能洗澡。"); AObject DormDoor = AObject.SimpleDoor( Dormitory12, "去寝室的门", new[] { "寝室门", "寝室", "门" }, desc: "通往寝室的门。", flopside: () => Dormitory12.FindObjectInternal("去洗手间过道的门")); AObject BalconyDoor = AObject.SimpleDoor( Balcony, "去阳台的移门", new[] { "阳台门", "阳台", "移门", "门" }, desc: "通往阳台的移门。", flopside: () => Balcony.FindObjectInternal("去洗手间过道的门")); Restroom.Objects.Clear(); Restroom.Objects.AddRange(new AObject[] { Mirror, Sink, WaterTap, Toilet, Bathroom, DormDoor, BalconyDoor }); Restroom.Objects.Add(new AObject("墙壁", new string[] { "墙壁", "墙", "地面", "地板", "地", "天花板" })); Restroom.PostCommand = (self, v, p) => { if (self.FindObjectInternal("水龙头").SwitchState) { Print("你身边传来水龙头的哗哗声。\n\n"); } return(HandleResult.Continue); }; }
public static void Day2Setting() { // Whoooooosh.... // A. reset BuildDormitory12(); BuildRestroom(); BuildBalcony(); BuildDormsHallway(); BuildLobbyNo8(); Dormitory12.Objects.Find((x) => x.Name == "床铺").Description = (_s, _v) => "在暗中看不清楚。"; // B. modify // B.1. dorm12 // remove the light of darkness Dormitory12.LightDescription = "这是你熟悉的寝室,闭上眼都能想象出它的样子。你能看见衣柜,桌子,床铺(四张:你睡在靠窗的下铺)以及通向走廊和洗手间过道的两扇门。"; Dormitory12.Description = "你只能在黑暗中看见大概的轮廓:衣柜,桌子,床铺(四张:你睡在靠窗的下铺),以及通向走廊和洗手间过道的两扇门。"; // add the light of sky Dormitory12.GetDescription = (self, v) => { if (self.IsLit) { return(Dormitory12.LightDescription + "\n\n窗帘拉开,外面的天空里滚动着紫红色的浓云。"); } else if (self.IsPlayerLit) { return(Dormitory12.LightDescription + "\n\n窗帘后什么地方透出一种红晕,但几乎被手电筒的强光掩盖了。"); } else { return(Dormitory12.Description + "\n\n有一种可爱的红晕穿透窗帘照进来。"); } }; Dormitory12.ReplaceObjectInternal("窗帘", new AObject(Dormitory12.FindObjectInternal("窗帘")) { Description = (_s, _v) => "从它后面什么地方照进来一种红色的光。", LightDescription = (_s, _v) => "从它后面什么地方照进来一种红色的光,但几乎被你手电筒的强光掩盖了。", OnOpening = (self, v) => { self.OpenState = true; self.Description = self.LightDescription = (_s, _v) => "窗帘被你拉开,缩在一边。"; v.currentRoom.FindObjectInternal("窗户").Description = v.currentRoom.FindObjectInternal("窗户").LightDescription = (_s, _v) => "窗外是对面的9#楼(高中男生寝室)和周围的人行道路。天空是紫红色的。"; if (!v.foundNoVoid2) { Print($"你拉开窗帘的一瞬间,紫红色的光涌入房间。它来自对面寝室楼后的天空。楼下的路灯沦为了暗暗的白点。地面也散发出紫色,与天空一起变幻着。在你眼中,有一秒钟时间,天空成了翻滚的海洋,而地面则是风中倒置的迷雾和森林。但是寂静……这片寂静使你惊异。现在甚至听不见外面风声,只有背景中若有若无的耳鸣。{(v.foundDarkness1 ? "你原先期望看到什么?黑暗?……紫色的黑暗?有点可笑。" : "")}\n\n"); v.foundNoVoid2 = true; } else { Print("你拉开窗帘时,紫红色的光涌入房间。\n\n"); } v.currentRoom.IsLit = true; return(HandleResult.FullManaged); }, OnClosing = (self, v) => { self.OpenState = false; self.Description = (_s, _v) => "从它后面什么地方照进来一种红晕。"; self.LightDescription = (_s, _v) => "从它后面什么地方照进来一种红晕,但几乎被你手电筒的强光掩盖了。"; v.currentRoom.FindObjectInternal("窗户").Description = (_s, _v) => "窗户被窗帘遮挡着,只从外面透进来一种红晕。"; v.currentRoom.FindObjectInternal("窗户").LightDescription = (_s, _v) => "窗帘没有拉开,你看不见外面的样子。"; Print("你拉上窗帘。室内恢复了原来的阴暗。\n\n"); return(HandleResult.FullManaged); } }); Dormitory12.ReplaceObjectInternal("窗户", new AObject(Dormitory12.FindObjectInternal("窗户")) { Description = (_s, _v) => "窗户被窗帘遮挡着,只从外面透进来一种红晕。", LightDescription = (_s, _v) => "窗帘没有拉开,你看不见外面的样子。" }); Dormitory12.BeforeCommand = (self, v, p) => { // convenience magic if (p == "xyzzy") { v.withClothes = true; v.currentRoom = Campus; Campus.CurrentArea = Campus.Areas.Find((x) => x.Name == "食堂和寝室楼之间"); Print("Flooooooooooosh!!\n\n"); return(HandleResult.FullManaged); } // TODO: move these to separate verbs if (p == "起床" || p == "起来") { if (self.CurrentArea.Name == "床上") { Print( "你推开被子,坐起来,摸索着穿上最近的一双拖鞋。\n\n"); self.CurrentArea = null; } else { Print("你并不在床上。\n\n"); } return(HandleResult.FullManaged); } else if ((p == "睡" || p == "睡觉")) { Print("现在你不想睡觉。\n\n"); return(HandleResult.FullManaged); } else { return(HandleResult.Continue); } }; // B.2. Restroom: Good. No changes... // B.3. Balcony // sky Balcony.GetDescription = (self, v) => $"阳台的瓷砖地面反射着{(self.IsPlayerLit ? "手电筒和" : "")}天空的色彩。天空在地面上投下你模模糊糊的影子,瓷砖的边缘泛起微光。虽然还没到能看书的地步,但你能注意到光照的亮度很不寻常。眼前漂浮在夜晚朦胧空气中的树和楼房奇怪地漂亮。你能听见风声了。"; Balcony.PostDescription = (self, v) => { if (!v.foundNoVoid2) { v.foundNoVoid2 = true; return($"房间里的红光就来自那天空,使楼下的路灯沦为了暗暗的白点。地面也散发出紫色,与天空一起变幻着。在你眼中,有一秒钟时间,天空成了翻滚的海洋,而地面则是风中倒置的迷雾和森林。但是寂静——这片寂静使你惊异,现在甚至听不见外面风声,只有背景中若有若无的耳鸣。{(v.foundDarkness1 ? "你原先期望看到什么?黑暗?……紫色的黑暗?有点可笑。" : "")}\n\n"); } else { return(""); } }; Balcony.IsLit = true; Balcony.Objects.Remove(Balcony.FindObjectInternal("黑暗")); Balcony.Objects.Add(new AObject("楼房", new[] { "楼房", "树", "树木", "房子", "寝室楼", "9#楼", "地面", "天空" }) { IsReachable = false }); // B.4. DormsHallway: No changes. // B.5. Lobby8 LobbyNo8.LightDescription = "灯光下是一个空荡的小门厅,墙上有一些花哨夸张的图案。楼梯向上通往二楼,另一侧是宿管老师值班的房间,没开灯,窗内黑洞洞的。一扇玻璃大门通向外面。"; // real door LobbyNo8.FindObjectInternal("外面").RoomTo = Campus; LobbyNo8.FindObjectInternal("外面").OnEntering = (self, v) => { Campus.ChangeArea("食堂和寝室楼之间"); return(HandleResult.Continue); }; LobbyNo8.FindObjectInternal("外面").LinkedSide = () => Campus.FindObjectInternal("去8#寝室楼大厅的门"); }