mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-21 11:18:08 +00:00
fix: Remove duplicate variable declarations and fix EXTERNAL function calls
Fixed multiple Ink compilation errors:
1. Removed duplicate EXTERNAL and VAR declarations from hub files:
- chen_hub.ink: Removed player_name(), current_mission_id(),
total_missions_completed, and professional_reputation declarations
(already declared in dr_chen_ongoing_conversations.ink)
- netherton_hub.ink: Same removals for netherton context
- haxolottle_hub.ink: Same removals for haxolottle context
2. Fixed EXTERNAL function call syntax in dr_chen_ongoing_conversations.ink:
- Changed {player_name} to {player_name()} in phase hubs and conversation ends
- Fixed 6 instances across phase_2_hub, phase_3_hub, phase_4_hub,
conversation_end_phase2, and conversation_end_phase3
3. Fixed conditional syntax in chen_hub.ink:
- Changed `current_mission_id == "ghost_in_machine"` to
`current_mission_id() == "ghost_in_machine"` with proper brace structure
4. Fixed jump_to_personal_conversations in all hub files:
- Removed non-existent `_with_return` tunnel calls
- Changed to direct diverts to phase_hub knots
- Removed unreachable "return" dialogue
All hub files now properly include the ongoing conversations file and only
declare EXTERNAL variables unique to the hub context.
This commit is contained in:
@@ -17,21 +17,18 @@ INCLUDE dr_chen_ongoing_conversations.ink
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// ===========================================
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// EXTERNAL CONTEXT VARIABLES
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// These are provided by the game engine
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// Note: player_name() and current_mission_id() are already declared in dr_chen_ongoing_conversations.ink
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// ===========================================
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EXTERNAL player_name() // LOCAL - Player's agent name
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EXTERNAL current_mission_id() // LOCAL - Current mission being discussed
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EXTERNAL npc_location() // LOCAL - Where conversation happens ("lab", "equipment_room", "briefing_room", "field_support")
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EXTERNAL mission_phase() // LOCAL - Phase of current mission ("pre_briefing", "active", "debriefing", "downtime")
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EXTERNAL equipment_status() // LOCAL - Status of player's equipment ("nominal", "damaged", "needs_upgrade")
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// ===========================================
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// GLOBAL VARIABLES (shared across all NPCs)
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// Note: total_missions_completed and professional_reputation are already declared in dr_chen_ongoing_conversations.ink
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// ===========================================
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VAR total_missions_completed = 0 // GLOBAL - Total missions done
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VAR professional_reputation = 0 // GLOBAL - Agent standing
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// ===========================================
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// MAIN ENTRY POINT
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// Called by game engine when player talks to Dr. Chen
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@@ -189,22 +186,18 @@ VAR professional_reputation = 0 // GLOBAL - Agent standing
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// ===========================================
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=== jump_to_personal_conversations ===
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// Jump to appropriate phase hub based on progression, then return here
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// Jump to appropriate phase hub based on progression
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{
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- total_missions_completed <= 5:
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-> dr_chen_ongoing_conversations.phase_1_hub_with_return ->
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-> dr_chen_ongoing_conversations.phase_1_hub
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- total_missions_completed <= 10:
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-> dr_chen_ongoing_conversations.phase_2_hub_with_return ->
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-> dr_chen_ongoing_conversations.phase_2_hub
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- total_missions_completed <= 15:
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-> dr_chen_ongoing_conversations.phase_3_hub_with_return ->
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-> dr_chen_ongoing_conversations.phase_3_hub
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- total_missions_completed > 15:
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-> dr_chen_ongoing_conversations.phase_4_hub_with_return ->
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-> dr_chen_ongoing_conversations.phase_4_hub
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}
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// Return from personal conversations
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Dr. Chen: *switches back to tech mode* So, what else did you need?
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-> chen_main_hub
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// ===========================================
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// EQUIPMENT AND TECHNICAL SUPPORT
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// ===========================================
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@@ -268,10 +261,11 @@ What interests you?
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+ [Ask what they recommend]
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Dr. Chen: *considers your mission profile*
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{current_mission_id == "ghost_in_machine":
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Dr. Chen: For Ghost Protocol? Definitely the network package. You'll be dealing with sophisticated digital security.
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- else:
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Dr. Chen: Based on your recent missions... I'd say surveillance countermeasures. You're running a lot of infiltration ops.
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{
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- current_mission_id() == "ghost_in_machine":
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Dr. Chen: For Ghost Protocol? Definitely the network package. You'll be dealing with sophisticated digital security.
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- else:
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Dr. Chen: Based on your recent missions... I'd say surveillance countermeasures. You're running a lot of infiltration ops.
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}
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Dr. Chen: But it's your call. You know what you need in the field.
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-> equipment_upgrade_menu
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@@ -477,11 +477,11 @@ Dr. Chen: I might have a focus problem. But all of it's important! How do you pr
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{
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- npc_chen_rapport >= 70:
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Dr. Chen: {player_name}! Perfect timing. I just had a breakthrough on that encryption problem we discussed. Want to hear about it?
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Dr. Chen: {player_name()}! Perfect timing. I just had a breakthrough on that encryption problem we discussed. Want to hear about it?
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- npc_chen_rapport >= 60:
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Dr. Chen: Hey! Got some time? I could use a field agent's perspective on something.
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- else:
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Dr. Chen: Agent {player_name}. What can I help with today?
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Dr. Chen: Agent {player_name()}. What can I help with today?
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}
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+ {not npc_chen_discussed_experimental_tech} [Ask about experimental technology]
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@@ -916,11 +916,11 @@ Dr. Chen: If you ever think I've built something that crosses ethical lines, tel
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{
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- npc_chen_rapport >= 85:
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Dr. Chen: {player_name}! *genuine excitement* I've been waiting for you. Got something amazing to show you.
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Dr. Chen: {player_name()}! *genuine excitement* I've been waiting for you. Got something amazing to show you.
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- npc_chen_rapport >= 75:
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Dr. Chen: Hey! Perfect timing. Want to brainstorm something together?
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- else:
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Dr. Chen: Agent {player_name}. What brings you by?
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Dr. Chen: Agent {player_name()}. What brings you by?
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}
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+ {not npc_chen_discussed_dream_projects and npc_chen_rapport >= 80} [Ask about their dream projects]
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@@ -1342,11 +1342,11 @@ Dr. Chen: Arrogance in security research gets people hurt. Stay humble. Stay tho
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{
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- npc_chen_rapport >= 95:
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Dr. Chen: {player_name}! *lights up* I was just thinking about you. Want to see what we've accomplished together?
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Dr. Chen: {player_name()}! *lights up* I was just thinking about you. Want to see what we've accomplished together?
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- npc_chen_rapport >= 85:
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Dr. Chen: Hey partner! Got time to collaborate on something?
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- else:
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Dr. Chen: {player_name}. What's up?
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Dr. Chen: {player_name()}. What's up?
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}
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+ {not npc_chen_discussed_future_vision and npc_chen_rapport >= 90} [Ask about their vision for the future]
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@@ -1773,7 +1773,7 @@ Dr. Chen: Peaceful. After years of fighting cyber threats. Just... peace.
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{
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- npc_chen_rapport >= 85:
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Dr. Chen: Always energizing talking with you, {player_name}. Let's do this again soon!
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Dr. Chen: Always energizing talking with you, {player_name()}. Let's do this again soon!
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- npc_chen_rapport >= 75:
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Dr. Chen: Great conversation. Stay safe out there, okay?
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- else:
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@@ -1816,7 +1816,7 @@ Dr. Chen: Peaceful. After years of fighting cyber threats. Just... peace.
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{
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- npc_chen_rapport >= 75:
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Dr. Chen: Always a pleasure, {player_name}. Let's collaborate again soon!
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Dr. Chen: Always a pleasure, {player_name()}. Let's collaborate again soon!
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- npc_chen_rapport >= 60:
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Dr. Chen: Thanks for the chat. Stay safe out there.
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- else:
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@@ -18,21 +18,18 @@ INCLUDE haxolottle_ongoing_conversations.ink
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// ===========================================
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// EXTERNAL CONTEXT VARIABLES
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// These are provided by the game engine
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// Note: player_name() and current_mission_id() are already declared in haxolottle_ongoing_conversations.ink
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// ===========================================
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EXTERNAL player_name() // LOCAL - Player's agent codename (not real name!)
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EXTERNAL current_mission_id() // LOCAL - Current mission being discussed
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EXTERNAL npc_location() // LOCAL - Where conversation happens ("handler_station", "briefing_room", "comms_active", "safehouse")
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EXTERNAL mission_phase() // LOCAL - Phase of current mission ("planning", "active", "debriefing", "downtime")
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EXTERNAL operational_stress_level() // LOCAL - How stressed the current situation is ("low", "moderate", "high", "crisis")
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// ===========================================
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// GLOBAL VARIABLES (shared across all NPCs)
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// Note: total_missions_completed and professional_reputation are already declared in haxolottle_ongoing_conversations.ink
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// ===========================================
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VAR total_missions_completed = 0 // GLOBAL - Total missions done
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VAR professional_reputation = 0 // GLOBAL - Agent standing
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// ===========================================
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// MAIN ENTRY POINT
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// Called by game engine when player talks to Haxolottle
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@@ -188,18 +185,14 @@ VAR professional_reputation = 0 // GLOBAL - Agent standing
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// ===========================================
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=== jump_to_personal_conversations ===
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// Jump to appropriate phase hub based on progression, then return here
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// Jump to appropriate phase hub based on progression
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{
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- total_missions_completed <= 5:
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-> haxolottle_ongoing_conversations.phase_1_hub_with_return ->
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-> haxolottle_ongoing_conversations.phase_1_hub
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- total_missions_completed <= 10:
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-> haxolottle_ongoing_conversations.phase_2_hub_with_return ->
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-> haxolottle_ongoing_conversations.phase_2_hub
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}
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// Return from personal conversations
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Haxolottle: *shifts back to handler mode* So, anything else operational?
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-> haxolottle_main_hub
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// ===========================================
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// CRISIS HANDLER SUPPORT
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// ===========================================
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@@ -18,20 +18,17 @@ INCLUDE netherton_ongoing_conversations.ink
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// ===========================================
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// EXTERNAL CONTEXT VARIABLES
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// These are provided by the game engine
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// Note: player_name() and current_mission_id() are already declared in netherton_ongoing_conversations.ink
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// ===========================================
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EXTERNAL player_name() // LOCAL - Player's agent name
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EXTERNAL current_mission_id() // LOCAL - Current mission being discussed
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EXTERNAL npc_location() // LOCAL - Where conversation happens ("office", "safehouse", "field", "briefing_room")
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EXTERNAL mission_phase() // LOCAL - Phase of current mission ("pre_briefing", "active", "debriefing", "downtime")
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// ===========================================
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// GLOBAL VARIABLES (shared across all NPCs)
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// Note: total_missions_completed and professional_reputation are already declared in netherton_ongoing_conversations.ink
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// ===========================================
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VAR total_missions_completed = 0 // GLOBAL - Total missions done
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VAR professional_reputation = 0 // GLOBAL - Agent standing
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// ===========================================
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// MAIN ENTRY POINT
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// Called by game engine when player talks to Netherton
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@@ -180,22 +177,18 @@ VAR professional_reputation = 0 // GLOBAL - Agent standing
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// ===========================================
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=== jump_to_personal_conversations ===
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// Jump to appropriate phase hub based on progression, then return here
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// Jump to appropriate phase hub based on progression
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{
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- total_missions_completed <= 5:
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-> netherton_ongoing_conversations.phase_1_hub_with_return ->
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-> netherton_ongoing_conversations.phase_1_hub
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- total_missions_completed <= 10:
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-> netherton_ongoing_conversations.phase_2_hub_with_return ->
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-> netherton_ongoing_conversations.phase_2_hub
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- total_missions_completed <= 15:
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-> netherton_ongoing_conversations.phase_3_hub_with_return ->
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-> netherton_ongoing_conversations.phase_3_hub
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- total_missions_completed > 15:
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-> netherton_ongoing_conversations.phase_4_hub_with_return ->
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-> netherton_ongoing_conversations.phase_4_hub
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}
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// Return from personal conversations
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Netherton: *returns to professional mode* Anything else you need to discuss?
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-> netherton_main_hub
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// ===========================================
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// MISSION-SPECIFIC CONTENT STUBS
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// These would be expanded in separate mission files
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