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CharacterService_ren.py
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CharacterService_ren.py
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from typing import Any, Iterable, Optional, Union
from game.characters.npcs.svc_housing_officer_ren import SVCHousingOfficer
from renpy import store
import renpy.exports as renpy
from game.characters.base_character_ren import BaseCharacter
from game.characters.NonPlayableCharacter_ren import NonPlayableCharacter
from game.characters.main_character_ren import MainCharacter
from game.characters.Relationship_ren import Relationship
from game.characters.Moods_ren import Moods
from game.characters.PlayableCharacters_ren import PlayableCharacter
mc: MainCharacter
"""renpy
init python:
"""
class CharacterService:
@staticmethod
def get_user_by_str(name: str) -> BaseCharacter:
name = name.lower()
try:
return getattr(store, name.replace(" ", "_"))
except AttributeError:
try:
if name == "svc housing officer":
return SVCHousingOfficer()
return getattr(store, name.title().replace(" ", ""))()
except AttributeError:
raise AttributeError(f"{name} is not a valid character.")
@staticmethod
def get_user(character: Union[BaseCharacter, str]) -> BaseCharacter:
if isinstance(character, str):
return CharacterService.get_user_by_str(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: BaseCharacter, target: Optional[BaseCharacter] = None
) -> "Relationship":
if target is None:
target = mc
if not hasattr(character, "relationships"):
character.relationships = {}
if isinstance(target.relationships, set):
target.relationships = {r: Relationship.FWB for r in target.relationships}
if isinstance(character.relationships, set):
character.relationships = {
r: Relationship.FWB for r in character.relationships
}
if (
target.relationships.get(character, Relationship.STRANGER).value
> character.relationships.get(target, Relationship.STRANGER).value
):
character.relationships[target] = target.relationships[character]
return character.relationships.setdefault(target, Relationship.FRIEND)
@staticmethod
def compat_get_max_rel(
npc_vars: dict[str, Any], target_vars: dict[str, Any]
) -> "Relationship":
current_rel = Relationship.FRIEND
mc_rels = target_vars.get("relationships", {})
npc_name = npc_vars["name"]
# region MC
mc_rel = mc_rels.get(npc_name, Relationship.FRIEND)
if mc_rel.value > current_rel.value:
current_rel = mc_rel
# endregion
# region _relationship
npc_rel = npc_vars.get("_relationship", Relationship.FRIEND)
if npc_rel.value > current_rel.value:
current_rel = npc_rel
# endregion
# region relationships
npc_rel = npc_vars.get("relationship", Relationship.FRIEND)
if npc_rel.value > current_rel.value:
current_rel = npc_rel
# endregion
return current_rel
@staticmethod
def has_relationship(
character: BaseCharacter,
relationship: "Relationship",
target: Optional[BaseCharacter] = None,
) -> bool:
if target is None:
target = mc
return CharacterService.get_relationship(character, target) == relationship
@staticmethod
def set_relationship(
character: BaseCharacter,
relationship: "Relationship",
target: Optional[BaseCharacter] = 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}
character.relationships[target] = relationship
target.relationships[character] = relationship
@staticmethod
def get_mood(character: "NonPlayableCharacter") -> "Moods":
try:
return character.mood
except AttributeError:
character.mood = Moods.NORMAL
return character.mood
@staticmethod
def has_mood(character: "NonPlayableCharacter", mood: "Moods") -> bool:
try:
character.mood
except AttributeError:
character.mood = Moods.NORMAL
return mood == character.mood or character.mood & mood == mood
@staticmethod
def set_mood(character: "NonPlayableCharacter", mood: "Moods") -> None:
character.mood = mood
@staticmethod
def reset_mood(character: "NonPlayableCharacter") -> None:
character.mood = Moods.NORMAL
@staticmethod
def add_mood(character: "NonPlayableCharacter", mood: "Moods") -> None:
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: BaseCharacter, target: Optional[BaseCharacter] = 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: BaseCharacter, target: Optional[BaseCharacter] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(
character, Relationship.GIRLFRIEND, target
)
@staticmethod
def is_girlfriends(
characters: Iterable[BaseCharacter],
target: Optional[BaseCharacter] = None,
) -> bool:
if target is None:
target = mc
return all(
CharacterService.is_girlfriend(character, target)
for character in characters
)
@staticmethod
def is_exclusive(character: BaseCharacter, target: Optional[BaseCharacter] = 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: BaseCharacter, target: Optional[BaseCharacter] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(character, Relationship.FWB, target)
@staticmethod
def is_fwbs(
characters: Iterable[BaseCharacter],
target: Optional[BaseCharacter] = None,
) -> bool:
if target is None:
target = mc
return all(
CharacterService.is_fwb(character, target) for character in characters
)
@staticmethod
def is_dating(character: BaseCharacter, target: Optional[BaseCharacter] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(character, Relationship.DATING, target)
@staticmethod
def is_kissed(character: BaseCharacter, target: Optional[BaseCharacter] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(character, Relationship.KISSED, target)
@staticmethod
def is_friend(character: BaseCharacter, target: Optional[BaseCharacter] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(character, Relationship.FRIEND, target)
@staticmethod
def is_friends(
characters: Iterable[BaseCharacter],
target: Optional[BaseCharacter] = None,
) -> bool:
if target is None:
target = mc
return all(
CharacterService.is_friend(character, target) for character in characters
)
@staticmethod
def is_ex(character: BaseCharacter, target: Optional[BaseCharacter] = None) -> bool:
if target is None:
target = mc
return CharacterService.has_relationship(character, Relationship.EX, target)
@staticmethod
def is_exes(
characters: Iterable[BaseCharacter],
target: Optional[BaseCharacter] = 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)