+ logic.openDoor("peterdoor");
+ logic.carlos.kill();
+ return super.actionTake();
+ }
+
+ endTalk() {
+ return (logic.carlos.alive) && (!this.happy);
+ }
+
+ tpDone(value) {
+ console.log("Woot-woot! Teleport complete:", value);
+ value.makeHappy();
+ value.resetTalk();
+ logic.carlos.makeHappy();
+ // FIXME: Need to find a prettier way than this.
+ logic.carlos.update = function() { }; // Disable Carlos' interaction. (Saiki will talk for him.)
+ }
+}
+
+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:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Peter! What's up?" },
+ { actor: this, text: "Hi John! Bianca has locked herself in the large meeting room." },
+ { actor: logic.player, text: "Why would she do that?" },
+ { actor: this, text: "I have no idea." },
+ { actor: this, text: "Normally, I would give a fuck about what she's doing and her problems, but I want to hold a meeting in an hour." },
+ { actor: logic.player, text: "That was rude. I think you should care more about your colleagues." },
+ { actor: this, text: "Ahh... You're right. I didn't mean it. I'm just so frustrated about all the shit going on here." } ] ));
+ logic.closeDoor("saikidoor");
+ logic.openDoor("peterdoor");
+ logic.openDoor("biancadoor");
+ break;
+ case 1:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "See... Would you talk to Bianca? We don't understand each other pretty well. That's why I'd rather wouldn't make a shot." } ] ));
+ break;
+ default:
+ if ((logic.clara.talkcount >= 5) && (this.talkcount == 2)) {
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Do you know Clara from the Reception?" },
+ { actor: this, text: "Of course I do." },
+ { actor: logic.player, text: "I think she's mad at me..." },
+ { actor: this, text: "Why would she?" },
+ { actor: logic.player, text: "I kind of... asked her out." },
+ { actor: logic.player, text: "She said no." },
+ { actor: this, text: "What the heck, dude?" },
+ { actor: this, text: "..." },
+ { actor: this, text: "You should know it's against the company etiquette..." },
+ { actor: this, text: "Regardless, I don't think she's really mad. You're a cool guy." },
+ { actor: logic.player, text: "I hope this will be sorted out... I totally accept her answer, but I wouldn't like her to have negative feelings towards me." } ] ));
+ this.offscreenTeleportation(new Phaser.Point(logic.clara.x - 160, logic.clara.y), this.tpDone, this);
+ }
+ else {
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I'm kind of busy, man." } ] ));
+ }
+ }
+ }
+ else {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "What a wonderful day, Peter!" },
+ { actor: this, text: "Yikes! Saiki! You scared me!" },
+ { actor: logic.player, text: "I didn't even say \"boo\"." },
+ { actor: this, text: "Are you OK? You look horrible! You should really see a doctor." },
+ { actor: logic.player, text: "I'm fine, Peter. And you?" },
+ { actor: this, text: "No... Not at all." },
+ { actor: logic.player, text: "I'm sorry to hear that..." } ] ));
+ break;
+ case 1:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't come closer to me!" },
+ { actor: logic.player, text: "Why?" },
+ { actor: this, text: "I don't mean to offend you, but... you really creep me out..." },
+ { actor: logic.player, text: "Why do you say that?" },
+ { actor: this, text: "I honestly can't tell what's wrong with you, but... you look like that ghost girl from The Ring!" } ] ));
+ break;
+ case 2:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Now that was pretty much racist..." },
+ { actor: logic.player, text: "Just because I have a Japanese name and long black hair, that makes me immediately look like the Japanese girl from Ring when I'm sick?" },
+ { actor: this, text: "Geez... that's not even a Japanese movie! And the actress is American..." },
+ { actor: logic.player, text: "The original movie is Japanese." },
+ { actor: this, text: "I don't care... Just... keep distance, please!" } ] ));
+ break;
+ default:
+ if (Phaser.Math.random() < 0.5) {
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "STAY AWAY FROM ME!" } ] ));
+ }
+ else {
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "DON'T COME ANY CLOSER!" } ] ));
+ }
+ }
+ }
+ 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");
+ logic.openDoor("biancadoor");
+ logic.carlos.kill();
+ if (logic.saiki.talkcount > 0) logic.saiki.kill();