Asriel Senna
b439246d6d
Using a local __choice like in map to avoid unnecessary inconstantness This is same-behavior, but I would be in favor of reseeding only at the beginning of the day/night instead of every time the summon menu is opened (next commit)
199 lines
6.5 KiB
Plaintext
199 lines
6.5 KiB
Plaintext
####################################
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############# Menu #################
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####################################
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default summon_show_busy = True
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default door_randomobj = renpy.random.Random()
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init python:
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def __choice(seq):
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seed = door_randomobj.getstate()
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rv = door_randomobj.choice(seq)
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door_randomobj.setstate(seed)
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return rv
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define map_transcript_loc = dict(
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library = "Library",
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room_g = "Gryffindor Dormitory",
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room_s = "Slytherin Dormitory",
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room_r = "Ravenclaw Dormitory",
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room_h = "Hufflepuff Dormitory",
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great_hall = "Great Hall",
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courtyard = "Courtyard",
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forest = "Forest",
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greenhouse = "Greenhouse",
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defense = "D.A.D.A Classroom",
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training_grounds = "Training Grounds",
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Lake = "Lake",
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randomstudent = functools.partial(__choice, (
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"Classroom",
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"Bathroom",
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"Hagrid's Hut",
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"Weasley's Store",
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"Mafkin's Store",
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"Broom Cupboard",
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"Attic")),
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randomsnape = functools.partial(__choice, (
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"Classroom",
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"Boathouse",
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"Bathroom",
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"Snape's Office",
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"Hall",
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"Slytherin Dormitory",
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"Library",
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"Attic",
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"Forest",
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"Lake",
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"Dungeons",
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"Quidditch Cave",
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"Staircase",
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"Behind your door",
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"Room of Doom")),
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randomtonks = functools.partial(__choice, (
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"Classroom",
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"Bathroom",
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"Hall",
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"Gryffindor Dormitory",
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"Slytherin Dormitory",
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"Hufflepuff Dormitory",
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"Ravenclaw Dormitory",
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"Training Grounds",
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"Tonks's Room",
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"Quidditch Pitch",
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"Infirmary",
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"Sex Dungeon",
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"Hospital Wing",
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"Forest",
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"Lake",
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"Greenhouse",
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"Mafkin's Store")),
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)
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label summon:
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$ gui.in_context("summon_menu")
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jump main_room_menu
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label summon_menu(xx=723, yy=90):
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$ renpy.dynamic(
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# Door dictionary
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summon_dict = {
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# the order will be the one in the menu
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"Snape": {"ico": "snape", "flag": states.sna.unlocked, "busy": states.sna.busy, "loc": "randomsnape"},
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"Tonks": {"ico": "tonks", "flag": states.ton.unlocked, "busy": states.ton.busy, "loc": "randomtonks"},
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"Hermione": {"ico": "hermione", "flag": states.her.unlocked, "busy": states.her.busy, "loc": states.her.map_location },
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"Cho": {"ico": "cho", "flag": states.cho.unlocked, "busy": states.cho.busy, "loc": states.cho.map_location},
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"Luna": {"ico": "luna", "flag": states.lun.unlocked, "busy": states.lun.busy, "loc": states.lun.map_location},
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"Astoria": {"ico": "astoria", "flag": states.ast.unlocked, "busy": states.ast.busy, "loc": states.ast.map_location },
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"Susan": {"ico": "susan", "flag": states.sus.unlocked, "busy": states.sus.busy, "loc": states.sus.map_location}
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#"Ginny", "Daphne", "Padma", "Patil", "Myrtle", "Mafkin"
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},
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)
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$ door_randomobj.seed()
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call screen summon(xx, yy)
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return
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label .summon(char):
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$ enable_game_menu()
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$ renpy.jump_out_of_context("summon_"+char.lower())
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return
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label .summon_busy(char):
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if game.daytime or char in ["Tonks", "Snape"]:
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nar "[char] is currently busy. Try again later."
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else:
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nar "[char] is currently asleep. Try again tomorrow."
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return
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screen summon(xx, yy):
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tag summon
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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(key=["summon", "game_menu"])
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fixed:
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pos (xx, yy)
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if settings.get("animations"):
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at gui_animation
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use summon_menu
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screen summon_menu():
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tag summon_menu
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modal True
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zorder 15
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window:
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style "empty"
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xysize (207, 454)
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use invisible_button()
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add gui.format("interface/achievements/{}/panel_left.webp")
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vbox:
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pos (6, 384)
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spacing 32
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null
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frame:
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style "empty"
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textbutton "Show Busy:":
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style gui.theme("overlay_button")
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xsize 195 ysize 32
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text_align (0.4, 0.5)
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text_size 12
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action ToggleVariable("summon_show_busy", True, False)
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add gui.theme("check_{}").format(str(summon_show_busy).lower()) xalign 0.7 ypos 4
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vbox:
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pos (6, 6)
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$ allbusy = True
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for char, char_dict in summon_dict.items():
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if char_dict["flag"]:
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if summon_show_busy or not char_dict["busy"]:
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$ allbusy = False
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frame:
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style "empty"
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xsize 195
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ysize 50
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vbox:
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textbutton char:
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style "empty"
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xsize 195 ysize 46
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hover_background gui.format("interface/achievements/{}/highlight_left_b.webp")
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text_xalign 0.6 text_yalign 0.5
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text_xanchor 0.5
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text_size 20
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if not char_dict["busy"]:
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action Call("summon_menu.summon", char, from_current=True)
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else:
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text_color "#8C8C70"
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action Call("summon_menu.summon_busy", char, from_current=True)
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add gui.format("interface/achievements/{}/spacer_left.webp")
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button:
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style gui.theme("overlay_button")
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background gui.format("interface/achievements/{}/iconbox.webp")
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foreground "interface/achievements/glass_iconbox.webp"
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xysize (48, 48)
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add crop_image_zoom("interface/icons/head/"+char_dict["ico"]+".webp", 42, 42, char_dict["busy"]) align (0.5, 0.5)
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$ loc = map_transcript_loc[char_dict["loc"]]
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text (loc() if callable(loc) else loc) size 10 xcenter 0.6 yalign 0.9
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if not states.sna.unlocked:
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text "You don't know anyone" size 12 at truecenter
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elif allbusy:
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text "All characters are busy" size 12 at truecenter
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