WTS/game/scripts/characters/hooch/common.rpy

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label end_hooch_event:
hide hooch_main
with d3
pause.5
$ hooch.xzoom = 1
$ states.last_girl = states.active_girl
$ states.active_girl = None
$ states.hoo.busy = True
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$ hooch.wear("all")
$ hooch.set_cum(None)
$ hooch.set_face(tears=False, cheeks=False)
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call music_block
jump main_room_menu
define character.hooch_say = Character("name_hooch_genie", show_icon="hooch", dynamic=True)
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init python:
def hoo(what, mouth=None, eyes=None, eyebrows=None, pupils=None, cheeks=None, tears=None,
emote=None, face=None, xpos=None, ypos=None, pos=None, flip=None, trans=None,
animation=False, **kwargs):
def update_face(face_attrs):
"""Update Hooch's face with provided attributes."""
if any(face_attrs.values()):
hooch.set_face(**face_attrs)
return True
return False
def update_position(xpos, ypos):
"""Update Hooch's position based on xpos and ypos."""
if xpos is not None or ypos is not None:
xpos = hooch.pos[0] if xpos is None else sprite_pos.get("x", {}).get(xpos, xpos)
ypos = hooch.pos[1] if ypos is None else sprite_pos.get("y", {}).get(ypos, ypos)
hooch.pos = (xpos, ypos)
return True
return False
def handle_temp_attributes(temp_face):
"""Handle temporary face attributes."""
if temp_face:
last_face = hooch.get_face()
temp_data = dict(zip(temp_face[::2], temp_face[1::2]))
hooch.set_face(**temp_data)
return last_face
return None
def show_hooch(redraw, head_only):
"""Show or hide Hooch depending on the state."""
if redraw and not head_only:
hooch.show(force=True)
renpy.with_statement({"dolls": trans or d1})
elif head_only:
hooch.hide()
def reset_attributes(last_face):
"""Reset temporary face attributes."""
if last_face:
hooch.set_face(**last_face)
# If no visual changes, just make Hooch speak
if not any((mouth, eyes, eyebrows, pupils, cheeks, tears, emote, xpos, ypos, flip, trans, animation)):
character.hooch_say(what, **kwargs)
return
# Handle position update
redraw = update_position(xpos, ypos)
# Handle emote, animation, and flipping
if emote:
hooch.set_emote(emote)
redraw = True
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if animation:
hooch.animation = animation
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redraw = True
if flip is not None:
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hooch.xzoom = -1 if flip else 1
redraw = True
# Handle face update and temporary attributes
face_attrs = {"mouth": mouth, "eyes": eyes, "eyebrows": eyebrows, "pupils": pupils, "cheeks": cheeks, "tears": tears}
redraw = redraw or update_face(face_attrs)
temp_face = renpy.game.context().temporary_attributes
last_face = handle_temp_attributes(temp_face)
redraw = redraw or bool(temp_face)
# Handle display logic
head_only = hooch.pos[1] == sprite_pos.get("y", {}).get("head")
show_hooch(redraw, head_only)
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# Handle dialog and doll positioning
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if what:
side_doll = None
if head_only:
xpos = sprite_pos.get("x", {}).get("right_corner", 0) - 25 if hooch.xzoom == 1 else sprite_pos.get("x", {}).get("left_corner", 0) + 25
ypos = hooch.pos[1]
side_doll = At(hooch.image, doll_transform((xpos, ypos), hooch.zoom, hooch.xzoom))
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character.hooch_say(what, who_prefix=name_prefix, who_suffix=name_suffix, show_side_doll=side_doll, **kwargs)
# Reset face if modified temporarily
reset_attributes(last_face)