Refactoring weather checks

This commit is contained in:
LoafyLemon 2024-04-25 20:15:36 +01:00
parent 333fdfed51
commit 085a4d8e9c
43 changed files with 82 additions and 82 deletions

View File

@ -641,7 +641,7 @@ label ag_st_imperio_E2:
play sound "sounds/thunder_2.ogg" play sound "sounds/thunder_2.ogg"
pause .5 pause .5
if game.weather in {"clear", "cloudy"}: if states.env.weather in {"clear", "cloudy"}:
gen "Where the hell did that thunder come from?" ("base", xpos="far_left", ypos="head") gen "Where the hell did that thunder come from?" ("base", xpos="far_left", ypos="head")
else: else:
gen "What the--" ("base", xpos="far_left", ypos="head") gen "What the--" ("base", xpos="far_left", ypos="head")

View File

@ -78,11 +78,11 @@ label start_gryffindor_match:
gen "Go-go Ravenclaw!" ("base", xpos="far_left", ypos="head") gen "Go-go Ravenclaw!" ("base", xpos="far_left", ypos="head")
cho "Right..." ("disgust", "base", "base", "mid") cho "Right..." ("disgust", "base", "base", "mid")
if game.weather in {"rain", "storm"}: if states.env.weather in {"rain", "storm"}:
cho "Let's just hope it stops raining before then." ("soft", "base", "base", "R") cho "Let's just hope it stops raining before then." ("soft", "base", "base", "R")
elif game.weather in {"snow", "blizzard"}: elif states.env.weather in {"snow", "blizzard"}:
cho "Let's just hope it stops snowing before then." ("soft", "base", "base", "R") cho "Let's just hope it stops snowing before then." ("soft", "base", "base", "R")
elif game.weather == "overcast": elif states.env.weather == "overcast":
cho "Let's just hope the weather doesn't get worse." ("soft", "base", "base", "R") cho "Let's just hope the weather doesn't get worse." ("soft", "base", "base", "R")
else: else:
cho "Let's hope the weather stays like it is." ("soft", "base", "base", "R") cho "Let's hope the weather stays like it is." ("soft", "base", "base", "R")
@ -127,7 +127,7 @@ label gryffindor_match:
$ states.env.gold = 1984 $ states.env.gold = 1984
$ states.env.day = 665 $ states.env.day = 665
$ states.env.daytime = True $ states.env.daytime = True
$ game.weather = "clear" $ states.env.weather = "clear"
call room("main_room") call room("main_room")
hide screen blkfade hide screen blkfade
@ -589,7 +589,7 @@ label gryffindor_match:
$ states.env.gold = 1984 $ states.env.gold = 1984
$ states.env.day = 667 $ states.env.day = 667
$ states.env.daytime = True $ states.env.daytime = True
$ game.weather = "clear" $ states.env.weather = "clear"
$ snape_chibi.zorder = 3 $ snape_chibi.zorder = 3
$ tonks_chibi.zorder = 4 $ tonks_chibi.zorder = 4
call room("quidditch_stands",) call room("quidditch_stands",)
@ -731,7 +731,7 @@ label gryffindor_match:
$ states.env.gold = 1984 $ states.env.gold = 1984
$ states.env.day = 667 $ states.env.day = 667
$ states.env.daytime = True $ states.env.daytime = True
$ game.weather = "clear" $ states.env.weather = "clear"
$ snape_chibi.zorder = 3 $ snape_chibi.zorder = 3
$ tonks_chibi.zorder = 4 $ tonks_chibi.zorder = 4
call room("quidditch_stands",) call room("quidditch_stands",)

View File

@ -105,7 +105,7 @@ label cc_gt_return:
$ states.env.gold = 1984 $ states.env.gold = 1984
$ states.env.day = 665 $ states.env.day = 665
$ states.env.daytime = False $ states.env.daytime = False
$ game.weather = "clear" $ states.env.weather = "clear"
call room("main_room") call room("main_room")
call cho_chibi(xpos="mid", ypos="base") call cho_chibi(xpos="mid", ypos="base")

View File

@ -14,11 +14,11 @@ label start_hufflepuff_match:
cho "Yes, [name_genie_cho]." ("base", "base", "base", "mid") cho "Yes, [name_genie_cho]." ("base", "base", "base", "mid")
gen "Well then, tomorrow it is!" ("grin", xpos="far_left", ypos="head") gen "Well then, tomorrow it is!" ("grin", xpos="far_left", ypos="head")
if game.weather in {"rain", "storm"}: if states.env.weather in {"rain", "storm"}:
cho "Sounds great, [name_genie_cho]. I just hope it stops raining before then." ("soft", "base", "base", "R") cho "Sounds great, [name_genie_cho]. I just hope it stops raining before then." ("soft", "base", "base", "R")
elif game.weather in {"snow", "blizzard"}: elif states.env.weather in {"snow", "blizzard"}:
cho "Sounds great, [name_genie_cho]. I just hope it stops snowing before then." ("soft", "base", "base", "R") cho "Sounds great, [name_genie_cho]. I just hope it stops snowing before then." ("soft", "base", "base", "R")
elif game.weather == "overcast": elif states.env.weather == "overcast":
cho "Sounds great, [name_genie_cho]. I just hope the weather doesn't get worse." ("soft", "base", "base", "R") cho "Sounds great, [name_genie_cho]. I just hope the weather doesn't get worse." ("soft", "base", "base", "R")
else: else:
cho "Sounds great, [name_genie_cho]. I just hope the weather stays like it is." ("soft", "base", "base", "R") cho "Sounds great, [name_genie_cho]. I just hope the weather stays like it is." ("soft", "base", "base", "R")

View File

@ -9,7 +9,7 @@ label cc_ht_start:
# First Hufflepuff match. # First Hufflepuff match.
gen "Ready to show off your panties to those badgering badgers?" ("base", xpos="far_left", ypos="head") gen "Ready to show off your panties to those badgering badgers?" ("base", xpos="far_left", ypos="head")
if game.weather in ("blizzard", "storm", "snow", "rain"): if states.env.weather in ("blizzard", "storm", "snow", "rain"):
cho "In this weather? But I'll freeze my legs off if I'm to wear a skirt..." ("clench", "base", "base", "R") cho "In this weather? But I'll freeze my legs off if I'm to wear a skirt..." ("clench", "base", "base", "R")
cho "I'd rather not catch a cold during practice..." ("open", "base", "worried", "mid") cho "I'd rather not catch a cold during practice..." ("open", "base", "worried", "mid")
gen "Alright." ("base", xpos="far_left", ypos="head") gen "Alright." ("base", xpos="far_left", ypos="head")

View File

@ -1113,7 +1113,7 @@ label cho_quid_E12:
# Genie visits cho during her training as requested # Genie visits cho during her training as requested
$ game.weather = "clear" $ states.env.weather = "clear"
gen "*Yawn*..." ("base", xpos="far_left", ypos="head") gen "*Yawn*..." ("base", xpos="far_left", ypos="head")
gen "I can't believe she made me wake up this early..." ("base", xpos="far_left", ypos="head") gen "I can't believe she made me wake up this early..." ("base", xpos="far_left", ypos="head")
@ -1509,7 +1509,7 @@ label cho_quid_E12:
$ states.env.gold = 1984 $ states.env.gold = 1984
$ states.env.day = 666 $ states.env.day = 666
$ states.env.daytime = True $ states.env.daytime = True
$ game.weather = "clear" $ states.env.weather = "clear"
$ hooch_chibi.zoom = 0.38 $ hooch_chibi.zoom = 0.38
$ hooch_chibi.zorder = 4 $ hooch_chibi.zorder = 4
call room("quidditch_pitch") call room("quidditch_pitch")
@ -1767,7 +1767,7 @@ label cho_quid_E14:
with d5 with d5
stop weather fadeout 4 stop weather fadeout 4
$ game.weather = "clear" $ states.env.weather = "clear"
play sound "sounds/cloth_sound3.ogg" play sound "sounds/cloth_sound3.ogg"

View File

@ -76,7 +76,7 @@ label start_slytherin_match:
label slytherin_match: label slytherin_match:
# Quidditch match: Ravenclaw vs. Slytherin # Quidditch match: Ravenclaw vs. Slytherin
$ game.weather = "clear" $ states.env.weather = "clear"
$ cho_outfit_last.save() $ cho_outfit_last.save()
$ her_outfit_last.save() $ her_outfit_last.save()
@ -363,7 +363,7 @@ label slytherin_match:
call quidditch_stands(weather="overcast", tree_fire=True, rain=True, puddles=True) call quidditch_stands(weather="overcast", tree_fire=True, rain=True, puddles=True)
with flashbulb with flashbulb
play weather "sounds/storm.ogg" fadeout 1.0 fadein 3.0 play weather "sounds/storm.ogg" fadeout 1.0 fadein 3.0
$ game.weather = "rain" $ states.env.weather = "rain"
pause 1.0 pause 1.0
sna "Indeed!" ("snape_02", ypos="head") sna "Indeed!" ("snape_02", ypos="head")
@ -685,7 +685,7 @@ label slytherin_match:
call gen_chibi("stand_alt", 155, 420) #,210,40+250) call gen_chibi("stand_alt", 155, 420) #,210,40+250)
with d3 with d3
$ game.weather = "overcast" $ states.env.weather = "overcast"
play background "sounds/wind_long_loop.ogg" fadein 5 fadeout 2 play background "sounds/wind_long_loop.ogg" fadein 5 fadeout 2
call weather_sound call weather_sound
play music "music/machinations-by-kevin-macleod.ogg" fadein 1 fadeout 1 if_changed play music "music/machinations-by-kevin-macleod.ogg" fadein 1 fadeout 1 if_changed

View File

@ -394,7 +394,7 @@ label cc_pr_manipulate_girls_T3_angelina:
cho @ cheeks blush "" ("normal", "narrow", "base", "down", xpos="mid", ypos="base", trans=fade) cho @ cheeks blush "" ("normal", "narrow", "base", "down", xpos="mid", ypos="base", trans=fade)
if game.weather == "rain": if states.env.weather == "rain":
gen "Whoa, you're soaking!" ("angry", xpos="far_left", ypos="head") gen "Whoa, you're soaking!" ("angry", xpos="far_left", ypos="head")
cho @ cheeks blush "Oh, yes... I guess my clothes ended up a little wet..." ("base", "narrow", "base", "down") #Blushing cho @ cheeks blush "Oh, yes... I guess my clothes ended up a little wet..." ("base", "narrow", "base", "down") #Blushing
else: else:

View File

@ -275,7 +275,7 @@ label hermione_chitchat:
her "I am thankful that you keep on buying favours from me, [name_genie_hermione]..." ("open", "base", "worried", "R") her "I am thankful that you keep on buying favours from me, [name_genie_hermione]..." ("open", "base", "worried", "R")
her "" ("soft", "base", "base", "R") her "" ("soft", "base", "base", "R")
block if game.weather in {"snow", "blizzard"}: block if states.env.weather in {"snow", "blizzard"}:
her "It's quite cold outside today, isn't it?" ("open", "base", "base", "mid") her "It's quite cold outside today, isn't it?" ("open", "base", "base", "mid")
her "" ("soft", "base", "base", "mid") her "" ("soft", "base", "base", "mid")
@ -470,7 +470,7 @@ label hermione_chitchat:
her "Sadly, the ones I've bought are already gone..." ("annoyed", "happyCl", "worried", "mid",emote="sweat") her "Sadly, the ones I've bought are already gone..." ("annoyed", "happyCl", "worried", "mid",emote="sweat")
her "" ("base", "base", "base", "R") her "" ("base", "base", "base", "R")
block if game.weather in {"rain", "storm", "overcast"}: block if states.env.weather in {"rain", "storm", "overcast"}:
her "It certainly is chilly outside..." ("open", "base", "base", "mid") her "It certainly is chilly outside..." ("open", "base", "base", "mid")
her "I hope it's going to start snowing soon..." ("base", "base", "base", "mid") her "I hope it's going to start snowing soon..." ("base", "base", "base", "mid")
her "You will let me wear a coat at least, right?" ("angry", "happyCl", "worried", "mid",emote="sweat") her "You will let me wear a coat at least, right?" ("angry", "happyCl", "worried", "mid",emote="sweat")

View File

@ -8,7 +8,7 @@ label hermione_summon_setup:
# #
# TODO: Remove obsolete variables and fix the code after clothes have been added. # TODO: Remove obsolete variables and fix the code after clothes have been added.
# #
# if game.weather == "clear": # if states.env.weather == "clear":
# if states.her.tier >= 3 and states.env.daytime and not hg_muggle_hot_ITEM.unlocked: # if states.her.tier >= 3 and states.env.daytime and not hg_muggle_hot_ITEM.unlocked:
# $ hg_muggle_hot_ITEM.unlocked = True # $ hg_muggle_hot_ITEM.unlocked = True
@ -57,7 +57,7 @@ label hermione_summon_setup:
# call unlock_clothing(text = "New clothing items for Hermione have been unlocked!", item = hg_muggle_hot_ITEM) # call unlock_clothing(text = "New clothing items for Hermione have been unlocked!", item = hg_muggle_hot_ITEM)
# if game.weather == "overcast": # if states.env.weather == "overcast":
# #One time event. # #One time event.
# if not hg_accs_wool_g_ITEM.unlocked: # if not hg_accs_wool_g_ITEM.unlocked:
@ -120,7 +120,7 @@ label hermione_summon_setup:
# # Raining # # Raining
# if game.weather == "rain": # if states.env.weather == "rain":
# if states.her.tier >= 2 and not hg_muggle_rainy_ITEM.unlocked: # if states.her.tier >= 2 and not hg_muggle_rainy_ITEM.unlocked:
# $ hg_muggle_rainy_ITEM.unlocked = True # $ hg_muggle_rainy_ITEM.unlocked = True
@ -185,7 +185,7 @@ label hermione_summon_setup:
# pause.5 #Shows Hermione with robe for a bit. # pause.5 #Shows Hermione with robe for a bit.
# # Snow # # Snow
# if game.weather in ("snow", "blizzard"): # if states.env.weather in ("snow", "blizzard"):
# if states.her.tier >= 2 and not hg_muggle_cold_ITEM.unlocked: # if states.her.tier >= 2 and not hg_muggle_cold_ITEM.unlocked:
# $ hg_muggle_cold_ITEM.unlocked = True # $ hg_muggle_cold_ITEM.unlocked = True

View File

@ -490,7 +490,7 @@ label hermione_change:
gen "I said mass flood!" ("angry", xpos="far_left", ypos="head") gen "I said mass flood!" ("angry", xpos="far_left", ypos="head")
her "Mass flood?" ("soft", "base", "base", "mid") her "Mass flood?" ("soft", "base", "base", "mid")
gen "Are you deaf or something?" ("base", xpos="far_left", ypos="head") gen "Are you deaf or something?" ("base", xpos="far_left", ypos="head")
if game.weather == "rain": if states.env.weather == "rain":
her "I was pretty sure you said--" ("open", "base", "base", "mid") her "I was pretty sure you said--" ("open", "base", "base", "mid")
her "" ("normal", "base", "base", "R") her "" ("normal", "base", "base", "R")
gen "Look outside the window, it's raining is it not?" ("base", xpos="far_left", ypos="head") gen "Look outside the window, it's raining is it not?" ("base", xpos="far_left", ypos="head")

View File

@ -841,7 +841,7 @@ label ll_pf_blowjob_T4_E3_intro:
lun "Of course!" ("angry", "base", "base", "mid") lun "Of course!" ("angry", "base", "base", "mid")
"-Humour her-": "-Humour her-":
if states.env.daytime: if states.env.daytime:
if game.weather == "clear": #Sunny if states.env.weather == "clear": #Sunny
gen "Right..." ("base", xpos="far_left", ypos="head") gen "Right..." ("base", xpos="far_left", ypos="head")
lun "Can't you see the radiant joy on Mister Sun's face?" ("grin", "base", "base", "L") lun "Can't you see the radiant joy on Mister Sun's face?" ("grin", "base", "base", "L")
gen "Looks like the same burning ball of fire to me." ("base", xpos="far_left", ypos="head") gen "Looks like the same burning ball of fire to me." ("base", xpos="far_left", ypos="head")

View File

@ -29,7 +29,7 @@ label snape_chitchat:
sna "Do you think you can break the girl?" ("snape_25") sna "Do you think you can break the girl?" ("snape_25")
block: block:
if game.weather in ("rain", "blizzard"): if states.env.weather in ("rain", "blizzard"):
sna "Isn't the weather lovely today?" ("snape_02") sna "Isn't the weather lovely today?" ("snape_02")
sna "I wish it would stay like this forever." ("snape_06") sna "I wish it would stay like this forever." ("snape_06")
else: else:

View File

@ -70,7 +70,7 @@ label snape_hangout:
label end_snape_hangout_points: label end_snape_hangout_points:
if states.sna.level < 100: if states.sna.level < 100:
if game.weather in {"rain", "storm"}: if states.env.weather in {"rain", "storm"}:
# Rain puts him in a good mood. # Rain puts him in a good mood.
$ states.sna.level += 1 $ states.sna.level += 1

View File

@ -5,7 +5,7 @@
# First time genie meets snape # First time genie meets snape
label snape_intro_E1: label snape_intro_E1:
$ game.weather = "clear" $ states.env.weather = "clear"
call weather_sound call weather_sound
pause 1 pause 1

View File

@ -586,13 +586,13 @@ init python:
for o in self.outfits: for o in self.outfits:
if o.unlocked and o.schedule["day" if states.env.daytime else "night"]: if o.unlocked and o.schedule["day" if states.env.daytime else "night"]:
if game.weather == "overcast" and o.schedule["cloudy"]: if states.env.weather == "overcast" and o.schedule["cloudy"]:
schedule.append(o) schedule.append(o)
elif game.weather in {"storm", "rain"} and o.schedule["rainy"]: elif states.env.weather in {"storm", "rain"} and o.schedule["rainy"]:
schedule.append(o) schedule.append(o)
elif game.weather in {"snow", "blizzard"} and o.schedule["snowy"]: elif states.env.weather in {"snow", "blizzard"} and o.schedule["snowy"]:
schedule.append(o) schedule.append(o)
elif game.weather in {"clear", "cloudy"} and not (o.schedule["cloudy"] or o.schedule["rainy"] or o.schedule["snowy"]): elif states.env.weather in {"clear", "cloudy"} and not (o.schedule["cloudy"] or o.schedule["rainy"] or o.schedule["snowy"]):
schedule.append(o) schedule.append(o)
return schedule return schedule

View File

@ -81,7 +81,7 @@ label day_start:
# Game flags # Game flags
states.env.day += 1 states.env.day += 1
game.weather = "random" states.env.weather = "random"
states.env.daytime = True states.env.daytime = True
cupboard_OBJ.foreground = Transform(Text(str((states.env.day % 30) + 1), color="#fff", outlines=[(1, "#000", 0, 0)]), pos=(40, 100)) cupboard_OBJ.foreground = Transform(Text(str((states.env.day % 30) + 1), color="#fff", outlines=[(1, "#000", 0, 0)]), pos=(40, 100))
@ -193,7 +193,7 @@ label night_start:
states.sus.busy = bool(sb_summon_pause) states.sus.busy = bool(sb_summon_pause)
# Game flags # Game flags
game.weather = "random" states.env.weather = "random"
states.env.daytime = False states.env.daytime = False
# Randomisers # Randomisers

View File

@ -47,7 +47,7 @@ label start_wt:
jump genie_intro_E1 jump genie_intro_E1
label genie_intro_E1: label genie_intro_E1:
$ game.weather = "clear" $ states.env.weather = "clear"
$ states.env.daytime = False $ states.env.daytime = False
$ states.env.day = 0 $ states.env.day = 0
call send_letters call send_letters
@ -74,7 +74,7 @@ label genie_intro_E1:
dum1 "*Sounds of an old man sleeping like a baby*" dum1 "*Sounds of an old man sleeping like a baby*"
pause 1 pause 1
play sound "sounds/thunder_2.ogg" play sound "sounds/thunder_2.ogg"
$ game.weather = "storm" $ states.env.weather = "storm"
call weather_sound call weather_sound
with flashbulb with flashbulb
dum3 "Oh my!" dum3 "Oh my!"
@ -98,7 +98,7 @@ label genie_intro_E1:
play sound "sounds/magic4.ogg" play sound "sounds/magic4.ogg"
$ desk_OBJ.idle = "ch_gen sit_behind_desk" $ desk_OBJ.idle = "ch_gen sit_behind_desk"
$ game.weather = "rain" $ states.env.weather = "rain"
call weather_sound call weather_sound
with flash with flash

View File

@ -2724,7 +2724,7 @@ label ball_ending_E2:
hide screen notes hide screen notes
hide screen bld1 hide screen bld1
$ game.weather = "random" $ states.env.weather = "random"
call weather_sound call weather_sound
show screen main_room show screen main_room

View File

@ -136,17 +136,17 @@ label quests:
jump cho_intro_E1 jump cho_intro_E1
if states.cho.ev.quidditch.hufflepuff_stage == "start": if states.cho.ev.quidditch.hufflepuff_stage == "start":
$ game.weather = "clear" $ states.env.weather = "clear"
stop weather stop weather
$ states.cho.ev.quidditch.hufflepuff_stage = "return" $ states.cho.ev.quidditch.hufflepuff_stage = "return"
jump hufflepuff_match jump hufflepuff_match
elif states.cho.ev.quidditch.slytherin_stage == "start": elif states.cho.ev.quidditch.slytherin_stage == "start":
$ game.weather = "clear" $ states.env.weather = "clear"
stop weather stop weather
$ states.cho.ev.quidditch.slytherin_stage = "return" $ states.cho.ev.quidditch.slytherin_stage = "return"
jump slytherin_match jump slytherin_match
elif states.cho.ev.quidditch.gryffindor_stage == "start": elif states.cho.ev.quidditch.gryffindor_stage == "start":
$ game.weather = "clear" $ states.env.weather = "clear"
stop weather stop weather
$ states.cho.ev.quidditch.gryffindor_stage = "return" $ states.cho.ev.quidditch.gryffindor_stage = "return"
jump gryffindor_match jump gryffindor_match

Some files were not shown because too many files have changed in this diff Show More