init python: def generate_puzzle(grid, difficulty, blank): tiles = grid*grid difficulty = difficulty * tiles puzzle = list(range(tiles)) renpy.random.shuffle(puzzle) def is_valid(): inversions = 0 for x in range(tiles): for y in range(x+1, tiles): if not (puzzle[x] == blank or puzzle[y] == blank) and puzzle[x] > puzzle[y]: inversions += 1 # If the grid width is odd, then every solvable state has an even number of inversions. # If the grid width is even, then every solvable state has: # an even number of inversions if the blank is on an odd numbered row counting from the bottom OR # an odd number of inversions if the blank is on an even numbered row counting from the bottom if (grid % 2 == 1): is_solvable = (inversions % 2 == 0) else: blank_row = grid - (puzzle.index(blank) / grid) is_solvable = (inversions % 2 != blank_row % 2) too_difficult = (inversions <= difficulty) return (is_solvable and not too_difficult) while not is_valid(): renpy.random.shuffle(puzzle) return puzzle screen puzzle_minigame(): tag puzzle zorder 30 default tries = 0 default tiles = generate_puzzle(grid=4, difficulty=game.difficulty, blank=15) default hint = False $ score = 0 add "gui_fade" use close_button() use meter(fill=100-tries) frame: align (0.5, 0.5) background Transform("interface/puzzle/background.webp", align=(0.5, 0.5)) grid 4 4: for i, tile in enumerate(tiles): $ img = "interface/puzzle/{}.webp".format(tile) $ empty = tiles.index(15) $ is_valid = (i in (empty-1, empty+1, empty-4, empty+4) and not ( (empty % 4 == 3) and (i % 4 == 0) ) and not ( (empty % 4 == 0) and (i % 4 == 3) ) ) $ action = None $ hover = None if i is empty: $ idle = Null() elif not is_valid: $ idle = img else: $ action = [SetScreenVariable("tries", tries+1), Function(list_swap_values, tiles, empty, i)] $ idle = At(img, pulse_hover(pause=3.0, strength=0.075)) $ hover = image_hover(idle) if i == tile: $ score += 1 imagebutton: xysize (94, 94) idle idle hover hover action action if hint: button: style "empty" align (0.5, 0.5) background Transform("interface/puzzle/background.webp", align=(0.5, 0.5)) add "interface/puzzle/puzzle.webp" action NullAction() if score >= 15: timer 0.1 action Return(True) vbox: yanchor 0.0 align (0.5, 0.85) textbutton "-Hint-" xalign 0.5 action ToggleScreenVariable("hint", True, False) if tries >= 75: textbutton "-Force it open-" xalign 0.5 action Return(False) at pulse_hover if config.developer: textbutton "-Solve it-" xalign 0.5 action SetScreenVariable("tiles", list(range(16))) label puzzle_minigame: call screen puzzle_minigame() $ renpy.block_rollback() if _return == True: gen "Finally..." ("base", xpos="far_left", ypos="head") gen "What is this?" ("base", xpos="far_left", ypos="head") gen "Sweet, phoenix tears! Down the hatch we go." ("base", xpos="far_left", ypos="head") $ renpy.play("sounds/pop03.ogg") $ renpy.play("sounds/gulp.ogg") pause 1 $ renpy.play("sounds/gulp.ogg") gen "...." ("base", xpos="far_left", ypos="head") gen "I feel no difference..." ("base", xpos="far_left", ypos="head") $ achievements.unlock("puzzle") elif _return == False: gen "Fuck it..." ("angry", xpos="far_left", ypos="head") $ renpy.play('sounds/door_down.ogg') with hpunch "{size=32}*Smash*{/size}" $ renpy.play('sounds/glass_shatter.ogg') gen "A broken bottle..." ("base", xpos="far_left", ypos="head") gen "Oh well, too late now. Back to my usual--" ("base", xpos="far_left", ypos="head") else: # Closed gen "(Maybe next time...)" ("base", xpos="far_left", ypos="head") jump main_room_menu gen "Hold on a second, there's a book in here..." ("base", xpos="far_left", ypos="head") gen "Seems to be some sort of notebook, I'll skim through it..." ("base", xpos="far_left", ypos="head") call book_start gen "\"My dear phoenix has been losing his feathers lately, I think it's time soon\"..." ("base", xpos="far_left", ypos="head") gen "(Time for what?)" ("base", xpos="far_left", ypos="head") gen "\"That Potter boy is mighty cute, looks just like his father\"..." ("base", xpos="far_left", ypos="head") gen "(Well, well...)" ("grin", xpos="far_left", ypos="head") gen "\"Severus gave me a weird look today, I wonder what he thinks about my\"..." ("base", xpos="far_left", ypos="head") gen "(This is all trash...)" ("angry", xpos="far_left", ypos="head") gen "(Wait a minute... this seems interesting.)" ("base", xpos="far_left", ypos="head") gen "\"I was walking around in the seventh floor corridor looking for a bathroom\"..." ("base", xpos="far_left", ypos="head") gen "\"Whilst searching, a room that I had never seen before appeared, filled with chamber pots... But when I returned later, it was gone\"." ("base", xpos="far_left", ypos="head") call book_end gen "(I've seen enough magic to know where this is going... I should investigate that corridor on the seventh floor.)" ("base", xpos="far_left", ypos="head") call give_reward("You've unlocked something on the 7th floor, check your map to get there.","/images/rooms/room_of_requirement/mirror.webp") if deck_unlocked: gen "What's this?" ("base", xpos="far_left", ypos="head") call give_reward("You have found a card at the bottom of the box!", "images/cardgame/t1/other/elf_v1.webp") $ unlocked_cards += [card_item_elf] $ unlocked_7th = True $ puzzle_box_ITEM.owned = 0 $ puzzle_box_ITEM.used = True $ chair_OBJ.hidden = False if game.daytime: jump night_start else: jump day_start