Gouvernathor
b60c87e9f8
not the first time, so that we can still pass it iterators
(cherry picked from commit 21cb97b2e2
)
286 lines
10 KiB
Plaintext
286 lines
10 KiB
Plaintext
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init python:
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def shop_dress_sortfilter(item, sortby="Price (Asc)", filtering=None):
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# Always sort alphabetically first.
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item = sorted(item, key=lambda x: natsort_key(x.name))
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if sortby == "Price (Asc)":
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item.sort(key=lambda x: x.price, reverse=False)
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elif current_sorting == "Price (Desc)":
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item.sort(key=lambda x: x.price, reverse=True)
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if sortby == "Lewdness (Asc)":
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item.sort(key=get_outfit_score, reverse=False)
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elif current_sorting == "Lewdness (Desc)":
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item.sort(key=get_outfit_score, reverse=True)
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return item
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label shop_dress:
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$ gui.in_context("shop_dress_menu")
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return
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label shop_dress_menu:
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python:
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current_sorting = "Price (Asc)"
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category_items = {"hermione": hermione.outfits, "tonks": tonks.outfits, "cho": cho.outfits, "luna": luna.outfits, "astoria": astoria.outfits, "susan": susan.outfits}
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current_category = "hermione"
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store_cart = set()
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menu_items = shop_dress_sortfilter((x for x in category_items.get(current_category, []) if (x.unlocked == False and x.price > 0 and x not in store_cart)), current_sorting)
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current_item = next(iter(menu_items), None)
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parcel_callbacks = []
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show screen shop_dress()
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label .after_init:
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$ _choice = ui.interact()
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if _choice[0] == "category":
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$ current_category = _choice[1]
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$ menu_items = shop_dress_sortfilter((x for x in category_items.get(current_category, []) if (x.unlocked == False and x.price > 0 and x not in store_cart)), current_sorting)
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$ current_item = next(iter(menu_items), None)
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elif _choice[0] == "buy":
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show screen blktone
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with d3
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if game.gold < _choice[1].price:
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gen "(I don't have enough gold.)" ("base", xpos="far_left", ypos="head")
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else:
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if len(store_cart) < 5:
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$ renpy.call("purchase_outfit", _choice[1])
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play sound "sounds/money.ogg"
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$ game.gold -= _choice[1].price
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$ store_cart.add(_choice[1])
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$ menu_items = shop_dress_sortfilter((x for x in category_items.get(current_category, []) if (x.unlocked == False and x.price > 0 and x not in store_cart)), current_sorting)
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$ current_item = next(iter(menu_items), None)
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if len(store_cart) < 5:
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maf "Anything else?"
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else:
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maf "That was your fifth order, sir, I'm afraid it will have to be your last one."
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else:
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maf "I'm sorry luv but that's as much as you can order for now."
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hide screen blktone
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with d3
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elif _choice == "sort":
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if current_sorting == "Price (Asc)":
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$ current_sorting = "Price (Desc)"
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elif current_sorting == "Price (Desc)":
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$ current_sorting = "Lewdness (Asc)"
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elif current_sorting == "Lewdness (Asc)":
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$ current_sorting = "Lewdness (Desc)"
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elif current_sorting == "Lewdness (Desc)":
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$ current_sorting = "Price (Asc)"
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$ menu_items = shop_dress_sortfilter([x for x in category_items.get(current_category, []) if bool(x.unlocked == False and x.price > 0 and not x in store_cart)], current_sorting)
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else: # Close
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if len(store_cart) < 5:
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show screen blktone
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with d3
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menu:
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maf "Are you finished shopping, dearie?"
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"-Yes, I'm done-":
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pass
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"-Not yet-":
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hide screen blktone
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with d3
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jump .after_init
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if store_cart:
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$ transit_time = len(store_cart)+1
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$ packaging_fee = 45 + ( (len(store_cart)-1) * 20 )
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menu:
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maf "If you pay extra, I could hire a bunch of elves to speed things up..."
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"\"Fine. ([packaging_fee] gold)\"" if game.gold >= packaging_fee:
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$ game.gold -= packaging_fee
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$ transit_time = int(transit_time/2)
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"\"Fine. ([packaging_fee] gold)\"" (style="disabled") if game.gold < packaging_fee:
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maf "Sorry luv, but it appears you have no gold left."
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"-No thanks-":
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pass
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hide screen shop_dress
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hide screen blktone
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$ _tmp = "tomorrow" if transit_time == 1 else "in about {} days".format(str(transit_time))
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maf "You can expect a parcel [_tmp]."
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# Executes callbacks upon receival of the parcel.
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$ curry = renpy.curry(execute_callbacks)(parcel_callbacks) if parcel_callbacks else None
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$ parcel_callbacks = []
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$ Parcel(contents=[(k, 1) for k in store_cart], wait=transit_time, func=curry).send()
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return
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else:
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gen "Nothing has caught my eye I'm afraid." ("base", xpos="far_left", ypos="head")
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maf "Maybe next time."
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return
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jump .after_init
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screen shop_dress():
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tag shop_dress
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zorder 15
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modal True
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add "gui_fade"
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if renpy.mobile:
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use close_button_background
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use close_button
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fixed:
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if settings.get("animations"):
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at gui_animation
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use shop_dress_menu()
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use shop_dress_menuitem()
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screen shop_dress_menu():
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tag shop_menu
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zorder 15
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style_prefix "shop"
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default icon_bg = gui.format("interface/achievements/{}/iconbox.webp")
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default icon_frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
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default panel = gui.format("interface/frames/{}/panel_left.webp")
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default highlight = gui.format("interface/achievements/{}/highlight_left_b.webp")
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window:
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pos (150, 90)
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xysize (207, 454)
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background panel
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use invisible_button()
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vbox:
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pos (6, 6)
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for category in category_items.keys():
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if get_character_unlock(category):
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$ icon = Fixed(icon_bg, Frame( Transform("interface/icons/head/{}.webp".format(category), fit="contain"), xysize=(42, 42), offset=(3, 3)), "interface/achievements/glass_iconbox.webp")
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vbox:
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textbutton category:
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style "empty"
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xysize (195, 48)
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text_align (0.6, 0.5)
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text_xanchor 0.5
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text_size 20
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foreground icon
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hover_background highlight
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selected_background highlight
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selected (current_category == category)
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action Return(["category", category])
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add gui.format("interface/frames/{}/spacer_left.webp")
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vbox:
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style_prefix gui.theme('achievements_filters')
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pos (6, 384)
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button action None
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textbutton "Sort by: [current_sorting]" action Return("sort")
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screen shop_dress_menuitem():
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tag shop_menuitem
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zorder 16
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style_prefix "shop"
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default icon_size = (144, 288)
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default icon_frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
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default panel = gui.format("interface/frames/{}/panel.webp")
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window:
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pos (367, 37)
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xysize (560, 501)
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background panel
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use invisible_button()
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text "Shop" size 22 xalign 0.5 ypos 65
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if current_item:
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frame:
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xalign 0.5
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ypos 412
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vbox:
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xalign 0.5
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add gui.format("interface/achievements/{}/highlight.webp")# pos (112, 375)
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add gui.format("interface/achievements/{}/spacer.webp")# pos (120, 398)
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text "[current_item.desc]" size 12 yoffset 6
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text "[current_item.name]" xalign 0.5 ypos 3 size 16
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$ frame = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
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textbutton "Buy":
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style "inventory_button"
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background frame
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xalign 0.95
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action Return(["buy", current_item])
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vpgrid:
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rows 1
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xspacing 5
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yspacing 2
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draggable True
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mousewheel "horizontal"
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scrollbars "horizontal"
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xmaximum 512
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ypos 106
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xalign 0.5
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at transform:
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mesh True
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for item in menu_items:
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$ icon = Transform(item.image, crop=(215, 0, 680, 1200), mesh=True, gl_pixel_perfect=True)
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$ is_modded = item.is_modded()
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$ is_affordable = bool(game.gold >= item.price)
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button:
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style "shop_outfit_button"
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xysize icon_size
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background Transform(icon, xsize=144, ysize=288, fit="contain", anchor=(0.5, 1.0), align=(0.5, 1.0), yoffset=-6)
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selected (current_item == item)
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action SetVariable("current_item", item)
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add icon_frame
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if is_affordable:
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text "{color=#daa520}G{/color} [item.price]" xalign 0.5 ypos 10 color "#ffffff" outlines [ (1, "#000", 0, 0) ] style "shop_outfit_text"
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else:
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text "{color=#daa520}G{/color} {color=#ff0000}[item.price]{/color}" xalign 0.5 ypos 10 color "#ffffff" outlines [ (1, "#000", 0, 0) ] style "shop_outfit_text"
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if config.developer:
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$ outfit_score = get_outfit_score(item)
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text "{color=#fff}score{/color} [outfit_score]" align (0.1, 0.98) color "#ffffff" outlines [ (1, "#000", 0, 0) ] size 8
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hbox:
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offset (5, -5)
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align (0.0, 1.0)
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if is_modded:
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text "M" color "#00b200"
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style shop_window is empty
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style shop_outfit_button is empty:
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foreground None
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hover_foreground "#ffffff80"
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selected_foreground "#ffffff40"
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activate_sound "sounds/click.ogg"
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style shop_outfit_button_text is default:
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size 14
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style shop_outfit_text:
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size 20
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