implemented NPC system and working bartender conversation
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// Everything the bartender ever says.
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//
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// These nodes share a title, which makes them a node group. Callers just
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// `<<detour Bartender_Talk>>` and Yarn runs the most specific variation whose
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// `when:` conditions pass. Adding a new variation later means adding a node,
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// not editing a growing <<if>> chain.
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//
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// Each variation sets $went_inside so the calling scene knows the verdict.
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title: Bartender_Talk
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---
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<<if $spoke_to_bartender>>
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<<if $revealed_fugue_to_bartender>>
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Bartender: Ah, still hazy? A drink?
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<<else>>
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Bartender: Ah, {$player_alias}. A drink?
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<<endif>>
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-> Yes, please.
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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-> No, I have questions.
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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<<else>>
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<<set $spoke_to_bartender = true>>
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Bartender: Ah, {$player_alias}, back again?
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Narrator: What does he mean? "Back again?"
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-> Back? I have never been here.
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<<set $revealed_fugue_to_bartender = true>>
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Narrator: The bartender squints with a critical look.
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FACEWORK: He will tell on you. This is the face of a man who is not only here to tend the bar, but to watch, to observe. And to report back to his masters.
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Bartender: I could have sworn you are {$player_alias}, weren't you with Mr. Doss a few days ago?
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<<if $looking_for_doss neq true>>
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Narrator: Mr. Doss?
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PROVENANCE: Mr. Doss. We need to find him, appraise him, document our findings, file them, cross-reference them ...
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<<else>>
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CONFLUENCE: There he is again: Mr. Doss.
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<<endif>>
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<<set $self_lean_made_asset += 1>>
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Bartender: What can I get ya?
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-> What can you recommend?
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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-> Yes. I'll take the usual.
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Narrator: The bartender doesn't even flinch, while taking ingredients from the bar.
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PROVENANCE: We cannot remember these substances.
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AMNESTY: Is this really our favorite drink?
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<<set $self_lean_inheritor += 1>>
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<<detour SC101_Hook_Drink_Bartender_Talk>>
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-> I am, and I have a few questions.
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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<<endif>>
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<<enter_environment>>
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===
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title: SC101_Hook_Drink_Bartender_Talk
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---
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Bartender: One Estate coming right up.
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<<if $had_the_estate_drink>>
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Narrator: He puts another amber drink before you.
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<<else>>
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<<set $had_the_estate_drink = true>>
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Narrator: He puts a deep amber drink before you.
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HOUSE POUR: It smells like old wood, oak, which went sour with age, like a library shelf that's been rained on once and dried wrong.
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Narrator: You take a sip.
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HOUSE POUR: Deceptively soft. Brown sugar, a little burnt. Vanilla that's actually oak-tannin doing an impression of vanilla.
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<<endif>>
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AMNESTY: Is that the taste of our favorite drink? I cannot remember ...
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-> Yes, it is!
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<<if $had_the_estate_drink neq true>>
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<<set $self_lean_inheritor += 1>>
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HOUSE POUR: Long, dry, faintly bitter - gentian root or scorched citrus pith - and it doesn't fade so much as recede, like it's waiting to be poured again.
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<<else>>
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HOUSE POUR: Long and dry, it recedes again.
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<<endif>>
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-> I don't think so.
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<<if $had_the_estate_drink neq true>>
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<<set $self_lean_inheritor -= 1>>
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HOUSE POUR: Bitter, at the end. Like it's waiting to be poured again.
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<<else>>
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HOUSE POUR: Still bitter.
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<<endif>>
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===
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title: SC101_Hook_Questions_Bartender_Talk
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---
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Bartender: Sure, what do you want to know?
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-> Question 1
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Bartender: Answer 1
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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-> Question 2
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Bartender: Answer 2
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<<detour SC101_Hook_Questions_Bartender_Talk>>
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-> Nothing.
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Bartender: Alright.
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===
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