WTS/game/scripts/interface/achievements.rpy

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define achievements_dict = {
"unlockher": ["Characters", "Granger Danger", "Awarded for unlocking Hermione Granger.", False, "interface/icons/head/hermione.webp", False],
"unlockcho": ["Characters", "Chang Dynasty", "Awarded for unlocking Cho Chang.", False, "interface/icons/head/cho.webp", False],
"unlocklun": ["Characters", "Looney Tunes", "Awarded for unlocking Luna Lovegood.", False, "interface/icons/head/luna.webp", False],
"unlockast": ["Characters", "Green Peas", "Awarded for unlocking Astoria Greengrass.", False, "interface/icons/head/astoria.webp", False],
"unlockton": ["Characters", "Nymphadoreador", "Awarded for unlocking Nymphadora Tonks.", False, "interface/icons/head/tonks.webp", False],
"overwhored": ["Characters", "Overwhored", "Awarded for fully corrupting Hermione.", False, "interface/icons/head/hermione.webp", False],
"unlocksus": ["Characters", "Boner", "Awarded for unlocking Susan Bones.", False, "interface/icons/head/susan.webp", False],
"unlocksna": ["Characters", "Strictly colleagues", "Awarded for unlocking Severus Snape.", False, "interface/icons/head/snape.webp", False],
"mirror": ["Mirror", "Mirror, mirror on the wall..", "Awarded for unlocking the Room of Requirement.", False, "images/rooms/room_of_requirement/mirror_hover.webp", False],
"gold": ["General", "Gold Digger", "Awarded for having 10,000 gold in total.", False, "interface/icons/gold.webp", False],
"drunkard": ["General", "Drunken Master", "Awarded for collecting 25 bottles of wine.", False, "interface/icons/wine.webp", True],
"workaholic": ["General", "Workaholic", "Awarded for completing five full reports.", False, "interface/icons/generic_scroll.webp", False],
"fireplace": ["General", "Feel the Heat", "Awarded for lighting the fireplace 5 times or more.", False, "images/rooms/objects/fireplace/fireplace_idle.webp", True],
"peta": ["General", "I think I forgot something...", "Awarded for not feeding the bird for 50 days.... \nYou monster.\n{size=-4}Disclaimer: No real nor fictional animals were harmed in the process.{/size}", False, "images/rooms/objects/phoenix/phoenix_01.webp", True],
"petpal": ["General", "Regular stroking", "Awarded for petting the bird 25 times.", False, "images/rooms/objects/phoenix/phoenix_01.webp", False],
"postman": ["Cardgame", "Poster Boy", "Awarded for buying all posters from the token shop.", False, "interface/icons/agrabah_poster.webp", False],
"hats": ["Cardgame", "Mad Hatter", "Awarded for buying all hat decorations from the token shop.", False, "interface/icons/icon_gambler_hat.webp", False],
"daddy": ["Characters", "Who's your daddy?", "Awarded for letting Hermione call you a {size=-5}(sugar){/size} daddy.", False, "interface/icons/head/hermione.webp", True],
"pantiesfap": ["Characters", "I sneezed on them...", "Awarded for rubbing one out on Hermione's panties.", False, "characters/genie/chibis/jerk_off/02.webp", False],
"pantiesfapcho": ["Characters", "Exercise is important", "Awarded for rubbing one out on Cho's panties.", False, "characters/genie/chibis/jerk_off/02.webp", False],
"bros": ["Characters", "Bros before hoes", "Awarded for becoming best pals with Snape.", False, "interface/icons/head/snape.webp", False],
"knock": ["Characters", "*Knock* *knock*", "Awarded for telling Hermione to go away during her introductory events.", False, "images/rooms/objects/doors/door_idle.webp", True],
"decorator": ["Cardgame", "Decorator", "Awarded for decorating the office for the first time.", False, "interface/icons/stag_trophy.webp", False],
"flashback": ["Cardgame", "Flashback", "Awarded for retelling what actually happened...", False, "interface/icons/cards.webp", True],
"start": ["General", "Welcome to Hogwarts!", "Awarded for finishing the intro.", False, "interface/icon.webp", False],
"export": ["General", "Sharing is caring", "Awarded for exporting an outfit through the wardrobe menu.", False, "interface/wardrobe/icons/load.webp", False],
"Credits": ["General", "New game, who this?", "Awarded for checking out the Credits Menu.", False, "interface/icons/silver_scroll.webp", False],
"Cardwin": ["Cardgame", "Time to duel", "Awarded for winning your first Card game duel.", False, "interface/icons/cards.webp", False],
"puzzle": ["General", "Down the hatch!", "Awarded for wasting a bottle of unbelievably rare phoenix tears by drinking it.", False, "interface/icons/item_potion.webp", True],
"ending": ["General", "Bittersweet Farewell", "Awarded for reaching the original ending.", False, "interface/icons/silver.webp", True],
#1.37 HG achievements
"busted": ["Characters", "BUSTED!", "Awarded for getting busted by Hermione when busting a nut.", False, "interface/icons/head/hermione.webp", False],
"herstrip": ["Characters", "Dance lessons", "Awarded for having Hermione dance naked in front of you... and Snape.", False, "interface/icons/head/hermione.webp", False],
"herkiss": ["Characters", "First Kiss", "Awarded for having Hermione make out with you-- r... cock...", False, "interface/icons/head/hermione.webp", False],
"hertits": ["Characters", "Boobs Lover", "Awarded for sticking it between Hermione's fun bags.", False, "interface/icons/head/hermione.webp", False],
"headlib": ["Characters", "Head Librarian", "Awarded for releasing your seed in Hermione's mouth.", False, "interface/icons/head/hermione.webp", False],
"nerdgasm": ["Characters", "Nerdgasm", "Awarded for doing the deed with Hermione.", False, "interface/icons/head/hermione.webp", False]
}
init python:
if persistent.achievements == None:
persistent.achievements = achievements_dict.copy()
class Achievements(object):
def __init__(self):
self.achievements = persistent.achievements
self.attempt_repair()
if config.developer:
self.validate()
def validate(self):
"""Check if icons are loadable at init"""
for i in self.achievements.itervalues():
if not renpy.loadable(i[4]):
raise IOError("\"{}\"".format(i[4]))
def attempt_repair(self):
"""Achievements are kept in a persistent state which is shared across versions,
because of that, they occassionally might need to be checked
if the set values are equal to the pre-defined values.
Attempted repair will try to fix the mismatched values without resetting the completion status."""
# Save unlock states
unlock_states = {k: v[3] for k, v in self.achievements.iteritems()}
# Keys that should not exist in the persistent state anymore
orphans = self.achievements.viewkeys() - achievements_dict.viewkeys()
# Making some K-pop
for k in orphans:
self.achievements.pop(k, None)
self.achievements.update(achievements_dict)
# Reapply unlock states
for k, v in self.achievements.iteritems():
v[3] = unlock_states.get(k, False)
def status(self, id):
return self.achievements.get(id)[3]
def unlock(self, id, silent=False):
if persistent.achievements[id][3] == False:
self.achievements[id][3] = True
persistent.achievements[id][3] = True
if not silent:
renpy.play('sounds/achievement.ogg')
renpy.show_screen("achievement_window", string=persistent.achievements[id][1], title="Achievement unlocked!", icon=persistent.achievements[id][4])
def lock(self, id):
self.achievements[id][3] = False
persistent.achievements[id][3] = False
def achievement_sortfilter(item, sortby="A-z", filtering=None):
if filtering == "Locked":
item = filter(lambda x: x[1][3] is False, item)
elif filtering == "Unlocked":
item = filter(lambda x: x[1][3] is True, item)
elif filtering == "Secret":
item = filter(lambda x: x[1][5] is True, item)
# Always sort alphabetically first.
item = sorted(item, key=lambda x: natsort_key(x[1][1]))
if sortby == "z-A":
item = sorted(item, key=lambda x: natsort_key(x[1][1]), reverse=True)
elif current_sorting == "Unlocked":
item = sorted(item, key=lambda x: x[1][3] is False)
elif current_sorting == "Locked":
item = sorted(item, key=lambda x: x[1][3] is True)
return item
default achievements = Achievements()
###
label popup(string="", title="", icon=None, xpos=0, ypos=60, sound=True, soundfile='sounds/achievement.ogg'):
if sound:
$ renpy.play(soundfile)
hide screen achievement_window
show screen achievement_window(string=string, title=title, icon=icon, xpos=xpos, ypos=ypos)
return
screen achievement_window(string="", title="", icon=None, xpos=0, ypos=60):
tag popup_window
layer "interface"
frame:
style "empty"
at popup_animation(time=5.0, xx=-410)
pos (xpos, ypos)
xsize 410
ysize 96
add gui.format("interface/achievements/{}/box.webp")
if icon:
frame:
style "empty"
pos (6, 6)
xsize 84
ysize 84
$ image_zoom = crop_image_zoom(icon, 84, 84)
if 'head' in icon:
add image_zoom align (0.5, 1.0) yoffset -1
else:
add image_zoom align (0.5, 0.5)
add "interface/achievements/glass.webp"
frame:
style "empty"
xpos 96
xsize 314
vbox:
ypos 12
spacing 10
xalign 0.5
text title size 18 xalign 0.5 xanchor 0.5
text string size 14 xalign 0.5 xanchor 0.5
timer 6.0 action Hide("achievement_window")
transform rotate_circular():
on show, appear, start:
rotate 0
linear 7.0 rotate 360
repeat
####################################
############# Menu #################
####################################
label achievement:
$ gui.in_context("achievement_menu")
jump main_room_menu
label achievement_menu(xx=150, yy=90):
$ achievement_categories_sorted = ["All", "General", "Characters", "Cardgame", "Mirror"]
$ items_shown = 36
$ current_page = 0
$ current_category = achievement_categories_sorted[0]
$ current_filter = None
$ current_sorting = "Unlocked"
$ category_items = list(persistent.achievements.iteritems())
$ menu_items = achievement_sortfilter(category_items, current_sorting, current_filter)
$ menu_items_length = len(menu_items)
$ current_item = next(iter(menu_items), None)
show screen achievements(xx, yy)
label .after_init:
$ _choice = ui.interact()
if _choice[0] == "select":
$ current_item = _choice[1]
elif _choice[0] == "category":
$ current_category = _choice[1]
if current_category == "All":
$ category_items = list(persistent.achievements.iteritems())
else:
$ category_items = filter(lambda x: current_category in x[1][0], list(persistent.achievements.iteritems()))
$ menu_items = achievement_sortfilter(category_items, current_sorting, current_filter)
$ menu_items_length = len(menu_items)
$ current_page = 0
$ current_item = next(iter(menu_items), None)
elif _choice == "inc":
$ current_page += 1
elif _choice == "dec":
$ current_page += -1
elif _choice == "filter":
if current_filter == None:
$ current_filter = "Locked"
elif current_filter == "Locked":
$ current_filter = "Unlocked"
elif current_filter == "Unlocked":
$ current_filter = "Secret"
else:
$ current_filter = None
$ menu_items = achievement_sortfilter(category_items, current_sorting, current_filter)
$ menu_items_length = len(menu_items)
$ current_page = 0
$ current_item = next(iter(menu_items), None)
elif _choice == "sort":
if current_sorting == "A-z":
$ current_sorting = "z-A"
elif current_sorting == "z-A":
$ current_sorting = "Unlocked"
elif current_sorting == "Unlocked":
$ current_sorting = "Locked"
else:
$ current_sorting = "A-z"
$ menu_items = achievement_sortfilter(category_items, current_sorting, current_filter)
$ menu_items_length = len(menu_items)
$ current_page = 0
$ current_item = next(iter(menu_items), None)
else:
hide screen achievements
return
jump .after_init
screen achievements(xx, yy):
tag achievements
zorder 15
modal True
add "gui_fade"
if renpy.mobile:
use close_button_background
use close_button
fixed:
if settings.get("animations"):
at gui_animation
use achievement_menu(xx, yy)
use achievement_menuitem(xx, yy)
screen achievement_menu(xx, yy):
window:
style "empty"
style_prefix gui.theme('achievements')
pos (xx, yy)
xysize (207, 454)
use invisible_button()
add gui.format("interface/achievements/{}/panel_left.webp")
vbox:
style_prefix gui.theme('achievements_categories')
pos (6, 41)
for category in achievement_categories_sorted:
vbox:
textbutton category:
selected (current_category == category)
action Return(["category", category])
add gui.format("interface/achievements/{}/spacer_left.webp")
vbox:
style_prefix gui.theme('achievements_filters')
pos (6, 384)
if current_filter == None:
textbutton "Show: All" action Return("filter")
else:
textbutton "Show: [current_filter]" action Return("filter")
textbutton "Sort by: [current_sorting]" action Return("sort")
screen achievement_menuitem(xx, yy):
window:
style "empty"
pos (xx+217, yy-53)
xysize (560, 507)
use invisible_button()
add "interface/achievements/star.webp"
add gui.format("interface/achievements/{}/panel.webp")
text "Achievements" size 22 xalign 0.5 ypos 65
text "Unlocked: "+str(len(filter(lambda x: x[1][3] is True, menu_items)))+"/[menu_items_length]" size 12 pos (24, 70)
# Page counter
if menu_items_length > items_shown:
hbox:
xanchor 1.0
pos (540, 24)
spacing 5
add "interface/page.webp" yanchor 0.5 ypos 53
text str(current_page+1)+"/"+str(int(math.ceil(menu_items_length/items_shown))+1) ypos 44 size 16
vbox:
pos (570, 186)
spacing 10
imagebutton:
idle gui.format("interface/frames/{}/arrow_up.webp")
if not current_page <= 0:
hover image_hover(gui.format("interface/frames/{}/arrow_up.webp"))
action Return("dec")
imagebutton:
idle Transform(gui.format("interface/frames/{}/arrow_up.webp"), yzoom = -1.0)
if current_page < math.ceil((menu_items_length-1)/items_shown):
hover Transform(image_hover(gui.format("interface/frames/{}/arrow_up.webp")), yzoom = -1.0)
action Return("inc")
# Add items
for i in xrange(current_page*items_shown, (current_page*items_shown)+items_shown):
if i < menu_items_length:
$ row = (i // 9) % 4
$ col = i % 9
frame:
style "empty"
xsize 48
ysize 48
pos (24+58*(col), 113+58*(row))
add gui.format("interface/achievements/{}/iconbox.webp")
if current_item and current_item[0] == menu_items[i][0]:
add "interface/achievements/glow.webp" align (0.5, 0.5) zoom 0.105 alpha 0.7 at rotate_circular
if menu_items[i][1][4]:
if menu_items[i][1][3]:
$ image_zoom = crop_image_zoom(menu_items[i][1][4], 42, 42)
elif not menu_items[i][1][5]:
$ image_zoom = crop_image_zoom(menu_items[i][1][4], 42, 42, True)
else:
$ image_zoom = crop_image_zoom("interface/achievements/secret.webp", 35, 35, True)
if menu_items[i][1][0] == "Characters" and not (menu_items[i][1][5] is True and not menu_items[i][1][3] is True):
add image_zoom align (0.5, 1.0) yoffset -3
else:
add image_zoom align (0.5, 0.5)
button:
style gui.theme("overlay_button")
background "interface/achievements/glass_iconbox.webp"
xsize 48 ysize 48
action Return(["select", menu_items[i]])
if menu_items[i][1][5] and not menu_items[i][1][3]:
tooltip "???"
else:
tooltip str(menu_items[i][1][1])
if current_item:
frame:
style "empty"
xsize 96
ysize 96
pos (24, 375)
add gui.format("interface/achievements/{}/icon_selected.webp")
if current_item[1][4]:
if current_item[1][3]:
$ image_zoom = crop_image_zoom(current_item[1][4], 84, 84)
else:
if current_item[1][5]:
$ image_zoom = crop_image_zoom("interface/achievements/secret.webp", 70, 70, True)
else:
$ image_zoom = crop_image_zoom(current_item[1][4], 84, 84, True)
if current_item[1][0] == "Characters" and not (current_item[1][5] is True and not current_item[1][3] is True):
add image_zoom align (0.5, 1.0) yoffset -7
else:
add image_zoom align (0.5, 0.5)
add "interface/achievements/glass_selected.webp" pos (6, 6)
add gui.format("interface/achievements/{}/highlight.webp") pos (112, 375)
add gui.format("interface/achievements/{}/spacer.webp") pos (120, 398)
hbox:
spacing 5
xalign 0.5
text current_item[1][1] ypos 380 size 16 xoffset 45
if current_item[1][3]:
add "interface/unlocked_True.webp" xoffset 45 ypos 377
else:
add "interface/unlocked_False.webp" xoffset 45 ypos 377
hbox:
pos (132, 407)
xsize 410
if current_item[1][3]:
text current_item[1][2] size 12
else:
if current_item[1][5]:
text "???" size 12
else:
text current_item[1][2] size 12
# Category styles
style achievements_categories_button is empty:
xysize (195, 16)
style dark_achievements_categories_button:
hover_background "interface/achievements/gray/highlight_left.webp"
selected_background "interface/achievements/gray/highlight_left.webp"
style light_achievements_categories_button:
hover_background "interface/achievements/gold/highlight_left.webp"
selected_background "interface/achievements/gold/highlight_left.webp"
style achievements_categories_button_text is text:
xalign 0.5
outlines []
# style dark_achievements_categories_button_text:
# take dark_button_text
# style light_achievements_categories_button_text:
# take light_button_text
# Filter styles
style achievements_filters_button is empty:
xysize (195, 32)
style dark_achievements_filters_button:
hover_background "#7d75aa40"
style light_achievements_filters_button:
hover_background "#e3ba7140"
style achievements_filters_button_text is default:
align (0.5, 0.5)
size 12
outlines []