161 lines
6.2 KiB
Go
161 lines
6.2 KiB
Go
package inc
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// Names — the single source of entity names and world-state keys.
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//
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// The names follow the wiki entity catalogue
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// (services/wiki-pages/pages/projects/realworld/entities) so that content and
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// design share one vocabulary. Note that the wiki's world-state table spells
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// its keys in Hungarian (hatosagi_tipp, titokzatos_tape_megvan, romlas_szint,
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// tape_behelyezes, sikator); the constants below are their English
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// equivalents — the mapping is one-to-one, in catalogue order.
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//
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// These constants are the vocabulary every other category speaks in; nothing
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// here depends on anything else in the game.
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// Characters.
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const (
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Paul = "paul"
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Dex = "dex" // Personal Tape, permanently in slot 1 of Paul's Armilla
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// Tapes (Personal Tapes) are characters, not props: the wiki is explicit
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// that they have their own personality, motivation and voice.
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TapeMystery = "tape_mystery" // = The AI, but that only surfaces in the finale
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TapeSupport = "tape_support" // the "Indian tech support" tape
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)
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// Inventory items.
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const (
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ItemNoodleLetter = "noodle_letter"
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ItemMysteryTape = "mystery_tape"
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ItemBlackArmilla = "black_market_armilla"
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)
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// Dialogues.
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const (
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DlgDex = "dex_talk"
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DlgMysteryTape = "mystery_tape_silent"
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)
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// Scripts.
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const (
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ScriptTapeInsert = "tape_insert"
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ScriptFinale = "awakening_finale"
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)
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// World state — flags and variables.
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const (
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FlagPoliceTip = "police_tip" // wiki: hatosagi_tipp
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FlagHasTape = "has_mystery_tape" // wiki: titokzatos_tape_megvan
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FlagTapeSpoke = "tape_spoke" // wiki: tape_megszolalt
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FlagClubEntry = "club_entry" // wiki: klub_bejutas — the shopkeeper let Paul through
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VarSlot2 = "armilla.slot2"
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VarArmillaStrip = "armilla.strip"
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VarDecay = "decay_level" // wiki: romlas_szint
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)
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// Screens.
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//
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// One constant per screen in the wiki's location catalogue
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// (entities#helyszinek), whose order the concept-art deck follows number for
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// number (games/realworld_screen_assets); the trailing comment is the wiki's
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// Hungarian name. The last seven are the catalogue's "javaslat" locations —
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// drawn, so they are wired up, but no beat lands on them yet.
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//
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// Two screens have no deck number. The alley shares the catalogue's "Noodle
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// háza & a sikátor" row with the house; the selector is the wiki's
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// Helyszínválasztó (story#helyszínválasztó), the menu screen the location
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// graph is centred on.
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const (
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ScreenSelector = "selector" // wiki: Helyszínválasztó
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ScreenPaulShop = "paul_shop" // wiki: Paul boltja / garázsa
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ScreenNoodleHouse = "noodle_house" // wiki: Noodle háza
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ScreenNormanApartment = "norman_apartment" // wiki: Norman lakása / műhelye
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ScreenPoliceStation = "police_station" // wiki: rendőrség / fogda
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ScreenAlley = "alley" // wiki: sikátor (Noodle háza mögött)
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ScreenHackerspace = "hackerspace" // wiki: hackerspace
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ScreenIceCreamShop = "ice_cream_shop" // wiki: fagyizó
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ScreenTrinketShop = "trinket_shop" // wiki: chinatowni csecsebecse-bolt
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ScreenSmallRestaurant = "small_restaurant" // wiki: kajálda
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ScreenSecretClub = "secret_club" // wiki: titkos klub („vízalatti nap")
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ScreenBBSTerminal = "bbs_terminal" // wiki: a terminál / BBS-hozzáférési pont
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ScreenStreet = "street" // wiki: köztér / utca
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ScreenHospital = "hospital" // wiki: kórház / pszichiátria
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ScreenServerFarm = "server_farm" // wiki: szerverfarm / adatközpont
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ScreenSecretLab = "secret_lab" // wiki: titkos kutatólabor
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ScreenRooftopHideout = "rooftop_hideout" // wiki: Norman tetőterasz-rejteke
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ScreenPublicBBS = "public_bbs" // wiki 💡: nyilvános BBS-terminál
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ScreenBVKBranch = "bvk_branch" // wiki 💡: BVK-kirendeltség (San Francisco)
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ScreenCuratorShop = "curator_shop" // wiki 💡: kurátor-szerviz („a Mester")
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ScreenScrapMarket = "scrap_market" // wiki 💡: selejt-piac
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ScreenSamizdatPress = "samizdat_press" // wiki 💡: samizdat-nyomda / P2P-csomópont
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ScreenShowroom = "showroom" // wiki 💡: Neumatronic márkakereskedés
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ScreenColumbarium = "columbarium" // wiki 💡: kolumbárium / Dex emlékhelye
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)
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// Backgrounds — one per screen, same order.
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const (
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BgSelector = "bg_selector"
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BgPaulShop = "bg_paul_shop"
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BgNoodleHouse = "bg_noodle_house"
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BgNormanApartment = "bg_norman_apartment"
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BgPoliceStation = "bg_police_station"
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BgAlley = "bg_alley"
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BgHackerspace = "bg_hackerspace"
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BgIceCreamShop = "bg_ice_cream_shop"
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BgTrinketShop = "bg_trinket_shop"
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BgSmallRestaurant = "bg_small_restaurant"
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BgSecretClub = "bg_secret_club"
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BgBBSTerminal = "bg_bbs_terminal"
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BgStreet = "bg_street"
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BgHospital = "bg_hospital"
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BgServerFarm = "bg_server_farm"
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BgSecretLab = "bg_secret_lab"
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BgRooftopHideout = "bg_rooftop_hideout"
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BgPublicBBS = "bg_public_bbs"
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BgBVKBranch = "bg_bvk_branch"
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BgCuratorShop = "bg_curator_shop"
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BgScrapMarket = "bg_scrap_market"
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BgSamizdatPress = "bg_samizdat_press"
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BgShowroom = "bg_showroom"
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BgColumbarium = "bg_columbarium"
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)
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// Tapes maps a character name to the label shown in the tape channel header.
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// TapeChannel uses this to decide whether a line belongs in the tape channel
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// or stays in the scene.
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var Tapes = map[string]string{
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Dex: "DEX",
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TapeMystery: "UNKNOWN TAPE",
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TapeSupport: "TECH SUPPORT",
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}
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// IsTape reports whether a character is a tape.
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func IsTape(name string) bool { _, ok := Tapes[name]; return ok }
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// TapeDisplayName is the label shown in the tape channel header.
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func TapeDisplayName(name string) string {
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if d, ok := Tapes[name]; ok {
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return d
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}
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return name
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}
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// TapeItems maps an inventory item that can go into slot 2 to the character
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// living on it.
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var TapeItems = map[string]string{
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ItemMysteryTape: TapeMystery,
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}
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// IsTapeItem reports whether an item can be loaded into slot 2.
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func IsTapeItem(item string) bool { _, ok := TapeItems[item]; return ok }
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// TapeDialogue is the dialogue belonging to a tape in slot 2.
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func TapeDialogue(item string) string {
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switch item {
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case ItemMysteryTape:
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return DlgMysteryTape
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}
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return DlgDex
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}
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