Else Heart.Break() Sprak: Difference between revisions

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= Language Core =
= Notes =
<blockquote>
<blockquote>
== Variables ==
{| class="wikitable"
<syntaxhighlight lang="C">
|-
var    list  = [false, true] ## a list
| [[sprak syntax]]
var    myVar = 1.0 ## Woks for numbers... what else?
|-
number myNum = 1234
| [[sprak world functions]]
string myStr = "test"
|-
bool  myBol = false
| [[sprak entertainment functions]]
Random() ## Random number
|-
 
| [[sprak connection functions]]
array letters      = "abcdefg"  ## define an array
|-
number letterCount = Count(letters) ## number of items in array
|}
</syntaxhighlight>
</blockquote><!-- Notes -->
 
== Loops ==
<blockquote>
<syntaxhighlight lang="C">
## Iterate over variable
loop x from 1 to 8
Print( x )
end
 
 
## Loop indefinitely (accepting commands)
loop
var cmd = Input(") ")
end
</syntaxhighlight>
</blockquote><!-- Loops -->
 
== Conditionals ==
<blockquote>
<syntaxhighlight lang="C">
if varA == varB ## Unconfirmed
Print("Success")
else if varA == varC
Print("Alternative Success")
End()
</syntaxhighlight>
</blockquote><!-- Conditionals -->
 
== Functions ==
<blockquote>
<syntaxhighlight lang="C">
## Define Function
string MyFunction( string var )
return var
End()
 
void MyFunction( string var )
Print("no return value")
End()
</syntaxhighlight>
 
<syntaxhighlight lang="C">
## Test if function exists on platform
if HasFunction("Print")
Print("Success")
End()
</syntaxhighlight>
</blockquote><!-- Language Core -->
 
 
== Utility Functions ==
<syntaxhighlight lang="C">
loop()
Sleep(1) ## Sleep time in seconds
GetUser() ## Identifies you as "Sebastian"
GetRoom() ## Identifies room being accessed from
GetHour() ## Gets hour, most TVs use this
GetType() ## Gets type of item (used in Trash Can)
GetPosition( name ) ## Get Coordinates of a user (ex: Pixie) (only police computer...)
Print( Name() ) ## Print ComputerName
Info() ## Print Computer Specs
 
var cs = GetConnections() ## List of all connections made to computer
 
Say("something") ## Print, but out loud
CreateDrink("Coke", 100) ## Creaate any arbitrary drink (haven't had success other thank coke...)
Ping( connection ) ## Test if connection exists
 
bank = Connect("Finance Computer") ## Connect allows you to interact with outside systems
bank.ChangeBalance("Sebastian", +100) #  (each has their own set of commands)
 
ClearText() ## Clear the screen
ClearCode() ## (?)
AppendCode() ## (?)
Drink(25) ## (?) sinks have this...
MoveToRoom("MonadsApartment") ## Move item to room (used in trashcan)
Delete() ## Delete an item    (used in trashcan)
</syntaxhighlight>
 
== Attributes ==
Attributes can be modified on consumable items (beverages, ciggarettes, ...).
<syntaxhighlight lang="C">
Drunkeness(  50 ) ## Standard Beer
Sleepiness( -25 ) ## Standard Coffee
Smelliness(  10 ) ## Standard Drink
Corruption( -25 ) ## Default Coke
 
QuickBoost() ## (?) Snus
FastForward() ## (?) Drug
Slurp() ## Move yourself to active connection
 
</syntaxhighlight>
 
= Types =
<blockquote>
you can determine Item types with the <code>GetType()</code> command.
 
<syntaxhighlight lang="C">
floppy ## Floppy Diskette
key ## Keys
 
</syntaxhighlight>
</blockquote><!-- Types -->
 
 
= Entertainment =
<blockquote>
== Utility ==
Functions that seem to be able t be used for all categories of
entertainment.
<syntaxhighlight lang="C">
SetPitch(22) ## Determines the audio's pitch
</syntaxhighlight>
 
== Songs ==
Tracks can be played with <code>PlayLoop("Apache")</code>
<syntaxhighlight lang="C">
Apache
BlacKnuten ## Relaxing!
Ponty ## Relaxing and Nice!
</syntaxhighlight>
 
== Radio ==
<syntaxhighlight lang="C">
## There seem to be at least radio channels from 1-4
DisconnectAll() ## Disconnect from all radio stations
Connect("RadioStation_Channel"+ 3) ## Connect to RadioStationChannel 3
TurnOnSound() ## Listen to Radio
SetChannel(3) ## Remember the Radio Channel
</syntaxhighlight>
 
== TV ==
<syntaxhighlight lang="C">
Anime
Bergman
Talkshow
News
Terminator
TestScreen
</syntaxhighlight>
 
== Sounds ==
Sounds are frequently used with the <code>loop</code>
command.
<syntaxhighlight lang="C">
ThereminSound
</syntaxhighlight>
</blockquote><!-- Entertainment -->
 


= Passwords =
= Passwords =
<blockquote>
<blockquote>
<syntaxhighlight lang="C">
<syntaxhighlight lang="C">
## Generally speaking, the command to unlock doors is:
# Generally speaking, the command to unlock doors is:
Unlock( location )
Unlock( location )


## PowerPlant Entrance:
# PowerPlant Entrance:
## Factory_Corridor_DoorToServerRoom
# Factory_Corridor_DoorToServerRoom
zgh4522zcbw45
zgh4522zcbw45
##
</syntaxhighlight>
</syntaxhighlight>
</blockquote><!-- Passwords -->
</blockquote><!-- Passwords -->
= Connections =
<blockquote>
== Misc Connections ==
<syntaxhighlight lang="C">
Hotel:
Hotel_Office_MediumComputer1_1
SteeringComputer ## has disk drive
HarborWest:
HarborWest_LargeComputerL2_LargeComputerL2_1 ## can update money
Burrows:
Frank_Room_MediumComputer1_1 ## Shoe Store
Lodge_FirstCorridor_MediumSewercomputer_MediumSewerComputer_3 ## Shoe Store (disk)
Yvonne:
Yvonne_ArcadeMachine2
Chez Dot:
ArcadeMachine_ArcadeMachine
TownHall_DoorToLongsonOffice
</syntaxhighlight>
<syntaxhighlight lang="C">
SeaShacks:
Seaschack2_RecorderComputerWithMonitor_1
Seaschack2_RecorderComputerWithMonitor_2
Seaschack2_RecorderComputerWithMonitor_3
Seashack2_NewComputerScreen_NewComputerScreen_1
Seashack2_TriPodComputer_TriPodComputer1
PoliceStation
PoliceOfficeInterior_TriPodComputer_TriPodComputer_1
Sewer
MediumSewerComputer_MediumSewerComputer
Hotel
Hotel_ServerBasement_LargeComputerL3_LargeComputerL3
Factory
LapTop_LapTop
Factory_Floor2_TriPodComputer_TriPodComputer_1
Factory_Floor2_ModernComputer_1
Factory_Floor2_FlatScreen_FlatComputerScreen_4 ## 1-6
  Factory_ServerRoom_LargeComputerL3_LargeComputerL3_1
MachineB1
MachineB2
SendPipe1  ## 1-4
Misc
LargeComputerL3_LargeComputerL3
Factory_ServerRoom_LargeComputerL3_LargeComputerL3_1
</syntaxhighlight>
== FinanceComputer ==
The town's bank
<syntaxhighlight lang="C">
fin = Connect("Finance Computer")
fin.ChangeBalance( "Sebastian", +100 ) ## Change User's Balance
</syntaxhighlight>
== Wellspring ==
Wellspring's inventory, and balance.
<syntaxhighlight lang="C">
wells = Connect("Wellspringer")
wells.RegisterSeller( name, amount ) ## Register Sale for a User
</syntaxhighlight>
</blockquote>
== Factory ==
<blockquote>
=== goods ===
<syntaxhighlight lang="C">
string db = Connect("GoodsDatabase")
db.Register( goodsType, quality )
var id = Connect("SendPipe2")
Send(id)
var machine = Connect("MachineB2")
string result = machine.Convert()
Print("Result: "+ result )
</syntaxhighlight>
=== security ===
<syntaxhighlight lang="C">
ZapPerson( name )
light.StartBlinking()
</syntaxhighlight>
</blockquote><!-- Factory -->
== FuseBoxes ==
<syntaxhighlight lang="C">
## From Fusebox
powerTap = Connect("PowerTap")
name    = GetName()
powerTap.Tap(name)
## From Terminal
Connect("Plasa_FuseBox_Poor_FuseBox_1")
Slurp()
</syntaxhighlight>
= Terminals =
<syntaxhighlight lang="C">
Info() ## Get Info about the running system (Speed, modem, floppy drive, memory, screen x/y )
## Graphics
DisplayGraphics() ## (?) used on some computers
ClearText() ## Clear the screen
Print("abc") ## Print to screen
## Floppies
BootFromFloppy() ## Run a Floppy Diskette
var = LoadData() ## Get info on Floppy Diskette
## Other
var cmd = Input(">") ## save user-input to variable
Connect("") ## Connect to a external system
</syntaxhighlight>

Latest revision as of 03:01, 9 January 2023

Notes

sprak syntax
sprak world functions
sprak entertainment functions
sprak connection functions

Passwords

# Generally speaking, the command to unlock doors is:
Unlock( location )

# PowerPlant Entrance:
# Factory_Corridor_DoorToServerRoom
zgh4522zcbw45