def cook(): def setCookInKitchen(): var.cook_in_kitchen = True # if coming from kitchen, cook should be added to the scene! cook_pos = [125, 17] if engine.previous_room == 'kitchen': var.cook_in_kitchen = False s = Script() # make the cook cook = makeCook(cook_pos, 'n') s.addAction(actions.AddEntity(cook, 'walkarea')) s.addAction(actions.Delay(sec=5)) s.addAction(act.Walk(tag='cook', pos=var.scummbar_kitchen_door_pos)) s.addAction(actions.RemoveEntity(tag='cook')) s.addAction(actions.CallFunc(f=setCookInKitchen)) example.play(s) else: var.cook_in_kitchen = True cook = makeCook(var.scummbar_kitchen_door_pos, 'w') s = Script() s.addAction(action=actions.Delay(sec=10), id=0) s.addAction( actions.RunScript(s=scr.openDoor(doorId='scummbar.door.kitchen', var='scummbar_kitchen')())) s.addAction(actions.AddEntity(cook, 'walkarea')) s.addAction(act.Walk(tag='cook', pos=cook_pos)) s.addAction(act.Turn(tag='cook', dir='n')) s.addAction(actions.Delay(sec=5)) s.addAction(act.Walk(tag='cook', pos=var.scummbar_kitchen_door_pos)) s.addAction(actions.RemoveEntity(tag='cook')) s.addAction( actions.RunScript(s=scr.closeDoor(doorId='scummbar.door.kitchen', var='scummbar_kitchen')())) s.loop = 0 example.play(s)
# door leading out State.addItem( Item(id='scummbar.door.out', pos=(32, 24), model='door_scummbar_village', text=st['objects']['door'], width=38, height=47, walkto=var.scummbar_door_pos, dir='w', actions={ 'open': ssc.openDoor(doorId='scummbar.door.out', var='village_scummbar'), 'close': ssc.closeDoor(doorId='scummbar.door.out', var='village_scummbar'), 'walkto': ssc.walkDoor(var='village_scummbar', room='village1', pos=var.village1_door_pos, dir='s') })) State.addItem( Item(id='scummbar.door.kitchen', pos=(591, 9), model='door_scummbar_kitchen', text=st['objects']['door'], width=35, height=69, walkto=var.scummbar_kitchen_door_pos,
height=15, walkto=(188, 61), dir='n', pos=(184, 64, -1), actions={ 'open': openFake('village2.fakedoor4', 'village2.fakedoor2', (206, 0), (206, 58), 'w') })) # door to voodoo lady State.addItem( Item(id='village2.door', text=st['objects']['door'], model='door_village_voodoolady', pos=(220, 52), width=26, height=26, walkto=(220, 48), dir='e', actions={ 'open': ssc.openDoor(doorId='village2.door', var='village_voodoolady'), 'close': ssc.closeDoor(doorId='village2.door', var='village_voodoolady'), 'walkto': ssc.walkDoor(var='village_voodoolady', room='voodoolady', pos=var.voodoolady_door_pos, dir='e') }))
pos=(259, 27), width=20, height=23, walkto=[269, 15], dir='n', actions={ 'look': ssc.say(lines=[st['lines'][1], st['lines'][2]]), })) # door to Scumm bar State.addItem( Item(id='village1.door', text=st['objects']['door'], model='door_village_scummbar', pos=(699, 7), width=30, height=45, walkto=var.village1_door_pos, dir='n', actions={ 'open': ssc.openDoor(doorId='village1.door', var='village_scummbar'), 'close': ssc.closeDoor(doorId='village1.door', var='village_scummbar'), 'walkto': ssc.walkDoor(var='village_scummbar', room='scummbar', pos=var.scummbar_door_pos, dir='e') }))