forked from SilverStudioGames/WTS
LoafyLemon
c0da6f3731
* Added a hint regarding the 'brutes' section of Cho's quidditch quest * Fixed face and cum submodule processors referencing a wrong vars * Fixed face and cum submodules custom zorder modifiers * Fixed cum submodule zorder assignments and simplified the code
143 lines
5.1 KiB
Plaintext
143 lines
5.1 KiB
Plaintext
init python:
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class DollCum(DollMethods):
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layer_types = {
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"mask": "-1",
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"skin": 1,
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"cum": None,
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}
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layer_modifiers = {
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"back": "-300",
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"front": "+300",
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"zorder": None,
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}
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def __init__(self, obj):
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self.char = obj
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self._cum = {k: None for k in (self.char.clothing_layers | self.char.face_layers).keys()}
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self._hash = None
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def generate_hash(self):
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salt = str( [self.char.name, self.char.pose, str(self.char.face._hash), str(self.char.face._hash), str([x[0]._hash for x in self.char.states.values() if x[0] and x[2]]), sorted(list(self._cum.items()))] )
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return hash(salt)
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def set_cum(self, *args, **kwargs):
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if args:
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self._cum = {k: args[0] for k in self._cum}
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self._cum.update(kwargs)
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self.is_stale()
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@functools.cache
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def get_layers(self, hash, subpath=""):
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def _lookahead(path):
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return any(fp.startswith(path) for fp in renpy.list_files())
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cum = self._cum
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extensions = self.extensions
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types = self.layer_types
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modifiers = self.layer_modifiers
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face_layers = self.char.face_layers
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body_layers = self.char.body_layers
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clothing_layers = self.char.clothing_layers
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active_faces = self.char.face._face
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active_clothes = self.char.states
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layers = {}
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for part, name in cum.items():
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if name is None:
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continue
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if part in face_layers:
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zorder = face_layers.get(part) + 1
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identifier = active_faces.get(part, "default")
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path = posixpath.join(self.char.modpath, "characters", self.char.name, "poses", self.char.pose, subpath, "cum", part, name, identifier)
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elif part in (clothing_layers | body_layers):
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cloth, zorder, is_worn = active_clothes.get(part, [None, None, None])
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if cloth is None or not is_worn:
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continue
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identifier = cloth.id
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modpath = cloth.modpath
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zorder = cloth.zorder + 1
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path = posixpath.join(modpath, "characters", self.char.name, "poses", self.char.pose, "cum", part, name, identifier)
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path = path if _lookahead(path) else posixpath.join(os.path.split(path)[0], (identifier := "default"))
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else:
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zorder = 100
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path = posixpath.join(self.char.modpath, "characters", self.char.name, "poses", self.char.pose, "cum", part, name)
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if config.developer and not _lookahead(path):
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print(f"Files and/or directories are missing: {path}/")
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for f in renpy.list_files():
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fp, fn = os.path.split(f)
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fn, ext = os.path.splitext(fn)
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if not fp == path or not ext in extensions:
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continue
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ltype, *tails = fn.rsplit("_")
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if not ltype in types:
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print(f"Invalid layer type for file: {f}")
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continue
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zorder = types.get(ltype) or zorder
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if tails:
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lmodifier, *tails = tails
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if not lmodifier in modifiers:
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print(f"Invalid modifier for file: {f}")
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continue
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zorder_mod = modifiers.get(lmodifier)
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zorder = (zorder + int(zorder_mod)) if lmodifier != "zorder" else int(tails[-1])
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layers.setdefault(" ".join([part, name, ltype, lmodifier]), [f, zorder])
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else:
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layers.setdefault(" ".join([part, name, ltype]), [f, zorder])
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return layers
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@functools.cache
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def build_image(self, hash, subpath="", matrix=None):
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if matrix is None:
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matrix = self.char.body.hue
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processors = {
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"skin": lambda file: Transform(file, matrixcolor=matrix),
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"default": lambda file: Image(file),
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}
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layers = self.get_layers(hash, subpath)
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sprites = []
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for identifier, (file, zorder) in layers.items():
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cum_type, name, ltype = identifier.rsplit(" ")
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processor = processors.get(ltype, processors["default"])
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processed_file = processor(file)
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sprites.append((identifier, processed_file, zorder))
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return sprites
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@property
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def image(self):
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if not renpy.is_skipping() and self.is_stale():
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hash = self._hash
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sprites = self.build_image(hash)
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sprites.sort(key=itemgetter(2))
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sprites = [x[1] for x in sprites]
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self._image = Fixed(*sprites, fit_first=True)
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return self._image
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