}
class NPC_Bianca extends GameNPC {
+ actionTalk() {
+ if (logic.peter.alive) {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "... Hi Bianca!" },
+ { actor: this, text: "... Hello John!" },
+ { actor: logic.player, text: "So I've been told, you've been spending most of the day in this meeting room..." },
+ { actor: this, text: "Yeah?" },
+ { actor: logic.player, text: "... Your colleagues want to hold a meeting in this room and you're blocking it." },
+ { actor: this, text: "Hmm... Kind of that's the point... There is no need for that meeting." },
+ { actor: logic.player, text: "May I know why?" },
+ { actor: this, text: "You must have heard about the layoffs. We weren't happy with that, but it was inevitable to meet the productivity requirements." },
+ { actor: this, text: "But today morning, I received a list with about 50% of the employees... Many of them are great friends of mine..." },
+ { actor: this, text: "We were like a big family here and we're torn apart like this... The worst is that I have to tell the news to all of them." },
+ { actor: logic.player, text: "That's rough. Does this company even need people?" },
+ { actor: this, text: "..." } ] ));
+ logic.openDoor("cutedoor");
+ logic.closeDoor("peterdoor");
+ break;
+ case 1:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Bianca... Am I on that list?" },
+ { actor: this, text: "Yes, John." },
+ { actor: this, text: "Well, I'll try to convince them to keep you and many other great folks from the list." },
+ { actor: this, text: "But... I can't promise anything. Also, it would help your case a lot if you made some notable work today, so I could mention it as your recent achievement." },
+ { actor: logic.player, text: "Thank you very much... I'll see what I can do." } ] ));
+ break;
+ case 2:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You seem to be somehow blaming yourself. It's not your fault. You're just doing your job." },
+ { actor: this, text: "I know. It's just part of my work..." },
+ { actor: this, text: "But if you have to sweep out such a great volume of people within such a short time... It does take its toll on the person." },
+ { actor: this, text: "... I feel like I'm growing distant from the company." },
+ { actor: this, text: "I mean... probably it's heresy to say that, but I feel I can less and less identify with the company's values." },
+ { actor: logic.player, text: "Yeah, you should definitely not talk about it to others... I mean, maybe only those you deeply trust." },
+ { actor: this, text: "I don't care anymore..." },
+ { actor: logic.player, text: "Fine." },
+ { actor: logic.player, text: "See... probably there is no need for such drama. Maybe it's for the best for everyone." },
+ { actor: logic.player, text: "... After all, there IS life beyond the company..." },
+ { actor: this, text: "You think so?..." },
+ { actor: this, text: "Hmm..." },
+ { actor: this, text: "I never thought about it for a long time..." },
+ { actor: logic.player, text: "There are plenty of other opportunities for us! Everything will be fine!" },
+ { actor: this, text: "..." },
+ { actor: this, text: "Thank you. This helped me to regain a bit of my composure..." },
+ { actor: logic.player, text: "You're welcome." } ] ));
+ this.makeHappy();
+ break;
+ default:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Thank you. I'll go back to work soon. Just give some more minutes of alone time." } ] ));
+ }
+ }
+ else {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "..." },
+ { actor: this, text: "... So you came for me too." },
+ { actor: this, text: "..." },
+ { actor: this, text: "I know what you are..." },
+ { actor: this, text: "..." },
+ { actor: this, text: "Let's get over with." },
+ { actor: logic.player, text: "..." } ] ));
+ break;
+ default:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "What are you waiting for?" } ] ));
+ }
+ }
+ super.actionTalk();
+ }
+
+ actionLeave() {
+ if (this.happy) {
+ logic.gameinterface.dropNotice(this.shortname + ": Thank you. I'll go back to work soon.");
+ }
+ }
+
actionTake() {
// All doors open for you if you have all the cards.
logic.openDoor("cutedoor");