implemented NPC system and working bartender conversation
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using Yarn.Unity;
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namespace NightclubArcadia.Dialogue
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{
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/// <summary>
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/// Deterministically turns the player's real name into an unrelated club
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/// alias. Same input name always yields the same alias (hash-seeded pick
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/// from two word pools), but the alias carries no resemblance to the
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/// input — it's a stage name, not a nickname derived from it.
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///
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/// Used from Yarn as a smart variable (see $player_alias in Common.yarn)
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/// or directly: {alias_name($player_name)}
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/// </summary>
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public static class AliasNameGenerator
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{
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static readonly string[] FirstWords =
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{
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"Midnight", "Velvet", "Neon", "Crimson", "Static", "Amber",
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"Obsidian", "Electric", "Hollow", "Silver", "Violet", "Iron",
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"Phantom", "Copper", "Glass", "Ashen",
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};
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static readonly string[] SecondWords =
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{
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"Vex", "Wilde", "Sable", "Rook", "Marlowe", "Cross",
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"Vane", "Thorn", "Rye", "Blaze", "Faye", "Quinn",
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"Storm", "Reyes", "Lark", "Doyle",
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};
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[YarnFunction("alias_name")]
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public static string AliasName(string realName)
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{
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if (string.IsNullOrEmpty(realName))
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{
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realName = "unknown";
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}
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var hash = Fnv1aHash(realName);
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var first = FirstWords[hash % (uint)FirstWords.Length];
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var second = SecondWords[(hash / (uint)FirstWords.Length) % (uint)SecondWords.Length];
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return $"{first} {second}";
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}
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// FNV-1a: simple, stable across platforms and .NET versions (unlike
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// string.GetHashCode, which is not guaranteed stable run-to-run).
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static uint Fnv1aHash(string value)
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{
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const uint offsetBasis = 2166136261;
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const uint prime = 16777619;
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var hash = offsetBasis;
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foreach (var c in value)
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{
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hash ^= c;
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hash *= prime;
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}
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return hash;
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}
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}
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}
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