default map_animated = "once"

define map_scale = 0.35
define map_ani_time = 1.5

default map_randomobj = renpy.random.Random()
init python:
    def __choice(seq):
        seed = map_randomobj.getstate()
        rv = map_randomobj.choice(seq)
        map_randomobj.setstate(seed)
        return rv

transform map_fadein:
    alpha 0
    pause (map_ani_time)
    linear 1 alpha 1

image map_unfold:
    "interface/map/anim/map_03.webp"
    pause map_ani_time/3
    "interface/map/anim/map_02.webp" with Dissolve(map_ani_time/3)
    pause map_ani_time/3
    "interface/map/anim/map_01.webp" with Dissolve(map_ani_time/3)
    pause map_ani_time/3
    "interface/map/map.webp" with Dissolve(1)
    pause 1
    "interface/map/map.webp"

screen map_screen():
    tag map
    zorder 4

    # Default avoids changing the screen if the animation is toggled quickly
    default unfold = map_animated

    # Disable animation after first time (can still be toggled)
    if map_animated == "once":
        timer map_ani_time+1 action SetVariable("map_animated", False)

    fixed:
        pos (230, 150)

        if unfold:
            add "map_unfold" zoom map_scale # 588x420
        else:
            add "interface/map/map.webp" zoom map_scale # 588x420

        fixed:
            if unfold:
                at map_fadein
            use map_buttons
            use map_screen_characters

screen map_buttons():
    tag map
    zorder 4
    #Office
    imagebutton:
        xpos 112
        ypos 234
        idle "interface/map/room_office_idle.webp"
        hover "interface/map/room_office_hover.webp"
        hovered SetScreenVariable("ball_hint", "office")
        unhovered SetScreenVariable("ball_hint", None)
        action Return("main_room_menu")

    #Gryffindor
    imagebutton:
        xpos 148
        ypos 214
        idle "interface/map/room_gryffindor_idle.webp"
        # hover "interface/map/room_gryffindor_hover.webp"
        # hovered SetScreenVariable("ball_hint", "dorm_gryffindor")
        # unhovered SetScreenVariable("ball_hint", None)
        # action Return("gryffindor_dormitories")

    #Ravenclaw
    imagebutton:
        xpos 286
        ypos 256
        idle "interface/map/room_ravenclaw_idle.webp"
        # hover "interface/map/room_ravenclaw_hover.webp"
        # hovered SetScreenVariable("ball_hint", "dorm_ravenclaw")
        # unhovered SetScreenVariable("ball_hint", None)
        # action Return("ravenclaw_dormitories")

    #Hufflepuff
    imagebutton:
        xpos 76
        ypos 295
        idle "interface/map/room_hufflepuff_idle.webp"
        #hovered SetScreenVariable("ball_hint", "dorm_hufflepuff")
        #unhovered SetScreenVariable("ball_hint", None)
        #hover "interface/map/room_hufflepuff_hover.webp"
        #action Return("hufflepuff_dormitories")

    #Slytherin
    imagebutton:
        xpos 214
        ypos 136
        idle "interface/map/room_slytherin_idle.webp"
        #hovered SetScreenVariable("ball_hint", "dorm_slytherin")
        #unhovered SetScreenVariable("ball_hint", None)
        #hover "interface/map/room_slytherin_hover.webp"
        #action Return("slytherin_dormitories")

    #Weasley Store 15 x 15
    if not item_store_intro_done:
        add "interface/achievements/glow.webp" xycenter (246, 231) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
    imagebutton:
        xpos 246
        ypos 231
        idle "interface/map/room_weasley_store_idle.webp"
        hover "interface/map/room_weasley_store_hover.webp"
        hovered SetScreenVariable("ball_hint", "weasley_store")
        unhovered SetScreenVariable("ball_hint", None)
        action Return("item_store")

    #Clothing Store
    if not clothing_store_intro_done:
        add "interface/achievements/glow.webp" xycenter (462, 231) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
    imagebutton:
        xpos 462
        ypos 231
        idle "interface/map/room_clothing_store_idle.webp"
        hover "interface/map/room_clothing_store_hover.webp"
        hovered SetScreenVariable("ball_hint", "clothing_store")
        unhovered SetScreenVariable("ball_hint", None)
        action Return("clothing_store")

    # Snape's Office
    if not states.map.snape_office.visited:
        add "interface/achievements/glow.webp" xycenter (314, 331) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
    imagebutton:
        xpos 314
        ypos 331
        idle "interface/map/room_potions_idle.webp"
        hover "interface/map/room_potions_hover.webp"
        hovered SetScreenVariable("ball_hint", "potions")
        unhovered SetScreenVariable("ball_hint", None)
        action Return("snape_office")

    #Room of Requirement
    if states.map.seventh_floor.unlocked:
        if not states.map.room_of_requirement.intro_e1:
            add "interface/achievements/glow.webp" xycenter (116, 160) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
        imagebutton:
            xpos 116
            ypos 160
            unhovered SetScreenVariable("ball_hint", None)
            hovered SetScreenVariable("ball_hint", "room_of_req")
            action Return("seventh_floor")
            if not states.map.seventh_floor.visited:
                idle "interface/map/room_ror_empty_idle.webp"
                hover "interface/map/room_ror_empty_hover.webp"
            else:
                idle "interface/map/room_ror_idle.webp"
                hover "interface/map/room_ror_hover.webp"

    #Lake
    imagebutton:
        xpos 131
        ypos 367
        idle "interface/map/room_boat_house_idle.webp"
        # hover "interface/map/room_boat_house_hover.webp"
        # hovered SetScreenVariable("ball_hint", "lake")
        # unhovered SetScreenVariable("ball_hint", None)
        # action Return("map_lake")

    #Forest
    imagebutton:
        xpos 103
        ypos 12
        idle "interface/map/room_north_courtyard_idle.webp"
        # hover "interface/map/room_north_courtyard_hover.webp"
        # hovered SetScreenVariable("ball_hint", "forest")
        # unhovered SetScreenVariable("ball_hint", None)
        # action Return("map_forest")

    #Attic
    if states.her.ev.sealed_scroll.examined:
        if not states.her.ev.sealed_scroll.sample:
            add "interface/achievements/glow.webp" xycenter (340, 226) offset (15, 15) zoom 0.15 alpha 0.5 at rotate_circular
            imagebutton:
                xpos 340
                ypos 226
                idle "interface/map/room_attic_closed_idle.webp"
                hover "interface/map/room_attic_closed_hover.webp"
                hovered SetScreenVariable("ball_hint", "attic")
                unhovered SetScreenVariable("ball_hint", None)
                action Return("map_attic")
        else:
            imagebutton:
                xpos 340
                ypos 226
                idle "interface/map/room_attic_open_idle.webp"
                hover "interface/map/room_attic_open_hover.webp"
                hovered SetScreenVariable("ball_hint", "attic")
                unhovered SetScreenVariable("ball_hint", None)
                action Return("map_attic")

    # Map animation toggle
    textbutton "Animation":
        style gui.theme("check_button")
        pos (470, 380)
        selected map_animated
        tooltip "Toggles map folding animation"
        action ToggleVariable("map_animated", True, False)

label set_all_map_locations:
    call set_her_map_location()
    call set_lun_map_location()
    call set_cho_map_location()
    call set_ast_map_location()
    call set_sus_map_location()
    #TODO: Add Tonks map location
    #TODO: Add Snape map location

    call update_character_map_locations
    return

label set_her_map_location(location=""):

    if location != "":
        if location == "library":
            $ states.her.map_location  = "library"
        elif location in ["gryffindor_room","gryff_room","room_g"]:
            $ states.her.map_location  = "room_g"
        elif location in ["slytherin_room","slyth_room","room_s"]:
            $ states.her.map_location  = "room_s"
        elif location == "great_hall":
            $ states.her.map_location  = "great_hall"
        elif location == "courtyard":
            $ states.her.map_location  = "courtyard"

    else: #Random
        if states.her.level < 11:
            $ states.her.map_location = __choice(("library", "library", "great_hall", "room_g", "room_g"))
        else:
            if states.her.status.blowjob == True and game.weather in ("clear", "cloudy") and not game.daytime and not states.her.busy:
                $ states.her.map_location = "forest"

            elif states.her.public_level < 12:
                $ states.her.map_location = __choice(("great_hall", "courtyard", "room_g", "room_g", "room_g"))
            else:
                $ states.her.map_location = __choice(("room_s", "courtyard", "room_g", "room_g", "room_g"))

    if location:
        call update_character_map_locations

    return

label set_lun_map_location(location = ""):

    if location != "":
        if location == "greenhouse":
            $ states.lun.map_location = "greenhouse"
        elif location == "forest":
            $ states.lun.map_location = "forest"
        elif location in ["ravenclaw_room","raven_room","room_r"]:
            $ states.lun.map_location = "room_r"

    else: #Random
        $ states.lun.map_location = __choice(("greenhouse", "forest", "forest", "room_r", "room_r"))

    if location:
        call update_character_map_locations

    return

label set_ast_map_location(location = ""):
    if location != "":
        if location == "courtyard":
            $ states.ast.map_location = "courtyard"
        elif location in ["slytherin_room","slyth_room","room_s"]:
            $ states.ast.map_location = "room_s"
        elif location in ["defense_classroom"]:
            $ states.ast.map_location = "defense"

    else: #Random
        $ states.ast.map_location = __choice(("courtyard", "courtyard", "room_s", "room_s", "room_s"))

    if location:
        call update_character_map_locations

    return

label set_sus_map_location(location = ""):
    if location != "":
        if location == "great_hall":
            $ states.sus.map_location = "great_hall"
        elif location in ["hufflepuff_room","huffl_room","room_h"]:
            $ states.sus.map_location = "room_r"

    else: #Random
        $ states.sus.map_location = __choice(("great_hall", "great_hall", "room_h", "room_h", "room_h"))

    if location:
        call update_character_map_locations

    return

label set_cho_map_location(location = ""):
    if location != "":
        if location == "training_grounds":
            $ states.cho.map_location = "training_grounds"
        elif location in ["ravenclaw_room","raven_room","room_r"]:
            $ states.cho.map_location = "room_r"

    else: #Random
        $ states.cho.map_location = __choice(("training_grounds", "training_grounds", "room_r", "room_r", "room_r"))

    if location:
        call update_character_map_locations

    return

label update_character_map_locations:
    if states.her.map_location == "library":
        $ her_map_xpos = 455
        $ her_map_ypos = 94
    elif states.her.map_location == "room_g":
        $ her_map_xpos = 110
        $ her_map_ypos = 212
    elif states.her.map_location == "room_s":
        $ her_map_xpos = 210
        $ her_map_ypos = 184
    elif states.her.map_location == "great_hall":
        $ her_map_xpos = 70
        $ her_map_ypos = 240
    elif states.her.map_location == "courtyard":
        $ her_map_xpos = 444
        $ her_map_ypos = 216
    elif states.her.map_location == "forest":
        $ her_map_xpos = 60
        $ her_map_ypos = 40

    #Luna
    if states.lun.map_location == "room_r":
        $ lun_map_xpos = 306
        $ lun_map_ypos = 242
    elif states.lun.map_location == "forest":
        $ lun_map_xpos = 200
        $ lun_map_ypos = 50
    elif states.lun.map_location == "greenhouse":
        $ lun_map_xpos = 450
        $ lun_map_ypos = 320

    #Astoria
    if states.ast.map_location == "room_s":
        $ ast_map_xpos = 246
        $ ast_map_ypos = 118
    elif states.ast.map_location == "courtyard":
        $ ast_map_xpos = 404
        $ ast_map_ypos = 254
    elif states.ast.map_location == "defense": #Event
        $ ast_map_xpos = 300
        $ ast_map_ypos = 190

    #Susan
    if states.sus.map_location == "room_h":
        $ sus_map_xpos = 130
        $ sus_map_ypos = 320
    elif states.sus.map_location == "great_hall":
        $ sus_map_xpos = 70
        $ sus_map_ypos = 280

    #Cho
    if states.cho.map_location == "room_r":
        $ cho_map_xpos = 264
        $ cho_map_ypos = 276
    elif states.cho.map_location == "training_grounds":
        $ cho_map_xpos = 520
        $ cho_map_ypos = 50

    #Tonks
    $ ton_map_xpos = 318
    $ ton_map_ypos = 156

    #Snape
    if game.daytime:
        $ sna_map_xpos = 365
        $ sna_map_ypos = 270
    else:
        $ sna_map_xpos = 368
        $ sna_map_ypos = 348

    return

screen map_screen_characters():
    tag map
    zorder 5

    #Hermione
    if states.her.unlocked:
        if states.her.map_location == "forest": # Mark forest event.
            add "interface/achievements/glow.webp" xycenter (her_map_xpos, her_map_ypos) zoom 0.15 alpha 0.5 at rotate_circular
        imagebutton:
            xpos her_map_xpos
            ypos her_map_ypos
            xalign 0.5
            yalign 0.5
            idle "interface/map/name_hermione.webp"
            hover "interface/map/name_hermione_hover.webp"
            hovered SetScreenVariable("ball_hint", "summon_hermione")
            unhovered SetScreenVariable("ball_hint", None)
            action Return("hermione")

    #Luna
    if states.lun.unlocked:
        imagebutton:
            xpos lun_map_xpos
            ypos lun_map_ypos
            xalign 0.5
            yalign 0.5
            idle "interface/map/name_luna.webp"
            hover "interface/map/name_luna_hover.webp"
            hovered SetScreenVariable("ball_hint", "summon_luna")
            unhovered SetScreenVariable("ball_hint", None)
            action Return("luna")

    #Astoria
    if states.ast.unlocked:
        imagebutton:
            xpos ast_map_xpos
            ypos ast_map_ypos
            xalign 0.5
            yalign 0.5
            idle "interface/map/name_astoria.webp"
            hover "interface/map/name_astoria_hover.webp"
            hovered SetScreenVariable("ball_hint", "summon_astoria")
            unhovered SetScreenVariable("ball_hint", None)
            action Return("astoria")

    #Susan
    if states.sus.unlocked:
        imagebutton:
            xpos sus_map_xpos
            ypos sus_map_ypos
            xalign 0.5
            yalign 0.5
            idle "interface/map/name_susan.webp"
            hover "interface/map/name_susan_hover.webp"
            hovered SetScreenVariable("ball_hint", "summon_susan")
            unhovered SetScreenVariable("ball_hint", None)
            action Return("susan")

    #Cho
    if states.cho.unlocked:
        imagebutton:
            xpos cho_map_xpos
            ypos cho_map_ypos
            xalign 0.5
            yalign 0.5
            idle "interface/map/name_cho.webp"
            hover "interface/map/name_cho_hover.webp"
            hovered SetScreenVariable("ball_hint", "summon_cho")
            unhovered SetScreenVariable("ball_hint", None)
            action Return("cho")

    #Snape
    if states.sna.unlocked:
        imagebutton:
            xpos sna_map_xpos
            ypos sna_map_ypos
            xalign 0.5
            yalign 0.5
            idle "interface/map/name_snape.webp"
            hover "interface/map/name_snape_hover.webp"
            hovered SetScreenVariable("ball_hint", "summon_snape")
            unhovered SetScreenVariable("ball_hint", None)
            action Return("snape")

    #Tonks
    if states.ton.unlocked:
        imagebutton:
            xpos ton_map_xpos
            ypos ton_map_ypos
            xalign 0.5
            yalign 0.5
            idle "interface/map/name_tonks.webp"
            hover "interface/map/name_tonks_hover.webp"
            hovered SetScreenVariable("ball_hint", "summon_tonks")
            unhovered SetScreenVariable("ball_hint", None)
            action Return("tonks")
