Files
realworld/inc/names.manager.go
T
mr.zeroandClaude Opus 5 258cbf85c0
ci/woodpecker/push/ebitengine Pipeline was successful
The opening is a script now, not a slice in the wiring
bootOpening built its actions in boot.go and appended the finale by hand,
which made the one thing a player sees first the only content not
authored as content. inkwell's OnStart takes a script name now, so the
opening moves to script.opening.go and boot names it.

The -finale flag becomes OnFinale, the engine's hook for a closing script
queued after the start one, so the branch is a hook rather than a slice
append. bootOpening's start parameter had been dead for a while; it goes
with the function.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-30 11:26:47 +02:00

121 lines
3.0 KiB
Go

package inc
const (
Paul = "paul"
Dex = "dex"
TapeMystery = "tape_mystery"
TapeSupport = "tape_support"
)
const (
ItemNoodleLetter = "noodle_letter"
ItemMysteryTape = "mystery_tape"
ItemBlackArmilla = "black_market_armilla"
)
const (
DlgDex = "dex_talk"
DlgMysteryTape = "mystery_tape_silent"
)
const (
ScriptOpening = "opening"
ScriptTapeInsert = "tape_insert"
ScriptFinale = "awakening_finale"
)
const (
FlagPoliceTip = "police_tip"
FlagHasTape = "has_mystery_tape"
FlagTapeSpoke = "tape_spoke"
FlagClubEntry = "club_entry"
VarSlot2 = "armilla.slot2"
VarArmillaStrip = "armilla.strip"
VarDecay = "decay_level"
)
const (
SceneSelector = "selector"
ScenePaulShop = "paul_shop"
SceneNoodleHouse = "noodle_house"
SceneNormanApartment = "norman_apartment"
ScenePoliceStation = "police_station"
SceneAlley = "alley"
SceneHackerspace = "hackerspace"
SceneIceCreamShop = "ice_cream_shop"
SceneTrinketShop = "trinket_shop"
SceneSmallRestaurant = "small_restaurant"
SceneSecretClub = "secret_club"
SceneBBSTerminal = "bbs_terminal"
SceneStreet = "street"
SceneHospital = "hospital"
SceneServerFarm = "server_farm"
SceneSecretLab = "secret_lab"
SceneRooftopHideout = "rooftop_hideout"
ScenePublicBBS = "public_bbs"
SceneBVKBranch = "bvk_branch"
SceneCuratorShop = "curator_shop"
SceneScrapMarket = "scrap_market"
SceneSamizdatPress = "samizdat_press"
SceneShowroom = "showroom"
SceneColumbarium = "columbarium"
)
const (
BgSelector = "bg_selector"
BgPaulShop = "bg_paul_shop"
BgNoodleHouse = "bg_noodle_house"
BgNormanApartment = "bg_norman_apartment"
BgPoliceStation = "bg_police_station"
BgAlley = "bg_alley"
BgHackerspace = "bg_hackerspace"
BgIceCreamShop = "bg_ice_cream_shop"
BgTrinketShop = "bg_trinket_shop"
BgSmallRestaurant = "bg_small_restaurant"
BgSecretClub = "bg_secret_club"
BgBBSTerminal = "bg_bbs_terminal"
BgStreet = "bg_street"
BgHospital = "bg_hospital"
BgServerFarm = "bg_server_farm"
BgSecretLab = "bg_secret_lab"
BgRooftopHideout = "bg_rooftop_hideout"
BgPublicBBS = "bg_public_bbs"
BgBVKBranch = "bg_bvk_branch"
BgCuratorShop = "bg_curator_shop"
BgScrapMarket = "bg_scrap_market"
BgSamizdatPress = "bg_samizdat_press"
BgShowroom = "bg_showroom"
BgColumbarium = "bg_columbarium"
)
var Tapes = map[string]string{
Dex: "DEX",
TapeMystery: "UNKNOWN TAPE",
TapeSupport: "TECH SUPPORT",
}
func IsTape(name string) bool { _, ok := Tapes[name]; return ok }
func TapeDisplayName(name string) string {
if d, ok := Tapes[name]; ok {
return d
}
return name
}
var TapeItems = map[string]string{
ItemMysteryTape: TapeMystery,
}
func IsTapeItem(item string) bool { _, ok := TapeItems[item]; return ok }
func TapeDialogue(item string) string {
switch item {
case ItemMysteryTape:
return DlgMysteryTape
}
return DlgDex
}