# ============================================================
# Gym 09 — Scene Switching: Congratulations Timeline
# ============================================================
# This timeline runs AFTER the player returns from the
# minigame. It congratulates them and explains the mechanism.
# ============================================================

join Miko center
join Advisor right

Miko (joy): You did it! You pressed the button 5 times!

[wait time="0.5"]

Advisor (pl5): Welcome back to a Dialogic timeline.
Advisor (pl5): Notice what just happened:

[wait time="1.0"]

Advisor (pl5): 1. You started in a Dialogic timeline (the intro).
Advisor (pl5): 2. A signal triggered a scene change to a pure\
gameplay scene with no Dialogic UI.
Advisor (pl5): 3. The minigame set a Dialogic variable:\
`Gym.minigame_done = true`
Advisor (pl5): 4. Then it called `change_scene_to_file()` back here.
Advisor (pl5): 5. This scene's controller checked the variable\
and started THIS timeline.

[wait time="2.0"]

Miko (smile): The magic is that Dialogic is an AUTOLOAD!
Miko (joy): Its variables survive scene changes because the\
autoload never gets freed.

Advisor (doubt): This pattern is essential for:
Advisor (doubt): • Minigames (fishing, crafting, lockpicking)
Advisor (doubt): • Combat encounters between dialog scenes
Advisor (doubt): • Exploration that triggers narrative beats
Advisor (doubt): • Any gameplay/dialog hybrid

[wait time="2.0"]

Miko (smile): Want to try again?

- Yes, play the minigame again!
    set {Gym.minigame_done} = false
    [signal arg=start_minigame]

- No, I understand the pattern. Back to hub.
    set {Gym.minigame_done} = false
    jump gym_main/menu
