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); }
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); }
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); }
// 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); }
// 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); }