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outer.py
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outer.py
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import Game
import random
import General
from General import Runner_WheelC_Rings as Runner
from untitled_const import NAV_LIT_OUTER_A
from untitled_const import NAV_LIT_OUTER_B
def Start(game:Game.Game):
runner:Runner = Runner(game)
T = Game.Gettexter(game)
def goto(place):
runner.stop()
game.place = place
#Import Elevator event from General
elevator = General.elevator(game)
#importing ladder
ladder = General.LadderAccess(game, goto)
#---------------------------
#region actions and places
def sectionDdoor_read():
game.rolltext("{OUTER_SEC_D_DOOR}")
def sectionBdoor_pass():
runner.nav.MapLit = NAV_LIT_OUTER_B
game.showtext("{PASS_SECTOR_DOORWAY}")
def sectionAdoor_pass():
runner.nav.MapLit = NAV_LIT_OUTER_A
game.showtext("{PASS_SECTOR_DOORWAY}")
def sectionBdoor_read():
game.showtext("PLACEHOLDER")
def sectionAdoor_read():
game.showtext("PLACEHOLDER")
def sectionCdoor_read():
game.rolltext("{OUTER_SEC_C_DOOR}")
def reactNode():
frags = {}
hasTrans = game.getInventory("TRANSLATOR")
if(hasTrans):
game.rolltext("{REACTORNODE_1A}")
else:
game.rolltext("{REACTORNODE_1B}")
if game.getdata("reactorC:fixed", False):
game.rolltext("{REACTORNODE_1C}")
return
if not game.yesno("{REACTORNODE_1_QUEST}"):
return
#Idea:
# The reactor may have one day been a marvel of tachyon engineering.
#A machine that could beat entropy to a pulp, now dieing to it.
if game.PlayerGender == "male":
frags["_P2"] = T("GENDERED_1_MALE") #man
frags["_P3"] = T("GENDERED_3_MALE") #his
frags["_P4"] = T("GENDERED_4_MALE") #he
else:
frags["_P2"] = T("GENDERED_1_FEMALE") #lady
frags["_P3"] = T("GENDERED_3_FEMALE") #her
frags["_P4"] = T("GENDERED_4_FEMALE") #she
game.rolltext("{REACTORNODE_2}", frags=frags)
options3 = Game.OptionList([
["MANUAL","{REACTORNODE_3_OPTION_1}"],
["RANDOM","{REACTORNODE_3_OPTION_2}"],
["ESCAPE","{REACTORNODE_3_OPTION_3}"],
])
while True:
game.choose(options3, "{REACTORNODE_3_QUEST}")
data:Game.ActDataInput = game.wait()
if data.Type != "action":
continue
if data.tag == "MANUAL":
game.rolltext("{REACTORNODE_3A}", frags=frags)
break
elif data.tag == "RANDOM":
game.rolltext("{REACTORNODE_3B}", frags=frags)
game.setGameover("{REACTORNODE_3B_GAMEOVER}")
runner.stop()
return
elif data.tag == "ESCAPE":
game.rolltext("{REACTORNODE_ESCAPE}", frags=frags)
game.setGameover("{REACTORNODE_ESCAPE_GAMEOVER}")
runner.stop()
return
if hasTrans:
game.rolltext("{REACTORNODE_4A}", frags=frags)
options5List = T("REACTORNODE_5A_OPTION_LIST").split()
else:
game.rolltext("{REACTORNODE_4B}", frags=frags)
options5List = T("REACTORNODE_5B_OPTION_LIST").split()
options5 = Game.OptionList([
["COOLDOWN" ,options5List[0]],
["SLOWDOWN" ,options5List[1]],
["HURRY" ,options5List[2]],
["FIRE_1" ,options5List[3]],
["FIRE_2" ,options5List[4]],
["INFO" ,options5List[5]],
["DEATH" ,options5List[6]],
["SHUTDOWN" ,options5List[7]],
["ESCAPE" ,options5List[8]],
])
options5.Randomize()
options5.MoveItemBack("ESCAPE")
#unlocks if you have a translator, and use the INFO option, this enables some alternate or aditional text.
warnedOfLoops = False
cooledDown = False # If cooled down has been initialized. must be done before slow-down.
slowedDown = False # If slow down has been initiated. will cause a fire if done before cooldown
fixing_reactor_loop = True
while fixing_reactor_loop:
game.choose(options5, "{REACTORNODE_5_QUEST}")
data:Game.ActDataInput = game.wait()
if data.Type != "action":
continue
if data.tag == "ESCAPE":
game.rolltext("{REACTORNODE_ESCAPE}", frags=frags)
game.setGameover("{REACTORNODE_ESCAPE_GAMEOVER}")
runner.stop()
return
elif data.tag == "COOLDOWN":
if cooledDown:
if hasTrans:
game.rolltext("{REACTORNODE_COOLDOWN_3_A}")
else:
game.rolltext("{REACTORNODE_COOLDOWN_3_B}")
elif slowedDown:
if hasTrans:
game.rolltext("{REACTORNODE_COOLDOWN_2_A}")
else:
game.rolltext("{REACTORNODE_COOLDOWN_2_B}")
else:
if hasTrans:
game.rolltext("{REACTORNODE_COOLDOWN_1_A}")
else:
game.rolltext("{REACTORNODE_COOLDOWN_1_B}")
cooledDown = True
elif data.tag == "SLOWDOWN":
if slowedDown:
if hasTrans:
game.rolltext("{REACTORNODE_SLOWDOWN_3_A}")
else:
game.rolltext("{REACTORNODE_SLOWDOWN_3_B}")
elif not cooledDown:
if hasTrans:
game.rolltext("{REACTORNODE_SLOWDOWN_1_A}")
else:
game.rolltext("{REACTORNODE_SLOWDOWN_1_B}")
else:
if hasTrans:
game.rolltext("{REACTORNODE_SLOWDOWN_2_A}")
else:
game.rolltext("{REACTORNODE_SLOWDOWN_2_B}")
fixing_reactor_loop = False
slowedDown = True
elif data.tag == "HURRY":
if hasTrans:
game.rolltext("{REACTORNODE_HURRY_A}")
else:
game.rolltext("{REACTORNODE_HURRY_B}")
game.setGameover("{REACTORNODE_TIMELOOP_GAMEOVER}")
fixing_reactor_loop = False
runner.stop()
elif data.tag == "FIRE_1":
if hasTrans:
if slowedDown:
game.rolltext("{REACTORNODE_FIREACC_1_A}")
else:
game.rolltext("{REACTORNODE_FIREACC_2_A}")
else:
game.rolltext("{REACTORNODE_FIREACC_B}")
slowedDown = False #This action always reaccelerates the reactor
elif data.tag == "FIRE_2":
if hasTrans:
game.rolltext("{REACTORNODE_FIREROOM_A}")
else:
game.rolltext("{REACTORNODE_FIREROOM_B}")
options5.pop(data.index)
elif data.tag == "INFO":
if hasTrans:
infofrags = {}
infofrags["_FIRE_ALERTS"] = ""
infofrags["_THATSME"] = ""
if cooledDown:
infofrags["_TEMP"] = "{REACTORNODE_INFO_TEMP_1}"
elif slowedDown:
infofrags["_TEMP"] = "{REACTORNODE_INFO_TEMP_3}"
for _ in range(random.randint(3, 10)):
firefrags = {
"_SEC" : random.choice(("A", "B", "C", "D")),
"_NUM" : random.randint(1,12)
}
infofrags["_FIRE_ALERTS"] += "\n\t"+T("REACTORNODE_INFO_FIREALERT").format(**firefrags)
else:
infofrags["_TEMP"] = "{REACTORNODE_INFO_TEMP_2}"
if warnedOfLoops:
infofrags["_THATSME"] = "{REACTORNODE_THATSME}"
game.rolltext("{REACTORNODE_INFO_A}", frags = infofrags)
else:
game.rolltext("{}")
elif data.tag == "DEATH":
if hasTrans:
game.rolltext("{REACTORNODE_OVERLOAD_A}")
else:
game.rolltext("{REACTORNODE_OVERLOAD_B}")
runner.stop()
fixing_reactor_loop = False
game.setGameover(game, "{REACTORNODE_OVERLOAD_GAMEOVER}")
elif data.tag == "SHUTDOWN":
if hasTrans:
shutfrags = {"_GOTINFO":""}
if warnedOfLoops:
shutfrags["_GOTINFO"] = "{REACTORNODE_SHUTDOWN_INFO}"
options5.pop(data.index) #you cross out this if you know why it fails.
game.rolltext("{REACTORNODE_SHUTDOWN_A}", frags=shutfrags)
else:
game.rolltext("{REACTORNODE_SHUTDOWN_B}")
if cooledDown and slowedDown:
game.endCounter("reactorC")
game.setdata("reactorC:fixed", True)
fixing_reactor_loop = False
game.rolltext("{REACTORNODE_6}")
break
#end of loop
#endregion actions and places
#---------------------------
def setupRunner():
from untitled_const import NAV_MIDDLE_RADIUS as r
from untitled_const import TAU
runner.nodes = []
runner.nodes += [
Game.PlaceNode(game, "TO_SEC_D", T("AREANAME_TO-SEC-D"), r, 12/16 * TAU + 0.00, [("_", T("ACT_READ_SIGN"), sectionDdoor_read)]),
Game.PlaceNode(game, "TO_ELEVATOR", T("OUTER_NAV_ELE"), r, 10/16 * TAU + 0.00, [("_", T("ACT_USE"), elevator)]),
Game.PlaceNode(game, "TO_SEC_B", T("OUTER_NAV_TO_SEC_B"), r, 8/16 * TAU + 0.05, [("_", T("ACT_READ_SIGN"), sectionBdoor_read )]),
Game.PlaceNode(game, "TO_SEC_A", T("OUTER_NAV_TO_SEC_A"), r, 8/16 * TAU - 0.05, [("_", T("ACT_READ_SIGN"), sectionAdoor_read )]),
Game.PlaceNode(game, "TO_LADDER", T("OUTER_NAV_LADDER"), r, 6/16 * TAU + 0.00, [("_", T("ACT_USE"), ladder)]),
Game.PlaceNode(game, "TO_REACTOR", T("OUTER_NAV_TO_NODE"), r, 3/16 * TAU + 0.00, [("_", T("ACT_ENTER_ROOM"), reactNode)]),
Game.PlaceNode(game, "TO_SEC_C", T("OUTER_NAV_TO_SEC_C"), r, 4/16 * TAU + 0.00, [("_", T("ACT_READ_SIGN"), sectionCdoor_read )]),
]
runner.passActs = [
("TO_SEC_B","TO_SEC_A", sectionBdoor_pass),
("TO_SEC_A","TO_SEC_B", sectionAdoor_pass)
]
runner.index, intro = {
"ladder" : ("TO_LADDER","{OUTER_INTRO_2}"),
}.get(game.prevPlace, ("TO_SEC_C", "{OUTER_INTRO_1}"))
if runner.index > runner.indexofnode("TO_SEC_B"):
runner.nav.MapLit = NAV_LIT_OUTER_B
else:
runner.nav.MapLit = NAV_LIT_OUTER_A
game.rolltext(intro)
setupRunner()
runner.run()
#This is the testcode for the module.
#Testers - feel free to edit this code to fit whatever test you need.
if __name__ == "__main__":
import tkinter
from main import VERSION
from main import _testloop
tkRoot = tkinter.Tk(screenName="TEST! outer ring")
game:Game.Game = Game.Game(tkRoot, VERSION, "english")
def testdata():
game.newgame()
#setting prevplace and place
game.place = "ladder"
game.place = "outer"
#if game.yesno(message=".."):
# game.setInventory("", True)
_testloop(game, Start, testdata, "OUTER RING")