feat: added sumphore & coworker discussions until asc 3, fixed game flow bugs, added mysterious man screen texts
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@@ -21,6 +21,8 @@ Context = {}
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--- * triggers (table) Active trigger runtime state, keyed by trigger ID.<br/>
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--- * stat_screen_active (boolean) Whether the stat screen overlay is currently shown.<br/>
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--- * have_met_sumphore (boolean) Whether the player has talked to the homeless guy.<br/>
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--- * have_been_to_office (boolean) Whether the player has been to the office.<br/>
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--- * have_done_work_today (boolean) Whether the player has done work today.<br/>
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--- * game (table) Current game progress state. Contains: `current_screen` (string) active screen ID, `current_situation` (string|nil) active situation ID.<br/>
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function Context.initial_data()
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return {
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@@ -40,6 +42,9 @@ function Context.initial_data()
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timer = Timer.get_initial(),
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triggers = {},
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home_norman_visible = false,
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have_been_to_office = false,
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have_done_work_today = false,
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should_ascend = false,
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have_met_sumphore = false,
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game = {
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current_screen = "home",
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@@ -93,10 +98,16 @@ function Context.new_game()
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MysteriousManScreen.start({
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text = [[
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Norman was never a bad
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simulation engineer, but
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we need to be careful in
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letting him improve. We
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need to distract him.
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...
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simulation engineer,
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...
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but
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...
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we need to be careful
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...
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letting him improve.
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...
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We need to distract him.
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]],
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on_text_complete = function()
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Audio.sfx_alarm()
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@@ -111,7 +122,6 @@ function Context.new_game()
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show_progress_text = false,
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on_win = function()
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Audio.music_play_wakingup()
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Context.home_norman_visible = true
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Meter.show()
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Window.set_current("game")
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end,
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