public DialogueTree getRoommate3Dialogue()
        {
            DialogueTree roommate2 = new DialogueTree(n3);

            roommate2.addDialogue(new Dialogue(n3.name, "hey! i forgot my mask at my parents house.. do you know where to buy?"));
            return(roommate2);
        }
        //get static dialogues
        #region roommate dialogues
        public DialogueTree getRoommate1Dialogue()
        {
            DialogueTree roommate1 = new DialogueTree(n1);

            roommate1.addDialogue(new Dialogue(n1.name, "what do you want?? i'm taking a nap here\ngo away!!!!! -_-\nzzz"));
            return(roommate1);
        }
        public DialogueTree getRoommate2Dialogue()
        {
            DialogueTree roommate2 = new DialogueTree(n2);

            roommate2.addDialogue(new Dialogue(n2.name, ""));
            return(roommate2);
        }
        public List <DialogueTree> getBathDialogues(string playerName)
        {
            List <DialogueTree> hd = new List <DialogueTree>();
            /// dialog 1
            DialogueTree t1 = new DialogueTree(n1);

            t1.addDialogue(new Dialogue(n1.name, "i was here first!"));
            t1.addDialogue(new Dialogue(playerName, new int[] { 4 + NUM_OF_ACTIONS, 5 + NUM_OF_ACTIONS }));
            hd.Add(t1);
            // dialog 2
            DialogueTree t2 = new DialogueTree(n2);

            t2.addDialogue(new Dialogue(n2.name, "i'm singing in the rain~ \n   just singing in the rain~~"));
            t2.addDialogue(new Dialogue(playerName, new int[] { 6 + NUM_OF_ACTIONS, 7 + NUM_OF_ACTIONS, 8 + NUM_OF_ACTIONS }));
            hd.Add(t2);
            return(hd);
        }
        public List <DialogueTree> contDialogues(string playerName)
        {
            List <DialogueTree> cd = new List <DialogueTree>();
            DialogueTree        t1 = new DialogueTree(n1);

            t1.addDialogue(new Dialogue(n1.name, "i don't! anyways, i was here first, so leave or wait outside!"));
            t1.addDialogue(new Dialogue(playerName, new int[] { 14 + NUM_OF_ACTIONS, 15 + NUM_OF_ACTIONS }));
            cd.Add(t1);

            DialogueTree t2 = new DialogueTree(n1);

            t2.addDialogue(new Dialogue(n1.name, "good, since you ate then you do the dishes \nAdios"));
            t2.addDialogue(new Dialogue(playerName, new int[] { 16 + NUM_OF_ACTIONS, 17 + NUM_OF_ACTIONS }));
            cd.Add(t2);

            DialogueTree t3 = new DialogueTree(n2);

            t3.addDialogue(new Dialogue(n2.name, "i never clean"));
            cd.Add(t3);

            DialogueTree t4 = new DialogueTree(n2);

            t4.addDialogue(new Dialogue(n2.name, "shh... i'm thinking about life..."));
            t4.addDialogue(new Dialogue(playerName, new int[] { 18 + NUM_OF_ACTIONS, 19 + NUM_OF_ACTIONS }));
            cd.Add(t4);

            DialogueTree t5 = new DialogueTree(n2);

            t5.addDialogue(new Dialogue("", "60 min later..."));
            t5.addDialogue(new Dialogue(n2.name, "i've finished \nyou can do whatever you want now"));
            cd.Add(t5);

            DialogueTree t6 = new DialogueTree(n1);

            t6.addDialogue(new Dialogue(n1.name, "so go and buy"));
            t6.addDialogue(new Dialogue(playerName, new int[] { 20 + NUM_OF_ACTIONS, 21 + NUM_OF_ACTIONS, 22 + NUM_OF_ACTIONS }));
            cd.Add(t6);

            DialogueTree t7 = new DialogueTree(n2);

            t7.addDialogue(new Dialogue(n2.name, "lalala, can't hear you"));
            t7.addDialogue(new Dialogue(playerName, new int[] { 23 + NUM_OF_ACTIONS, 24 + NUM_OF_ACTIONS }));
            cd.Add(t7);
            return(cd);
        }
        private DialogueTree multipleSentences(string name, string[] sentences)
        {
            DialogueTree f = new DialogueTree();

            foreach (string s in sentences)
            {
                f.addDialogue(new Dialogue(name, s));
            }
            return(f);
        }
        public List <DialogueTree> getLivingRoomDialogues(string playerName)
        {
            List <DialogueTree> hd = new List <DialogueTree>();
            /// dialog 1
            DialogueTree t1 = new DialogueTree(n1);

            t1.addDialogue(new Dialogue(n1.name, "hey, did you clean the house? \nit's your turn"));
            t1.addDialogue(new Dialogue(playerName, new int[] { 9 + NUM_OF_ACTIONS, 10 + NUM_OF_ACTIONS, 11 + NUM_OF_ACTIONS }));
            hd.Add(t1);
            // end dialog 1
            /// dialog 2
            DialogueTree t2 = new DialogueTree(n1);

            t2.addDialogue(new Dialogue(n2.name, "..."));
            t2.addDialogue(new Dialogue(playerName, new int[] { 12 + NUM_OF_ACTIONS, 13 + NUM_OF_ACTIONS }));
            hd.Add(t2);
            // end dialog 2
            return(hd);
        }
        public DialogueTree getCallMarthaDialogue()
        {
            Character n4 = new Character("Martha (mom)");

            string[] sentences = new string[] { "Superman, i thought batman killed you",
                                                "t why are you hiding in a shared appartment \ncome back home!!" };
            DialogueTree f = multipleSentences(n4.name, sentences);

            f.addDialogue(new Dialogue("Superman", new int[] { 27 + NUM_OF_ACTIONS }));
            return(f);
        }
        public DialogueTree getCallAlfredDialogue()
        {
            Character n4 = new Character("alfred");

            string[] sentences = new string[] { "Batman, i have the keys to you bat cave \nyou can't hide from me",
                                                "the world is in danger - it's the corona virus \nget off the couch and come save the world" };
            DialogueTree f = multipleSentences(n4.name, sentences);

            f.addDialogue(new Dialogue("Batman", new int[] { 25 + NUM_OF_ACTIONS, 26 + NUM_OF_ACTIONS }));
            return(f);
        }
Beispiel #10
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        public DialogueTree getCallPokeDialogue(string playerName)
        {
            Character n4 = new Character("Prof. Oak");

            string[] sentences = new string[] { playerName + "! i've got some great new!!",
                                                "i just discovered a new cave filled with pokemons \ni already caught some bat ones....", "wanna go pokemon hunting?" };
            DialogueTree f = multipleSentences(n4.name, sentences);

            //yes, no
            f.addDialogue(new Dialogue(playerName, new int[] { 28 + NUM_OF_ACTIONS, 29 + NUM_OF_ACTIONS }));
            return(f);
        }
Beispiel #11
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        public DialogueTree getCallFBIDialogue()
        {
            Character n4 = new Character("FBI");

            string[] sentences = new string[] { "this is FBI",
                                                "stop spreading your jerms around \n",
                                                "we will lock you in jail" };
            DialogueTree f = multipleSentences(n4.name, sentences);

            f.addDialogue(new Dialogue("FBI2", "we dont want our prisoners to die"));
            return(f);
        }
Beispiel #12
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        // generate random dialogue per room
        public List <DialogueTree> getKitchenDialogues(string playerName)
        {
            List <DialogueTree> hd = new List <DialogueTree>();
            /// dialog 1
            DialogueTree t1 = new DialogueTree(n1);

            t1.addDialogue(new Dialogue(n1.name, "i'm making some pasta. \ndo you want some?"));
            t1.addDialogue(new Dialogue(playerName, new int[] { 0 + NUM_OF_ACTIONS, 1 + NUM_OF_ACTIONS }));
            hd.Add(t1);
            /// dialog 2
            DialogueTree t2 = new DialogueTree(n1);

            t2.addDialogue(new Dialogue(n1.name, "we have no food.... \nwe need to buy groceries"));
            t2.addDialogue(new Dialogue(playerName, new int[] { 2 + NUM_OF_ACTIONS, 3 + NUM_OF_ACTIONS }));
            hd.Add(t2);
            // dialog 3
            DialogueTree t3 = new DialogueTree(n3);

            t3.addDialogue(new Dialogue(n3.name, "i love turkish kebab so much!"));
            hd.Add(t3);
            // end dialog 3
            return(hd);
        }
Beispiel #13
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        // total: 5
        private List <Choice> KitchenActions()
        {
            List <Choice> actions = new List <Choice>();

            //ref
            actions.Add(new Choice("eat something", () => {
                CheckRepeat("eat");
                if (playerName == "MATRIX")
                {
                    Dialogue a = new Dialogue("", new int[] { 28, 29 });
                    DialogueMenu(a);
                }
                else
                {
                    time.AddMinutes(30);
                    hungerFactor += 1;
                    if (lastActionID == "wash")
                    {
                        cleanFactor += 1;
                    }
                }
                lastActionID = "eat";
            }));
            actions.Add(new Choice("drink something", () => {
                CheckRepeat("drink");
                time.AddMinutes(5);
                lastActionID = "drink";
            }));
            //sink
            actions.Add(new Choice("do the dishes", () => {
                CheckRepeat("dishes");
                time.AddMinutes(10);
                lastActionID = "dishes";
            }));
            //ref-followup
            actions.Add(new Choice("blue pill", () => {
                if (takenPill)
                {
                    DeathScreen(11);
                }
                else
                {
                    hungerFactor += 1;
                    cleanFactor  += 1;
                    killFactor    = 0;
                    takenPill     = true;
                    lastActionID  = "blue";
                }
            }));
            actions.Add(new Choice("red pill", () => {
                if (takenPill)
                {
                    DeathScreen(11);
                    return;
                }
                Dialogue a = new Dialogue("Truth", "you need at least 3 clean, 3 work, 2 food and less then 3 angry roommates to survive");
                Dialogue b = new Dialogue("Truth", "currently: " + cleanFactor + " clean, "
                                          + workFactor + " work, " + hungerFactor + " food and " + killFactor + " angry roommates");
                DialogueTree t = new DialogueTree(new Character("Truth"));
                t.addDialogue(a);
                t.addDialogue(b);
                DialogueMenu(t);
                takenPill    = true;
                lastActionID = "red";
            }));
            return(actions);
        }