class NPC_Peter extends GameNPC {
actionTalk() {
+ /* If Peter is happy, she's already teleported to Clara. */
+ if (!this.happy)
+ this.actionTalk_morning();
+ else
+ this.actionTalk_afternoon();
+ }
+
+ actionTalk_morning() {
if (logic.saiki.alive) {
switch (this.talkcount) {
case 0:
super.actionTalk();
}
+ actionTalk_afternoon () {
+ if (logic.bianca.alive) {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Hey John!" },
+ { actor: logic.player, text: "Hey, what's up?" },
+ { actor: this, text: "I just asked Clara out on a date!" },
+ { actor: logic.clara, text: "Shhhsh, don't brag about it! I'm a person, not a prize." },
+ { actor: this, text: "Sorry..." },
+ { actor: logic.clara, text: "It's OK... Uhm... Sorry, John... I always liked Peter... but when you asked me out, I felt intimidated and a little uncomfortable." } ] ));
+ break;
+ case 1:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I'm sorry, Clara, I didn't mean to be inappropriate... situations like this are always so complicated..." },
+ { actor: logic.clara, text: "Never mind, John. I didn't handle it properly either. Apology accepted." },
+ { actor: this, text: "Everyone's happy, I guess." },
+ { actor: logic.player, text: "Not really. Maybe I'm gonna be fired." },
+ { actor: this, text: "Haha, you're a joker!" } ] ));
+ break;
+ case 2:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "*Whispers.* Khm, no offense, but it would be nice if you excused yourself and leave. You know how it is..." } ] ));
+ break;
+ case 3:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Oh, time goes so fast... I have to go. Bye!" } ] ));
+ break;
+ default:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "..." } ] ));
+ }
+ }
+ else {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." },
+ { actor: logic.clara, text: "..." },
+ { actor: logic.player, text: "Hey there!... Uhm... Don't you have anything better to do?" },
+ { actor: this, text: "Yeah, I would totally have if you weren't been blocking the meeting room!" } ] ));
+ break;
+ default:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Get back to work! Don't make me say it again!" } ] ));
+ }
+ }
+ super.actionTalk();
+ }
+
actionTake() {
logic.closeDoor("saikidoor");
logic.openDoor("peterdoor");
}
endTalk() {
- return (logic.saiki.alive) && (this.talkcount < 3);
+ return (logic.saiki.alive) && (this.talkcount < 3) && (!this.happy);
}
tpDone(value) {
console.log("Woot-woot! Teleport complete:", value);
value.makeHappy();
+ value.resetTalk();
logic.clara.makeHappy();
// FIXME: Need to find a prettier way than this.
logic.clara.update = function() { }; // Disable Clara's interaction. (Peter will talk for him.)