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ordoor/internal/flow/bridge.go

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package flow
func (f *Flow) linkBridge() {
// FIXME: sometimes these doors are frozen, depending on ship state, but we
// don't implement that yet.
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f.onClick(bridge, "2.1", f.setReturningDriver(bridge, briefing)) // Mission briefing clickable
f.onClick(bridge, "2.2", f.setReturningDriver(bridge, choices)) // Options door hotspot
f.onClick(bridge, "2.4", f.playNextScenario(bridge)) // Enter combat door hotspot
f.setFreeze(bridge, "2.6", true) // TODO: Vehicle configure door hotspot
// FIXME: setReturningDriver would leave behind junk
f.onClick(bridge, "2.8", f.setDriver(arrange)) // Squads configure door hotspot.
// link children
f.linkBriefing()
f.linkChoices()
f.linkMainGame()
f.linkArrange()
}
func (f *Flow) linkBriefing() {
f.onClick(briefing, "3.1", f.setDriver(bridge))
}
func (f *Flow) linkArrange() {
// FIXME: we should be operating on game data in here
f.onClick(arrange, "8.1", f.setDriver(bridge)) // Return to bridge ("cathedral")
f.onClick(arrange, "8.3", f.setDriver(configureUltEquip)) // Configure squads
f.linkConfigureUltEquip()
}
func (f *Flow) linkConfigureUltEquip() {
// FIXME: we should be modifying loadouts of selected squad members here
f.onClick(configureUltEquip, "8.1", f.setDriver(bridge)) // Return to bridge
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}