WTS/game/scripts/interface/door.rpy
LoafyLemon b28a3e250d Refactor variables - Part 1
* Added get_character_scheduling function
* Removed update_interface_color calls (Redundant)
* Redesigned variable naming convention to simplify assignment and lookup
* Removed counter_class (Superseded)
* Removed DynamicDisplayable CG implementation (Superseded)
2023-03-31 23:41:48 +01:00

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####################################
############# Menu #################
####################################
default summon_show_busy = True
label summon:
$ gui.in_context("summon_menu")
jump main_room_menu
label summon_menu(xx=723, yy=90):
call update_stats
$ map_transcript_loc = {"library": "Library", "room_g": "Gryffindor Dormitory", "room_s": "Slytherin Dormitory", "room_r": "Ravenclaw Dormitory", "room_h": "Hufflepuff Dormitory", "great_hall": "Great Hall", "courtyard": "Courtyard", "forest": "Forest", "greenhouse": "Greenhouse", "defense": "D.A.D.A Classroom", "training_grounds": "Training Grounds", "Lake": "Lake", "randomstudent": renpy.random.choice(["Classroom", "Bathroom", "Hagrid's Hut", "Weasley's Store", "Mafkin's Store", "Broom Cupboard", "Attic"]), "randomsnape": renpy.random.choice(["Classroom", "Boathouse", "Bathroom", "Snape's Office", "Hall", "Slytherin Dormitory", "Library", "Attic", "Forest", "Lake", "Dungeons", "Quidditch Cave", "Staircase", "Behind your door", "Room of Doom"]), "randomtonks": renpy.random.choice(["Classroom", "Bathroom", "Hall", "Gryffindor Dormitory", "Slytherin Dormitory", "Hufflepuff Dormitory", "Ravenclaw Dormitory", "Training Grounds", "Tonks' Room", "Quidditch Pitch", "Infirmary", "Sex Dungeon", "Hospital Wing", "Forest", "Lake", "Greenhouse", "Mafkin's Store"])}
# Door dictionary
$ summon_dict = {
"Snape": {"ico": "snape", "flag": snape_unlocked, "busy": snape_busy, "loc": "randomsnape"},
"Tonks": {"ico": "tonks", "flag": tonks_unlocked, "busy": tonks_busy, "loc": "randomtonks"},
"Hermione": {"ico": "hermione", "flag": states.her.unlocked, "busy": states.her.busy, "loc": her_map_location},
"Cho": {"ico": "cho", "flag": states.cho.unlocked, "busy": states.cho.busy, "loc": cho_map_location},
"Luna": {"ico": "luna", "flag": luna_unlocked, "busy": luna_busy, "loc": lun_map_location},
"Astoria": {"ico": "astoria", "flag": astoria_unlocked, "busy": states.ast.busy, "loc": ast_map_location},
"Susan": {"ico": "susan", "flag": susan_unlocked, "busy": susan_busy, "loc": sus_map_location}
}
$ summon_categories_sorted = ["Snape", "Tonks", "Hermione", "Cho", "Luna", "Astoria", "Susan"] #"Ginny", "Daphne", "Padma", "Patil", "Myrtle", "Mafkin"
$ summon_categories_sorted_length = len(summon_categories_sorted)
$ current_sorting = summon_show_busy
label .after_init:
show screen summon(xx, yy)
$ _choice = ui.interact()
if _choice[0] == "summon":
hide screen summon
if not _choice[2]:
$ enable_game_menu()
$ renpy.jump_out_of_context("summon_"+_choice[1].lower())
else:
if game.daytime or _choice[1] in ["Tonks", "Snape"]:
nar "[_choice[1]] is currently busy. Try again later."
else:
nar "[_choice[1]] is currently asleep. Try again tomorrow."
else:
hide screen summon
return
jump .after_init
screen summon(xx, yy):
tag summon
zorder 15
modal True
add "gui_fade"
if renpy.mobile:
use close_button_background
use close_button(key=["summon", "game_menu"])
fixed:
if settings.get("animations"):
at gui_animation
use summon_menu(xx, yy)
screen summon_menu(xx, yy):
tag summon_menu
modal True
zorder 15
window:
style "empty"
pos (xx, yy)
xysize (207, 454)
use invisible_button()
add gui.format("interface/achievements/{}/panel_left.webp")
vbox:
pos (6, 384)
spacing 32
null
frame:
style "empty"
textbutton "Show Busy:":
style gui.theme("overlay_button")
xsize 195 ysize 32
text_align (0.4, 0.5)
text_size 12
action ToggleVariable("summon_show_busy", True, False)
add gui.theme("check_{}").format(str(summon_show_busy).lower()) xalign 0.7 ypos 4
vbox:
pos (6, 6)
$ tmp_x = 0
for char in summon_categories_sorted:
if summon_dict[char]["flag"]:
if summon_show_busy or not summon_dict[char]["busy"]:
$ tmp_x += 1
frame:
style "empty"
xsize 195
ysize 50
vbox:
textbutton char:
style "empty"
xsize 195 ysize 46
hover_background gui.format("interface/achievements/{}/highlight_left_b.webp")
text_xalign 0.6 text_yalign 0.5
text_xanchor 0.5
text_size 20
if not summon_dict[char]["busy"]:
action Return(["summon", char, False])
else:
text_color "#8C8C70"
action Return(["summon", char, True])
add gui.format("interface/achievements/{}/spacer_left.webp")
$ image_zoom = crop_image_zoom("interface/icons/head/"+summon_dict[char]["ico"]+".webp", 42, 42, summon_dict[char]["busy"])
button:
style gui.theme("overlay_button")
background gui.format("interface/achievements/{}/iconbox.webp")
foreground "interface/achievements/glass_iconbox.webp"
xysize (48, 48)
add image_zoom align (0.5, 0.5)
text map_transcript_loc[summon_dict[char]["loc"]] size 10 xalign 0.625 yalign 0.9 xanchor 0.5
if not snape_unlocked:
text "You don't know anyone" size 12 at truecenter
else:
if tmp_x <= 0:
text "All characters are busy" size 12 at truecenter