package flow func (f *Flow) linkBridge() { // FIXME: sometimes these doors are frozen, depending on ship state, but we // don't implement that yet. 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 }