Add Peter & Clara afternoon dialogue
[wgj58.git] / wgj58.js
index b98719dc6d29257f0bcde0907dd1925cc8aad4fd..71b0484725d4b015551a0053e6a9b5cc1d8b3626 100644 (file)
--- a/wgj58.js
+++ b/wgj58.js
@@ -440,6 +440,14 @@ class NPC_Carlos extends GameNPC {
 
 class NPC_Saiki extends GameNPC {
        actionTalk() {
+               /* If Saiki is happy, she's already teleported to Carlos. */
+               if (!this.happy)
+                       this.actionTalk_morning();
+               else
+                       this.actionTalk_afternoon();
+       }
+
+       actionTalk_morning() {
                if (logic.carlos.alive) {
                        switch (this.talkcount) {
                                case 0:
@@ -535,6 +543,39 @@ class NPC_Saiki extends GameNPC {
                super.actionTalk();
        }
 
+       actionTalk_afternoon() {
+               if (logic.peter.alive) {
+                       switch (this.talkcount) {
+                               case 0:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Oh, hi John!" },
+                                               { actor: logic.carlos, text: "Hey John! Thanks for telling my secret to Saiki..." },
+                                               { actor: logic.player, text: "Really sorry man, but it was so funny!" },
+                                               { actor: logic.carlos, text: "Are you kidding me? It's the best thing you could have ever done!" },
+                                               { actor: this, text: "Yeah, I couldn't resist to come over here to talk about it, haha!" },
+                                               { actor: logic.carlos, text: "And we talked about lots of other stuff too..." },
+                                               { actor: this, text: "WE ASKED EACH OTHER OUT ON A DATE!!!" },
+                                               { actor: logic.carlos, text: "Yeah, Saiki finds gender equality so important that she had to take the role of the initiator, just in the right moment when I asked her out." },
+                                               { actor: this, text: "Oh, shut up! xD" },
+                                               { actor: logic.player, text: "Awesome, I'm so happy for you guys!" },
+                                               { actor: logic.player, text: "... Don't mean to ruin the fun, but have you finished with your work?" },
+                                               { actor: logic.carlos, text: "Who cares? It waits. I can totally sell the shit tomorrow." },
+                                               { actor: this, text: "Yeah, I'll commit my patch tomorrow morning. We definitely deserve some fun!" },
+                                               { actor: logic.player, text: "You say it right! Bye then." } ] ));
+                                       break;
+                               default:
+                                       logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Have a great evening, guys!" } ] ));
+                       }
+               }
+               else {
+                       logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Oh... hi Peter!..." },
+                               { actor: this, text: "I wanted to talk to Carlos..." },
+                               { actor: this, text: "Where is he? I mean, he often leaves early, but..." },
+                               { actor: this, text: "I can't explain why, but somehow I have a very bad feeling about this. " },
+                               { actor: logic.player, text: "..." } ] ));
+               }
+               super.actionTalk();
+       }
+
        actionLeave() {
                if (logic.carlos.alive) {
                        logic.gameinterface.dropNotice(this.shortname + ": It was nice talking to you!");
@@ -550,12 +591,13 @@ class NPC_Saiki extends GameNPC {
        }
 
        endTalk() {
-               return (logic.carlos.alive);
+               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.)
@@ -564,6 +606,14 @@ class NPC_Saiki extends GameNPC {
 
 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:
@@ -638,20 +688,66 @@ class NPC_Peter extends GameNPC {
                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();
                return super.actionTake();
        }
 
        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.)