mirror of
https://gitlab.com/Oreolek/ludumdare37.git
synced 2024-07-05 16:24:27 +03:00
219 lines
5.7 KiB
CoffeeScript
219 lines
5.7 KiB
CoffeeScript
## REAL ROOM
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room "start",
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clear: false
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before: (from) ->
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if (!from)
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return "intro".l()
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dsc: () ->
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if salet.character.ferret == true
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return "dsc_ferret".l()
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return "dsc".l(Improv, state)
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afterChoices: () ->
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if (
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salet.character.lastBeat() > 3 and
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salet.character.killed != true and
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salet.character.knows_margo and
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salet.character.knows_alexey
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)
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salet.character.killed = true
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salet.character.newBeat()
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salet.goTo("killed")
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if (salet.character.book == true and salet.character.lastBeat() == 2)
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salet.view.write "**"+"reset_book".l()+"**"
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if (salet.character.window == true and salet.character.lastBeat() == 2)
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salet.view.write "**"+"reset_window".l()+"**"
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if (salet.character.window == true and salet.character.lastBeat() > 3)
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salet.character.window = false
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salet.character.newBeat()
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salet.view.write "**"+"reset_window_ends".l()+"**"
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if (salet.character.book == true and salet.character.lastBeat() > 3)
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salet.character.book = false
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salet.character.newBeat()
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salet.view.write "**"+"reset_book_ends".l()+"**"
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canExit: (to) ->
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if salet.character.killed and (to == "margo" or to == "alexey")
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salet.view.clearContent()
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salet.view.append("<em>"+"#{to}_reaction".l()+"</em>")
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return false
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units:[
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unit "window",
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order: 5
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dsc: () ->
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if salet.character.ferret == true
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return "\n\n"+"window_end".l()
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return "\n\n"+"window".l()
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act: () ->
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# re-enter the room, reroll the description
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salet.view.clearContent()
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salet.here().entering("start")
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return "<em>"+procgen("window")+"</em>"
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unit "owindow",
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order: 6
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dsc: () ->
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if salet.character.ferret == true
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return "owindow_end".l()
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return "owindow".l()
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act: () ->
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salet.view.clearContent()
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salet.here().entering("start")
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if salet.character.killed
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salet.character.window = true
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salet.character.newBeat()
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return "<em>"+"window_open".l()+"</em>"
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else
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return "<em>"+"window_open_no".l()+"</em>"
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unit "alexey",
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order: 3
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dsc: () ->
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"alexey".l(Improv, state)
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act: () ->
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salet.goTo("alexey")
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unit "margo",
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order: 4
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dsc: () ->
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"margo".l(Improv, state)
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act: () ->
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salet.goTo("margo")
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unit "debug",
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dsc: "<center>{{Пропустить всё до загадок}}</center>"
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act: () ->
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state.setTag("weather", "cold")
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salet.here().take(book)
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salet.here().take(blood)
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salet.here().take(ferret)
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salet.character.newBeat()
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salet.character["knows_alexey"] = true
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salet.character["knows_margo"] = true
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salet.here().drop("debug")
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salet.character.killed = true
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salet.view.clearContent()
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salet.here().entering("start")
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return "*Сделано.*"
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]
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book = cunit "book",
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order: 7
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dsc: () ->
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if salet.character.book
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return "\n\n"+"book_floor".l()
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else
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return "\n\n"+"book".l()
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enact: () ->
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if salet.character.book
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return "book_act_twice".l()
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else
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salet.character.book = true
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salet.character.newBeat()
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return "book_act".l()
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blood = cunit "blood",
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order: 8
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dsc: "blood_dsc".l()
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enact: "blood_act".l()
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ferret = cunit "ferret",
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dsc: "ferret_dsc".l()
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order: 4
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enact: () ->
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if salet.character.window == true and salet.character.book == true
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# хорьку никто не мешает
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else if salet.character.window == true
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return "ferret_one_margo".l()
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else if salet.character.book == true
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return "ferret_one_alexey".l()
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else
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return "ferret_act".l()
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## ACTUALLY DIALOGUES
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dlg = (name) ->
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return room(name, {
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before: () ->
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if salet.character["knows_#{name}"] != true
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salet.character["knows_#{name}"] = true
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return "meet_#{name}".l()
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choices: "##{name}",
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dsc: () ->
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"#{name}_dsc".l(Improv, state)
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})
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dlg_bye = (name) ->
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return room("#{name}_bye", {
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clear: false
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tags: [name]
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optionText: "bye".l()
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dsc: "#{name}_bye".l()
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after: () ->
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return salet.goTo("start")
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})
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dlg("alexey")
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dlg("margo")
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dialogue "alexey_mood".l(), "alexey", "alexey", "alexey_mood_answ".l()
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dialogue "alexey_speed".l(), "alexey", "alexey", "alexey_speed_answ".l()
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dlg_bye("alexey")
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dlg_bye("margo")
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room "killed",
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clear: false
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choices: "#killed"
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dsc: "story_call".l()
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room "killed2",
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clear: false
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optionText: "killed2_option".l()
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dsc: "killed2".l()
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tags: ["killed"]
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choices: "#killed"
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canView: () ->
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true if !salet.isVisited("killed2")
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room "killed3",
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clear: false
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optionText: "killed3_option".l()
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dsc: "killed3".l()
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tags: ["killed"]
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choices: "#killed"
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canView: () ->
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true if salet.isVisited("killed2") and !salet.isVisited("killed3")
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room "killed4_a",
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clear: false
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optionText: "killed4_option_a".l()
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dsc: "killed4_a".l()
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tags: ["killed"]
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choices: "#killed"
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canView: () ->
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true if salet.isVisited("killed3") and !salet.isVisited("killed4_b")
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room "killed4_b",
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clear: false
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optionText: "killed4_option_b".l()
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dsc: "killed4_b".l()
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tags: ["killed"]
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choices: "#killed"
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canView: () ->
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true if salet.isVisited("killed3") and !salet.isVisited("killed4_a")
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room "killed5",
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clear: false
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enter: () ->
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state.setTag("weather", "cold")
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salet.rooms["start"].take(book)
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salet.rooms["start"].take(blood)
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salet.rooms["start"].take(ferret)
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optionText: "killed5_option".l()
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dsc: "killed5".l()
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tags: ["killed"]
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canView: () ->
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true if salet.isVisited("killed4_a") or salet.isVisited("killed4_b")
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after: () ->
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return salet.goTo("start")
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