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CharacterService_ren.py
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CharacterService_ren.py
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from typing import Iterable, Optional
from game.characters.character_ren import Character
from game.characters.NonPlayableCharacter_ren import NonPlayableCharacter
from renpy import store
import renpy.exports as renpy
from game.characters.Relationship_ren import Relationship
from game.characters.Moods_ren import Moods
from game.characters.PlayableCharacters_ren import PlayableCharacter
mc: PlayableCharacter
"""renpy
init python:
"""
class CharacterService:
@staticmethod
def get_user(character: Character) -> Character:
try:
if isinstance(character, PlayableCharacter):
return mc
else:
return getattr(store, character.name.lower().replace(" ", "_"))
except AttributeError:
raise AttributeError(f"{character} is not a valid character.")
@staticmethod
def get_relationship(
character: Character, target: Optional[Character] = None
) -> Relationship:
if target is None:
target = mc
if not hasattr(character, "relationships"):
character.relationships = {}
return character.relationships.setdefault(target, Relationship.FRIEND)
@staticmethod
def has_relationship(
character: Character,
relationship: Relationship,
target: Optional[Character] = None,
) -> bool:
if target is None:
target = mc
return CharacterService.get_relationship(character, target) == relationship
@staticmethod
def set_relationship(
character: Character,
relationship: Relationship,
target: Optional[Character] = None,
) -> None:
if target is None:
target = mc
if not hasattr(character, "relationships"):
character.relationships = {}
if not hasattr(target, "relationships"):
target.relationships = {}
if isinstance(target.relationships, set):
target.relationships = {r: Relationship.FWB for r in target.relationships}
if (
character.relationships.setdefault(target, Relationship.FRIEND)
== relationship
):
return
character.relationships[target] = relationship
target.relationships[character] = relationship
@staticmethod
def get_mood(character: NonPlayableCharacter) -> Moods:
return character.mood
@staticmethod
def has_mood(character: NonPlayableCharacter, mood: Moods) -> bool:
return mood == character.mood or character.mood & mood == mood
@staticmethod
def set_mood(character: NonPlayableCharacter, mood: Moods) -> None:
if mood == character.mood:
return
character.mood = mood
@staticmethod
def reset_mood(character: NonPlayableCharacter) -> None:
character.mood = Moods.NORMAL
@staticmethod
def add_mood(character: NonPlayableCharacter, mood: Moods) -> None:
if mood == character.mood:
return
if character.mood == Moods.NORMAL:
character.mood = mood
return
character.mood |= mood
@staticmethod
def remove_mood(character: NonPlayableCharacter, mood: Moods) -> None:
character.mood &= ~mood
@staticmethod
def get_profile_pictures(character_name: str) -> tuple[str, ...]:
directory: str = f"characters/images/{character_name.lower()}"
try:
return tuple(
file for file in renpy.list_files() if file.startswith(directory)
)
except OSError:
return tuple(
file
for file in renpy.list_files()
if file.startswith("characters/images/chloe")
)
@staticmethod
def is_exclusive_girlfriend(
character: Character, target: Optional[Character] = None
) -> bool:
if target is None:
target = mc
return any(
CharacterService.is_girlfriend(npc)
for npc in target.relationships
if npc != character
)
@staticmethod
def is_girlfriend(character: Character, target: Optional[Character] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(
character, Relationship.GIRLFRIEND, target
)
@staticmethod
def is_girlfriends(
characters: Iterable[Character],
target: Optional[Character] = None,
) -> bool:
if target is None:
target = mc
return all(
CharacterService.is_girlfriend(character, target)
for character in characters
)
@staticmethod
def is_exclusive(character: Character, target: Optional[Character] = None) -> bool:
if target is None:
target = mc
return any(
CharacterService.is_girlfriend(npc) or CharacterService.is_fwb(npc)
for npc in target.relationships
if npc != character
)
@staticmethod
def is_fwb(character: Character, target: Optional[Character] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(character, Relationship.FWB, target)
@staticmethod
def is_fwbs(
characters: Iterable[Character],
target: Optional[Character] = None,
) -> bool:
if target is None:
target = mc
return all(
CharacterService.is_fwb(character, target) for character in characters
)
@staticmethod
def is_dating(character: Character, target: Optional[Character] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(character, Relationship.DATING, target)
@staticmethod
def is_kissed(character: Character, target: Optional[Character] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(character, Relationship.KISSED, target)
@staticmethod
def is_friend(character: Character, target: Optional[Character] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(character, Relationship.FRIEND, target)
@staticmethod
def is_friends(
characters: Iterable[Character],
target: Optional[Character] = None,
) -> bool:
if target is None:
target = mc
return all(
CharacterService.is_friend(character, target) for character in characters
)
@staticmethod
def is_ex(character: Character, target: Optional[Character] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(character, Relationship.EX, target)
@staticmethod
def is_exes(
characters: Iterable[Character],
target: Optional[Character] = None,
):
if target is None:
target = mc
return all(
CharacterService.is_ex(character, target) for character in characters
)
@staticmethod
def is_mad(character: NonPlayableCharacter) -> bool:
return CharacterService.has_mood(character, Moods.MAD)
@staticmethod
def is_threatened(character: NonPlayableCharacter) -> bool:
return CharacterService.has_mood(character, Moods.THREATENED)