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package inc
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// Dialogues — the game's dialogue trees, one file each.
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//
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// Talking to a tape carries the same weight as talking to a human NPC — the
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// wiki states this explicitly. Tapes are dialogue partners, not menus.
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//
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// A note on DialogueChoice.Once: inkwell HIDES a spent choice. The wireframe
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// deck wanted it struck through but still visible, so the list becomes a
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// memory of what you already tried. That is still open — see README, "Known
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// gaps".
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import (
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inkwell "git.teletypegames.org/engines/inkwell"
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)
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// registerDialog adds every dialogue to the game.
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func registerDialog(w *World) {
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for _, d := range []inkwell.Dialogue{
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dialogDexTalk(),
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