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