private static ActionSequence DrugPusherAskToDrink(Entity drugPusher) { var incorrectDrinkConversation = new NoResponseConversation("Well.. this isn't right. I hope you do better when you serve him drinks.", DialogueOutcome.Default); var correctDrinkConversation = new NoResponseConversation("Mm, great drink. Make them like this and there's no way he can do his job.", DialogueOutcome.Default); var sequence = new ActionSequence("DrugPusherAskToDrink"); sequence.Add(new ConversationAction(new DrugPusherAskToGetinspectorDrunk())); sequence.Add(DrinkOrders.GetRandomAlcoholicDrinkOrder(drugPusher, correctDrinkConversation: correctDrinkConversation, incorrectDrinkConversation: incorrectDrinkConversation)); sequence.Add(CommonActions.Wander()); sequence.Add(CommonActions.TalkToBarPatronsLoop()); return(sequence); }
// Intro private static ActionSequence InspectorAskToDrink(Entity inspector) { var incorrectDrinkConversation = new NoResponseConversation("Well.. this isn't right. I hope you do better when you serve him drinks.", DialogueOutcome.Default); var correctDrinkConversation = new NoResponseConversation("Mm, great drink. Make them like this and he'll be sure to slip up.", DialogueOutcome.Default); var sequence = new ActionSequence("InspectorAskToDrink"); sequence.Add(new ConversationAction(new InspectorAskToGetDrugPusherDrunk())); sequence.Add(DrinkOrders.GetRandomAlcoholicDrinkOrder(inspector, correctDrinkConversation: correctDrinkConversation, incorrectDrinkConversation: incorrectDrinkConversation)); sequence.Add(CommonActions.GoToSeat()); sequence.Add(CommonActions.SitDownLoop()); return(sequence); }
public static ActionSequence EllieAskForDrink(Entity ellie) { var incorrectDrinkConversation = new NoResponseConversation("This doesn't seem quite right. I'm sure you'll do better next time.", DialogueOutcome.Default); var correctDrinkConversation = new NoResponseConversation("Mm, delicious!.", DialogueOutcome.Default); var favoriteDrinkActions = new ActionSequence("Favorite drink received."); favoriteDrinkActions.Add(new ConversationAction(new FavoriteDrinkConversation())); favoriteDrinkActions.Add(new UpdateMoodAction(Mood.Happy)); var otherDrinkActions = new Dictionary <String, GameAction>() { { elliesFavoriteDrink, favoriteDrinkActions } }; var sequence = new ActionSequence("Ellie ask for drink."); sequence.Add(DrinkOrders.GetRandomAlcoholicDrinkOrder(ellie, correctDrinkConversation: correctDrinkConversation, incorrectDrinkConversation: incorrectDrinkConversation, otherDrinkActions: otherDrinkActions)); sequence.Add(CommonActions.GoToSeat()); sequence.Add(CommonActions.SitDownLoop()); return(sequence); }