+class NPC_Carlos extends GameNPC {
+ actionTalk() {
+ if (logic.clara.alive) {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos! What's up?" },
+ { actor: this, text: "Hey, John! Not too much, I'm just trying to sell some shit to this new client." },
+ { actor: logic.player, text: "And so? Is it hard to convince them?" },
+ { actor: this, text: "Of course, they don't want to buy. It's shit." },
+ { actor: this, text: "I mean, who would want to buy shit?" },
+ { actor: logic.player, text: "Yeah. Relatable... But why are you trying to sell shit? I mean, why not one of our cutting edge technologies?" },
+ { actor: this, text: "They couldn't afford it." },
+ { actor: logic.player, text: "Then why are you trying to sell them... anything at all? They'd better off with a cheaper company." },
+ { actor: this, text: "Company policies. Plus the management instructed me to sell to them, no matter what." },
+ { actor: logic.player, text: "That sucks... Well... good luck!" },
+ { actor: this, text: "Thanks..." } ] ));
+ logic.closeDoor("cutedoor");
+ logic.openDoor("carlosdoor");
+ break;
+ case 1:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "*Sigh.* I'll probably not work here for long, if I can't sell this shit to the customer." },
+ { actor: this, text: "These layoffs are terrifying. They let go of anyone for even the slightest mistake." },
+ { actor: logic.player, text: "But it's not a mistake when our client doesn't buy something they don't need." },
+ { actor: this, text: "Tell this to my boss..." } ] ));
+ break;
+ case 2:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "You know, generally, I think it sucks being a child. One thing I miss though, if you're a child, you're allowed to be silly." },
+ { actor: this, text: "..." },
+ { actor: this, text: "For example, when my Dad told me that semen is the seed of animals, I theoretized, if I'd bury some pig semen in the garden, a pig would grow out of it..." },
+ { actor: this, text: "I was totally fascinated by the thought, because I really wanted to have a pet pig, but Dad wouldn't let me have one." },
+ { actor: this, text: "So I thought I could grow my own pig in the garden from pig seeds!" },
+ { actor: logic.player, text: "Interesting. Where are you going with this?" },
+ { actor: this, text: "I don't know... sometimes I feel like I'd rather sell pig semen to our clients, heh!" },
+ { actor: this, text: "Uhm..." },
+ { actor: this, text: "Totally don't tell this to Saiki!" } ] ));
+ this.pigsemen = true;
+ break;
+ case 3:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Weren't you heading to the IT department to the right?" },
+ { actor: this, text: "You know... the green department which looks way better than blue!" },
+ { actor: this, text: "..." },
+ { actor: this, text: "Damn, why do I have to work in blue? I just feel... so blue about it." } ] ));
+ break;
+ case 4:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Weren't you heading to the conveniently green department to the right? I guess Saiki is waiting for you." },
+ { actor: this, text: "You're so lucky that you can work with her every day!" } ] ));
+ break;
+ default:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Guess you'll stay here then. It's cool, you're great company anyway." } ] ));
+ }
+ }
+ else {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Good morning, Carlos!" },
+ { actor: this, text: "Whoa, Clara! You have changed so much! I barely recognize you. What's up?" },
+ { actor: logic.player, text: "I need to talk to Saiki at the IT department, but... my card doesn't allow me to enter there." },
+ { actor: this, text: "Well... I can certainly help you with that..." },
+ { actor: this, text: "..." } ] ));
+ break;
+ case 1:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Carlos. You promised to help me." },
+ { actor: this, text: "Uhm... It's just... Please give me 5 mins to finish this e-mail." },
+ { actor: logic.player, text: "I don't have much time, Carlos." },
+ { actor: this, text: "See, it's just 5 mins, please be patient. I have a chocolate bar in the fridge. I give it to you. Feel free to have it meanwhile." },
+ { actor: logic.player, text: "..." } ] ));
+ break;
+ case 2:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Time is up, Carlos!" },
+ { actor: this, text: "Please give me just another min." },
+ { actor: logic.player, text: "Fine. Please just give me your card and I'll help myself!" },
+ { actor: this, text: "But... you know that company policies forbid that, Clara! Please just be a little more patient!" },
+ { actor: logic.player, text: "You will give me your card now or you will regret!" },
+ { actor: this, text: "...?" },
+ { actor: this, text: "You're not gonna treat me like this. Forget it!" },
+ { actor: logic.player, text: "You'll not work here tomorrow." } ] ));
+ break;
+ default:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "..." } ] ));
+ }
+ }
+ super.actionTalk();
+ }
+
+ actionLeave() {
+ if (logic.clara.alive) {
+ logic.gameinterface.dropNotice(this.shortname + ": Bye, John! Pass on my greetings to Saiki!");
+ }
+ }
+
+ actionTake() {
+ logic.closeDoor("cutedoor");
+ logic.openDoor("carlosdoor");
+ return super.actionTake();
+ }
+
+ endTalk() {
+ return (logic.clara.alive) || (this.talkcount < 3);
+ }
+}
+
+class NPC_Saiki extends GameNPC {
+ actionTalk() {
+ if (logic.carlos.alive) {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Hi Saiki!" },
+ { actor: this, text: "Hi John! Glad you arrived, here's some work for you!" },
+ { actor: logic.player, text: "Awesome! What is it?" },
+ { actor: this, text: "Haha, joking! Actually, our queue is suspiciously empty for today." },
+ { actor: logic.player, text: "Yeah... That's really suspicious!" },
+ { actor: logic.player, text: "Maybe I can get home today in time?" },
+ { actor: this, text: "You mean, you wouldn't spend the mandatory free extra working hours?" },
+ { actor: this, text: "You steal from the company! The company needs your unpaid hours of work! Otherwise, how would we finance the trash can I ordered for the department?" },
+ { actor: this, text: "*Whispers with wink.* I hope you get my sarcasm." },
+ { actor: logic.player, text: "Haha! I always get it, Saiki!" } ] ));
+ logic.closeDoor("carlosdoor");
+ logic.openDoor("saikidoor");
+ // FIXME: Abrupt game over.
+ if (!logic.carlos.pigsemen) game.time.events.add(Phaser.Timer.SECOND * 15, game.state.start, game.state, 'GameOver', false);
+ break;
+ case 1:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Now that I think about it, there's still one thing. You could look into why the access control system is acting so funny today." },
+ { actor: this, text: "Clara has to enter people manually." },
+ { actor: logic.player, text: "Yeah, I'll definitely check that." } ] ));
+ break;
+ case 2:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "So... what's up with the trash can?" },
+ { actor: this, text: "I'm always up for such deep conversation" },
+ { actor: this, text: "about trash cans." },
+ { actor: this, text: "While we only have one trash can, other departments seem to be abundant of them. And ours is always filled. So I requested an additional trash can." },
+ { actor: this, text: "Now the ticket is in PENDING status. The latest work note is from two months ago, telling there is no budget at the moment." },
+ { actor: logic.player, text: "Hmm... Maybe it's too much to ask. Can we take one from another department?" },
+ { actor: this, text: "No, everyone holds on to their trash cans." },
+ { actor: logic.player, text: "You certainly did your research." },
+ { actor: this, text: "Of course. It's an important subject." } ] ));
+ break;
+ case 3:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "My parents named me after a Japanese rock singer." },
+ { actor: logic.player, text: "Cool! Which band?" },
+ { actor: this, text: "I don't remember the band name. But the particular singer has a blue rose in her hair most of the time." } ] ));
+ break;
+ default:
+ if ((logic.carlos.pigsemen) && (this.talkcount == 4)) {
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "Did you know that Carlos thought he can grow a pig by burying pig semen in the ground? What do you think about this?" },
+ { actor: this, text: "Hmm..." },
+ { actor: this, text: "I guess it didn't work." },
+ { actor: this, text: "So do you want to know what I think about this?" },
+ { actor: this, text: "..." },
+ { actor: this, text: "IT'S BRILLIANT!!!" },
+ { actor: this, text: "You know, it really sparkled my artistic vision! Now I must draw a pig with its legs rooted into the ground!" },
+ { actor: logic.player, text: "That's gross. Poor pig." },
+ { actor: this, text: "Indeed. But this is the point. He's stuck in one place, cannot move. Like you in life. So you feel sympathy for him." },
+ { actor: logic.player, text: "You have a point." },
+ { actor: this, text: "I think I'll catch Carlos and talk to him. I always liked that guy but I didn't know he's such imaginative." } ] ));
+ this.offscreenTeleportation(new Phaser.Point(logic.carlos.x, logic.carlos.y + 64), this.tpDone, this);
+ }
+ else {
+ if (Phaser.Math.random() < 0.5) {
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I've found an orchestrated rendition of „Potential for Anything”. You'll have to check it out, it's breathtaking!" } ] ));
+ }
+ else {
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I don't like that our department is green. The blue one, where Carlos works, looks much better." } ] ));
+ }
+ }
+ }
+ }
+ else {
+ switch (this.talkcount) {
+ case 0:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I love you, Saiki!" },
+ { actor: this, text: "Hi Carlos..." },
+ { actor: logic.player, text: "I'm infatuated by the mere thought of you." },
+ { actor: this, text: "Well... it sounds pretty much creepy." },
+ { actor: logic.player, text: "Will you go out on a date with me?" },
+ { actor: this, text: "..." },
+ { actor: this, text: "Sorry to hurt your feelings, but... even though I like you... Your sudden, unprecedented confession makes me scared." },
+ { actor: this, text: "Especially with that facial expression." },
+ { actor: this, text: "I mean... you're not even joking." },
+ { actor: this, text: "So sorry... I won't date you." } ] ));
+ break;
+ case 1:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "I thought I could impress you." },
+ { actor: this, text: "I'm sorry." } ] ));
+ break;
+ case 2:
+ logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "You will give me your card." },
+ { actor: this, text: "Geez, what for? Go back to your department and work!" },
+ { actor: logic.player, text: "I need it." },
+ { actor: this, text: "..." } ] ));
+ break;
+ default:
+ logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "Don't you have anything better to do, Carlos?" } ] ));
+ }
+ }
+ super.actionTalk();
+ }
+
+ actionLeave() {
+ if (logic.carlos.alive) {
+ logic.gameinterface.dropNotice(this.shortname + ": It was nice talking to you!");
+ }
+ }
+
+ actionTake() {
+ logic.closeDoor("carlosdoor");
+ logic.openDoor("saikidoor");
+ logic.carlos.kill();
+ // FIXME: Abrupt game over.
+ game.time.events.add(Phaser.Timer.SECOND * 15, game.state.start, game.state, 'GameOver', false);
+ return super.actionTake();
+ }
+
+ endTalk() {
+ return (logic.carlos.alive);
+ }
+
+ makeHappy() {
+ // FIXME: Abrupt game over.
+ game.time.events.add(Phaser.Timer.SECOND * 15, game.state.start, game.state, 'GameOver', false);
+ super.makeHappy();
+ }
+
+ tpDone(value) {
+ console.log("Woot-woot! Teleport complete:", value);
+ value.makeHappy();
+ logic.carlos.makeHappy();
+ // FIXME: Need to find a prettier way than this.
+ logic.carlos.update = function() { }; // Disable Carlos' interaction. (Saiki will talk for him.)
+ }
+}
+