WTS/game/scripts/doll/outfits.rpy

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init python:
class DollOutfit(DollMethods):
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default_schedule = {"day": False, "night": False, "cloudy": False, "rainy": False, "snowy": False}
_loading = Fixed(Text("Loading", align=(0.5, 0.5)), xysize=(96, 168))
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__slots__ = ("group", "name", "desc", "price", "char", "unlocked", "schedule", "temp", "hidden", "addons", "_hash", "_button")
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def __init__(self, group, unlocked=False, name="", desc="", price=0, temp=False, schedule={}, hidden=False, addons=[]):
self.group = [x.clone() if not x.parent else x for x in group]
self.group.sort()
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self.name = name
self.desc = desc
self.price = price
self.char = self.group[0].char
self.unlocked = unlocked
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self.schedule = dict(list(self.default_schedule.items()) + list(schedule.items()))
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self.temp = temp
self.hidden = hidden
self.addons = addons
self._hash = self.generate_hash()
self._button = DefaultQueue()
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if not self.temp:
if unlocked:
self.unlock()
if not self.hidden and not self in self.char.outfits:
self.char.outfits.append(self)
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def __hash__(self):
return self._hash
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def __eq__(self, obj):
if not isinstance(obj, DollOutfit):
return NotImplemented
return self._hash == obj._hash
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def generate_hash(self):
salt = str( [x._hash for x in self.group] ) + str(self.schedule)
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return hash(salt)
def delete(self):
if self in self.char.outfits:
self.char.outfits.remove(self)
@functools.cache
def build_image(self, hash):
from itertools import chain
matrix = SaturationMatrix(0.0)
sprites = list(chain.from_iterable(
(self.char.body.build_image(self.char.body._hash, matrix=matrix),
*(x.build_image(x._hash, matrix=matrix) for x in self.group))
))
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masks = [sprites.pop(sprites.index(x)) for x in sprites if x[0] == "mask"]
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sprites.sort(key=itemgetter(2))
masks.sort(key=itemgetter(2))
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back_sprites = [x[1] for x in sprites if x[2] < 0]
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#Apply alpha mask
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for m in masks:
_, mask, mask_zorder = m
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for i, s in enumerate(sprites):
_, sprite, sprite_zorder = s
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if i < 1 or mask_zorder > sprite_zorder:
continue
masked = AlphaMask(Fixed(*(x[1] for x in sprites[:i]), fit_first=True), mask)
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sprites = sprites[i:]
sprites.insert(0, (None, masked, mask_zorder))
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break
sprites = back_sprites + [x[1] for x in sprites]
return Fixed(*sprites, fit_first=True)
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@property
def image(self):
return self.build_image(self._hash)
@functools.cache
def build_icon(self, hash):
sprite = self.build_image(self._hash)
return Transform(sprite, crop=(220, 0, 680, 1200), size=(96, 168), fit="contain", align=(0.5, 1.0), yoffset=-6)
@property
def icon(self):
return self.build_icon(self._hash)
def _build_button(self, _hash, subcat):
global wardrobe_outfit_schedule
style = "wardrobe_button"
# is_equipped = self.char.is_equipped_item(self)
is_modded = self.is_modded()
is_inadequate = subcat in ("save", "load", "schedule") and not wardrobe_check_equip_outfit(self)
has_schedule = any(self.schedule.values())
child = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
warnings = []
hbox = []
vbox = []
overlay = []
if is_modded:
warnings.append("Outfit contains items from these mods:\n{size=-4}{color=#35aae2}"+ "\n".join(self.get_modname()) + "{/color}{/size}")
hbox.append(Text("M", color="#00b200", style="wardrobe_button_text"))
action = None
alternate = None
unhovered = None
foreground = None
hover_foreground = "#ffffff80"
selected_foreground = None
if is_inadequate:
foreground = "#b2000040"
hover_foreground = "#CD5C5C40"
selected_foreground = "#CD5C5C40"
## MOVE ACTIONS OUT OF THE FUNCTION, THEY FUCK THINGS UP.
## One can manipulate the button actions using Button.action
if subcat == "delete":
action = Return(["deloutfit", self])
elif subcat == "load":
action = Return(["equip", self])
elif subcat == "save":
action = Return(["addoutfit", self])
# elif subcat == "import": # Imports are taken care of outside the class.
# action = Return(["import", self])
elif subcat == "export":
action = Return(["export", self])
elif subcat == "schedule":
if not has_schedule and not is_inadequate:
action = Return(["schedule", self])
alternate = Return(["schedule", self])
foreground = "#00000040"
hover_foreground = "#80808040"
selected_foreground = "#80808040"
elif has_schedule:
action = Return(["schedule", self])
alternate = Return(["schedule", self])
# elif is_inadequate:
# foreground = "#b2000040"
# hover_foreground = "#CD5C5C40"
# selected_foreground = "#CD5C5C40"
if has_schedule:
for i in wardrobe_outfit_schedule:
if self.schedule[i]:
vbox.append(Transform(f"interface/wardrobe/icons/outfits/{i}.webp", size=(16, 16), offset=(6, 6)))
# if is_equipped:
# hbox.append(Transform("interface/topbar/icon_check.webp", align=(1.0, 1.0), offset=(-6, -6), size=(24, 24)))
if vbox:
hbox.append(VBox(*vbox))
if hbox:
child = Fixed(child, HBox(*hbox), fit_first=True)
return Button(child=child, focus_mask=None, xysize=(96, 168), background=self.icon, action=action, alternate=alternate, tooltip=("\n".join(warnings)), foreground=foreground, hover_foreground=hover_foreground, selected_foreground=selected_foreground, unhovered=unhovered, style=style)
@functools.cache
def build_button(self, subcat):
def _func(self, hash, subcat):
result = self._build_button(self._hash, subcat)
self._button.put(result)
thread = DollThread(target=_func, args=(self, self._hash, subcat))
thread.start()
@property
def button(self):
if settings.get("multithreading"):
return self._button.get_with_default(self._loading)
else:
global current_subcategory
return self._build_button(self._hash, current_subcategory)
def clear_button_cache(self):
self.build_button.cache_clear()
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def exists(self):
return (self in self.char.outfits)
def export_data(self, filename, tofile=True):
"""Exports outfit to .png file or clipboard text."""
exported = [self.group[0].name]
for i in self.group:
if i.color:
color = [j.hexcode for j in i.color]
exported.append([i.id, color])
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# Encode data
if tofile:
path = os.path.join(config.gamedir, "outfits")
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if not os.path.exists(path):
os.makedirs(path)
path = os.path.join(path, "_temp.png")
d = Transform(self.image, crop=(210, 200, 700, 1000), anchor=(0.5, 1.0), align=(0.5, 1.0), xsize=310, ysize=470, fit="contain")
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d = Fixed(
"interface/wardrobe/export_background.webp",
d,
"interface/wardrobe/export_frame.webp",
Text(states.active_girl, align=(0.5, 0.995)),
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Text("Ver. {}".format(config.version), size=10, align=(0.99, 0.99))
)
displayable_to_file(d, path, size=(310, 470) )
ImagePayload().inject("_temp.png", filename, str(exported))
os.remove(path)
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else:
set_clipboard(exported)
renpy.notify("Export successful!")
def unlock(self):
"""Unlocks outfit and respective clothing objects from which they were cloned."""
self.unlocked = True
for i in self.group:
i.unlock()
for i in self.addons:
i.unlock()
def save(self):
"""Overwrites this outfit with clothes currently equipped by the character."""
self.group = [x[0].clone() for x in self.char.states.values() if x[0]]
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return
def is_modded(self):
"""Returns True if one of the group items comes from a mod."""
for i in self.group:
if i.is_modded():
return True
return False
def get_modname(self):
"""Returns a list of mods contained within the outfit group."""
return list(set([i.get_modname() for i in self.group if i.is_modded()]))
def get_schedule(self):
"""Returns a dictionary with the current schedule."""
return self.schedule
def set_schedule(self, **kwargs):
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for k, v in kwargs.items():
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self.schedule[k] = v
def has_type(self, *args):
"""Takes argument(s) containing string cloth type(s). Returns True if worn, False otherwise."""
types = set(x.type for x in self.group)
for arg in args:
if arg in self.multislots:
if not any(x.startswith(arg) for x in types):
return False
else:
if not arg in types:
return False
return True
def has_any_type(self, *args):
"""Takes arguments containing string cloth types. Returns True if ANY of them is worn, False otherwise."""
if "clothes" in args:
for k in self.char.states.keys():
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if not k.startswith(self.blacklist_toggles):
if self.has_type(k):
return True
else:
for arg in args:
if self.has_type(arg):
return True
return False