X-Git-Url: http://git.megabrutal.com/?p=wgj58.git;a=blobdiff_plain;f=wgj58.js;fp=wgj58.js;h=c69dcbee022d6abceebf7b6a21042cb407ae0335;hp=2c503f0829a15065ad0859591ef4640b72353a0f;hb=843210d0ce09616cf01237228425aededacc419a;hpb=4d2391f1beff1a3168bc19d05ab2c5913b63d588 diff --git a/wgj58.js b/wgj58.js index 2c503f0..c69dcbe 100644 --- a/wgj58.js +++ b/wgj58.js @@ -309,52 +309,78 @@ class NPC_Clara extends GameNPC { 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." } ] )); + if (logic.peter.talkcount == 0) { + 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: this, text: "Phew... long shift, I gotta go!" }, + { actor: this, text: "Why are you still here? I mean, you engineers stay here 'til late at night. Why don't you just go home at 4 pm?" }, + { actor: this, text: "This is why I can never ask out Saiki... She always works for so long..." }, + { actor: logic.player, text: "We tend to have lots of work with impossible deadlines..." }, + { actor: this, text: "I bet you get lots of money for the overtimes!" }, + { actor: logic.player, text: "No, we don't get paid for overtimes." }, + { actor: this, text: "... Then why do you stay beyond the office hours?" }, + { actor: logic.player, text: "Otherwise we're fired. That's the deal. Either we work 2 extra hours or we get replaced." }, + { actor: this, text: "Wow... and I thought we have a shortage on engineers..." } ] )); + break; + case 1: + logic.gameinterface.talk(new Dialogue( [ { actor: logic.player, text: "And how's the business going? Did you manage to shell the shit?" }, + { actor: this, text: "In a heartbeat! Now they're buying so much shit that I'm afraid we don't have enough assholes to produce that quantity." }, + { actor: this, text: "Be prepared for another month of overtimes. This deal will be huge!" }, + { actor: logic.player, text: "Well done, man!" } ] )); + break; + default: + logic.gameinterface.talk(new Dialogue( [ { actor: this, text: "I really want to leave now." } ] )); + this.offscreenTeleportation(new Phaser.Point(0, 0), this.tpDone, this); + } } } else { @@ -391,7 +417,7 @@ class NPC_Carlos extends GameNPC { } actionLeave() { - if (logic.clara.alive) { + if ((logic.clara.alive) && (logic.peter.talkcount == 0)) { logic.gameinterface.dropNotice(this.shortname + ": Bye, John! Pass on my greetings to Saiki!"); } } @@ -403,7 +429,12 @@ class NPC_Carlos extends GameNPC { } endTalk() { - return (logic.clara.alive) || (this.talkcount < 3); + return ((logic.clara.alive) && (logic.peter.talkcount == 0)) || (this.talkcount < 3); + } + + tpDone(value) { + console.log("Woot-woot! Teleport complete:", value); + value.visible = false; } } @@ -545,6 +576,7 @@ class NPC_Peter extends GameNPC { logic.closeDoor("saikidoor"); logic.openDoor("peterdoor"); logic.openDoor("biancadoor"); + logic.carlos.resetTalk(); 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." } ] ));