Start work on apartment and commercial suite building.
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2efc309d78
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153
blastmud_game/src/static_content/room/cok_murl.rs
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153
blastmud_game/src/static_content/room/cok_murl.rs
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use super::{
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Room, GridCoords, Exit, Direction, ExitTarget, ExitType,
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SecondaryZoneRecord
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};
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use ansi::ansi;
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pub fn room_list() -> Vec<Room> {
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vec!(
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// Residential
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Room {
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zone: "cok_murl",
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secondary_zones: vec!(
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SecondaryZoneRecord {
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zone: "melbs",
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short: ansi!("<bgyellow><black>CK<reset>"),
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grid_coords: GridCoords { x: 2, y: 5, z: 0 },
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caption: Some("Condos on King")
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}
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),
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code: "cok_lobby",
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name: "Residential Lobby",
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short: ansi!("<bgyellow><black>RE<reset>"),
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description: "A sizeable lobby that looks like it is serves the dual purpose as the entrance to the residential condos and as a grand entrance to the linked Murlison Suites commercial building. It is tiled with sparkling clean bluestone tiles. Light green tinted tempered glass panels line the walls. You notice a set of sleek lifts to the south, stairs to the north, and a passage to the attached Murlison commercial building to the east",
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description_less_explicit: None,
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grid_coords: GridCoords { x: 0, y: 0, z: 0 },
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exits: vec!(
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Exit {
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direction: Direction::WEST,
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target: ExitTarget::Custom("room/melbs_kingst_80"),
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exit_type: ExitType::Free
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},
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Exit {
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direction: Direction::NORTH,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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},
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Exit {
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direction: Direction::SOUTH,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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},
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Exit {
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direction: Direction::EAST,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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},
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),
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should_caption: true,
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..Default::default()
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},
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Room {
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zone: "cok_murl",
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code: "cok_gf_lift",
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name: "Residential Lifts",
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short: ansi!("<bgyellow><black>LI<reset>"),
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description: "A set of lifts leading up to various floors",
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description_less_explicit: None,
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grid_coords: GridCoords { x: 0, y: -1, z: 0 },
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exits: vec!(
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Exit {
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direction: Direction::SOUTH,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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},
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),
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should_caption: true,
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..Default::default()
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},
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Room {
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zone: "cok_murl",
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code: "cok_gf_stairs",
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name: "Residential Stairs",
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short: ansi!("<bgyellow><black>LI<reset>"),
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description: ansi!("A set of lifts leading up to various floors. It looks like it is also possible to go down to the basement by stepping down through a trapdoor covered with tape that says <bgwhite><red>EXTREME DANGER - DO NOT ENTER<reset>"),
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description_less_explicit: None,
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grid_coords: GridCoords { x: 0, y: 1, z: 0 },
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exits: vec!(
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Exit {
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direction: Direction::NORTH,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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},
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),
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should_caption: true,
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..Default::default()
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},
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// Commercial
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Room {
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zone: "cok_murl",
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code: "murl_lobby",
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name: "Murlison Suites Commercial Lobby",
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short: ansi!("<bgyellow><black>ML<reset>"),
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description: "A sleek reception that could have been the bridge of a 2000s era sci-fi spaceship. Linished metal plates are lit up by ambient blue LEDs, while stone tiles cover the floor",
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description_less_explicit: None,
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grid_coords: GridCoords { x: 1, y: 0, z: 0 },
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exits: vec!(
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Exit {
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direction: Direction::WEST,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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},
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Exit {
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direction: Direction::NORTH,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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},
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Exit {
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direction: Direction::SOUTH,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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}
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),
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should_caption: true,
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..Default::default()
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},
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Room {
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zone: "cok_murl",
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code: "murl_gf_lift",
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name: "Commercial Lifts",
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short: ansi!("<bgyellow><black>LI<reset>"),
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description: "A set of lifts leading up to various floors",
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description_less_explicit: None,
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grid_coords: GridCoords { x: 1, y: -1, z: 0 },
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exits: vec!(
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Exit {
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direction: Direction::SOUTH,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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},
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),
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should_caption: true,
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..Default::default()
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},
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Room {
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zone: "cok_murl",
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code: "murl_gf_stair",
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name: "Commercial Stairs",
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short: ansi!("<bgyellow><black>>><reset>"),
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description: "A set of stairs leading up to various floors",
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description_less_explicit: None,
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grid_coords: GridCoords { x: 1, y: 1, z: 0 },
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exits: vec!(
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Exit {
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direction: Direction::NORTH,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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},
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),
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should_caption: true,
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..Default::default()
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},
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)
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}
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3712
blastmud_game/src/static_content/room/melbs.rs
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3712
blastmud_game/src/static_content/room/melbs.rs
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107
blastmud_game/src/static_content/room/repro_xv.rs
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107
blastmud_game/src/static_content/room/repro_xv.rs
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use super::{
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Room, GridCoords, Exit, Direction, ExitTarget, ExitType,
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SecondaryZoneRecord
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};
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use crate::static_content::npc;
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use ansi::ansi;
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pub fn room_list() -> Vec<Room> {
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vec!(
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Room {
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zone: "repro_xv",
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code: "repro_xv_chargen",
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name: ansi!("Choice Room"),
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short: ansi!("<bgwhite><green>CR<reset>"),
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description: ansi!(
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"A room brightly lit in unnaturally white light, covered in sparkling \
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white tiles from floor to ceiling. A loudspeaker plays a message on \
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loop:\n\
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\t<blue>\"Citizen, you are here because your memory has been wiped and \
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you are ready to start a fresh life. As a being enhanced by \
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Gazos-Murlison Co technology, the emperor has granted you the power \
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to choose 14 points of upgrades to yourself. Choose wisely, as it \
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will impact who you end up being, and you would need to completely \
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wipe your brain again to change them. Talk to Statbot to spend your \
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14 points and create your body.\"<reset>\n\
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[Try <bold>-statbot hi<reset>, to send hi to statbot - the - means \
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to whisper to a particular person in the room]"),
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grid_coords: GridCoords { x: 0, y: 0, z: -1 },
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exits: vec!(Exit {
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direction: Direction::EAST,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Blocked(&npc::statbot::ChoiceRoomBlocker),
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}),
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should_caption: true,
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..Default::default()
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},
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Room {
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zone: "repro_xv",
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code: "repro_xv_updates",
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name: ansi!("Update Centre"),
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short: ansi!("<bgwhite><green>UC<reset>"),
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description: ansi!(
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"A room covered in posters, evidently meant to help newly wiped individuals \
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get up to speed on what has happened in the world since their memory implant was \
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created. A one-way opens to the east - you have a feeling that once you go through, \
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there will be no coming back in here. <bold>[Hint: Try reading the posters here.]<reset>"),
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grid_coords: GridCoords { x: 1, y: 0, z: -1 },
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exits: vec!(Exit {
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direction: Direction::EAST,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free,
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}),
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should_caption: true,
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..Default::default()
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},
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Room {
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zone: "repro_xv",
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secondary_zones: vec!(),
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code: "repro_xv_respawn",
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name: ansi!("Body Factory"),
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short: ansi!("<bgmagenta><white>BF<reset>"),
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description: ansi!(
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"A room filled with glass vats full of clear fluids, with bodies of \
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various stages of development floating in them. It smells like bleach. \
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Being here makes you realise you aren't exactly alive right now... you \
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have no body. But you sense you could go <bold>up<reset> and attach \
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your memories to a body matching your current stats"),
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grid_coords: GridCoords { x: 2, y: 0, z: -1 },
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exits: vec!(Exit {
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direction: Direction::UP,
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target: ExitTarget::UseGPS,
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exit_type: ExitType::Free
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}),
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should_caption: true,
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..Default::default()
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},
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Room {
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zone: "repro_xv",
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secondary_zones: vec!(SecondaryZoneRecord {
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zone: "melbs",
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short: ansi!("<bgmagenta><white>RL<reset>"),
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grid_coords: GridCoords { x: 2, y: 1, z: 0 },
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caption: Some("ReproLabs")
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}),
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code: "repro_xv_lobby",
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name: "Lobby",
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short: "<=",
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description: ansi!(
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"An entrance for an establishment called ReproLabs XV. \
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It looks like they make bodies and attach peoples memories to \
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them, and allow people to reclone when they die. It has an \
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unattended reception desk, with chrome-plated letters reading \
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ReproLabs XV stuck to the wall behind it. A pipe down to into the ground \
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opens up here, but the airflow is so strong, it looks like it is out \
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only - it seems to be how newly re-cloned bodies get back into the world"),
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grid_coords: GridCoords { x: 2, y: 0, z: 0 },
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exits: vec!(
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Exit {
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direction: Direction::WEST,
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target: ExitTarget::Custom("room/melbs_kingst_50"),
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exit_type: ExitType::Free
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}),
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should_caption: true,
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..Default::default()
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}
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)
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}
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1497
docs/apartment-design.svg
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1497
docs/apartment-design.svg
Normal file
File diff suppressed because it is too large
Load Diff
After Width: | Height: | Size: 62 KiB |
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