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impostor/inc/decision/decision.do_work.lua
Zoltan Timar 395208f814
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Merge branch 'develop' into feature/ascension_7_8
# Conflicts:
#	impostor.inc
#	inc/decision/decision.have_a_coffee.lua
#	inc/decision/decision.sumphore_discussion.lua
#	inc/screen/screen.mysterious_man.lua
#	inc/screen/screen.walking_to_home.lua
#	inc/screen/screen.walking_to_office.lua
#	inc/window/window.menu.lua
2026-04-29 10:18:30 +02:00

37 lines
1.3 KiB
Lua

Decision.register({
id = "do_work",
label = "Do Work",
condition = function()
return (not CommuteGlitch.is_active()) or (CommuteGlitch.is_active() and CommuteGlitch.get_level() <= 7)
end,
handle = function()
Meter.hide()
Util.go_to_screen_by_id("work")
local modes_for_ascension_levels = {}
modes_for_ascension_levels[0] = "normal"
modes_for_ascension_levels[1] = "only_special"
modes_for_ascension_levels[2] = "only_left"
modes_for_ascension_levels[3] = "only_nothing"
modes_for_ascension_levels[4] = "normal"
MinigameDDRWindow.start("game", "generated", {
on_win = function(game_context)
if (game_context.special_mode_condition and Context.ascension.level == 1) then
Context.should_ascend = true
elseif (game_context.special_mode_condition and Context.ascension.level == 2) then
Context.should_ascend = true
elseif (game_context.special_mode_condition and Context.ascension.level == 3) then
Context.should_ascend = true
end
Meter.show()
Util.go_to_screen_by_id("office")
Window.set_current("game")
Context.have_done_work_today = true
end,
special_mode = modes_for_ascension_levels[Ascension.get_level()] or "normal"
})
end,
})