WTS/game/scripts/doll/main.rpy
LoafyLemon 4b1b01eb09 Doll performance and bug fixes
* Implemented threading and lazyloading for the main doll
* Added global rebuild method for the dolls
* Updated save compatibility patch
* Fixed wardrobe categories showing locked items
2023-07-14 00:59:26 +01:00

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init python:
class Doll(DollMethods):
# 0 - 50 = Skin/Body Layers
# 51 - 100 = Face Layers
# 101 - 300+ = Clothes Layers
body_layers = {
"frame": 0,
"legs": 1,
"hips": 2,
"abdomen": 3,
"chest": 4,
"arms": 5,
"head": 6,
}
face_layers = {
"tears": 75,
"eyebrows": 70,
"pupils": 65,
"eyes": 60,
"mouth": 55,
"cheeks": 51
}
clothing_layers = {
"makeup": 111, # multislot
"accessory": 121, # multislot
"piercing": 131, # multislot
"tattoo": 141, # multislot
"pubes": 151,
"stockings": 161,
"panties": 171,
"garterbelt": 181,
"bottom": 191,
"bra": 201,
"top": 211,
"gloves": 221,
"robe": 231,
"neckwear": 241,
"hair": 251,
"earrings": 261,
"glasses": 271,
"headgear": 281
}
__slots__ = ("wardrobe", "wardrobe_list", "blacklist", "outfits", "name", "states", "face", "body", "cum", \
"pose", "emote", "_hash", "zorder", "layer", "animation", "tag", "pos", "zoom", "xzoom", "align", "modpath")
def __init__(self, name, modpath=None):
self.wardrobe = {}
self.wardrobe_list = []
self.blacklist = []
self.outfits = []
self.name = name
self.states = {k: [None, v, True] for k, v in (self.clothing_layers | self.body_layers).items()}
self.face = DollFace(self)
self.body = DollBody(self)
self.cum = DollCum(self)
self.pose = "default"
self.emote = Null()
self._hash = None
self._sprite = DefaultQueue()
# Image properties
self.zorder = 15
self.layer = "screens"
self.animation = None
self.tag = f"{name}_main"
# Transform properties
self.pos = (0, 0)
self.zoom = 0.5
self.xzoom = 1
self.modpath = "mods/" + posixpath.normpath(modpath) if modpath else ""
# Add doll name to global doll states store
try:
renpy.store.states.dolls.add(name)
except AttributeError:
renpy.store.states.dolls = {name}
def generate_hash(self):
clothes_hash = str([x[0]._hash for x in self.states.values() if istype(x[0], (DollCloth, DollClothDynamic, DollMakeup)) and x[2]])
salt = str( [self.name, self.pose, str(self.body._hash), str(self.face._hash), str(self.cum._hash), clothes_hash] )
return hash(salt)
def show(self):
if renpy.get_screen(("wardrobe", "animatedCG", "studio")) or renpy.showing("cg"):
return
base_transform = doll_transform(self.pos, self.zoom, self.xzoom)
animation = self.animation
at_list = [base_transform]
if animation:
at_list.append(animation)
renpy.show(name=self.tag, at_list=at_list, layer=self.layer, what=self.image, zorder=self.zorder)
def hide(self):
renpy.hide(name=self.tag, layer=self.layer)
@functools.cache
def _build_image(self, hash):
from itertools import chain
# Note: Bodyparts are a part of 'self.states' now.
sprites = list(chain.from_iterable(
(self.face.build_image(self.face._hash),
self.cum.build_image(self.cum._hash),
*(x[0].build_image(x[0]._hash) for x in self.states.values() if x[0] and x[2]))
))
masks = [sprites.pop(sprites.index(x)) for x in sprites if x[0] == "mask"]
sprites.sort(key=itemgetter(2))
masks.sort(key=itemgetter(2))
back_sprites = [x[1] for x in sprites if x[2] < 0]
#Apply alpha mask
for m in masks:
_, mask, mask_zorder = m
for i, s in enumerate(sprites):
_, sprite, sprite_zorder = s
if i < 1 or mask_zorder > sprite_zorder:
continue
masked = AlphaMask(Fixed(*(x[1] for x in sprites[:i]), fit_first=True), mask)
sprites = sprites[i:]
sprites.insert(0, (None, masked, mask_zorder))
break
sprites = back_sprites + [x[1] for x in sprites]
return Fixed(*sprites, self.emote, fit_first=True)
def build_image(self):
def _func(self, hash):
result = self._build_image(hash)
self._sprite.put(result)
thread = DollThread(target=_func, args=(self, self._hash))
thread.start()
def _image(self, st, at):
return self._sprite.get_with_default(None), None
@property
def image(self):
if not renpy.is_skipping() and self.is_stale():
self.build_image()
if renpy.showing(get_character_tag(self.name), layer=self.layer):
self.show()
elif renpy.in_rollback():
self.build_image()
return DynamicDisplayable(self._image)
def equip(self, obj, remove_old=True):
"""Takes DollCloth or DollOutfit object to equip."""
def _equip_item(item, color=None):
if item.is_multislot():
for i in range(100):
multislot = item.type + str(i)
if multislot not in self.states or self.states[multislot][0] is None:
zorder = self.states[item.type][1]
self.states[multislot] = [item, zorder, True]
break
else:
zorder = self.states[item.type][1]
self.states[item.type] = [item, zorder, True]
if self.is_blacklisted(item.type):
self.unequip(*self.get_blacklister(item.type))
if item.blacklist:
self.unequip(*item.blacklist)
for tracking in self.get_trackers_list(item.type):
tracking.is_stale()
if color:
item.set_color(color)
item.is_stale()
def _equip_bodypart(item):
_equip_item(item)
self.body.is_stale()
if istype(obj, (DollCloth, DollClothDynamic, DollMakeup)):
_equip_item(obj)
elif istype(obj, DollBodypart):
_equip_bodypart(obj)
elif isinstance(obj, DollOutfit):
if remove_old:
self.unequip("clothes", "makeup")
for item in obj.group:
_equip_item(item.parent, color=item.color)
elif isinstance(obj, (list, tuple)):
for item in obj:
_equip_item(item)
self.rebuild_blacklist()
update_chibi(self.name)
self.cum.is_stale()
self.is_stale()
if renpy.showing(get_character_tag(self.name), layer=self.layer):
self.show()
def unequip(self, *args):
"""Takes argument(s) containing string cloth type(s) to unequip."""
def _unequip_all():
for k, v in self.states.items():
if not k in self.blacklist_unequip:
v[0], v[2] = None, True
def _unequip_type(type):
for k, v in self.states.items():
if not k in self.blacklist_unequip and istype(v[0], type):
v[0], v[2] = None, True
def _unequip_slot(slot):
if slot in self.blacklist_unequip:
return
if slot in self.multislots:
for k, v in self.states.items():
if any((x in k) for x in self.multislots):
v[0], v[2] = None, True
else:
self.states[slot][0], self.states[slot][2] = None, True
for arg in args:
if isinstance(arg, str):
if arg == "all":
_unequip_all()
elif arg == "clothes":
_unequip_type((DollCloth, DollClothDynamic))
elif arg == "bodyparts":
_unequip_type(DollBodypart)
elif arg == "makeup":
_unequip_type(DollMakeup)
else:
_unequip_slot(arg)
elif isinstance(arg, DollCloth):
if arg.is_multislot():
slot = next((k for k, v in self.states.items() if v[0] == arg), None)
if not slot:
continue
_unequip_slot(slot)
else:
_unequip_slot(arg.type)
elif isinstance(arg, DollOutfit):
for item in arg.group:
_unequip_slot(item.type)
self.rebuild_blacklist()
update_chibi(self.name)
self.cum.is_stale()
self.is_stale()
if renpy.showing(get_character_tag(self.name), layer=self.layer):
self.show()
def get_equipped(self, slot):
"""Takes argument containing string cloth type. Returns equipped object for cloth type."""
return self.states[slot][0]
def get_equipped_wardrobe_item(self, items, subcat):
"""Returns first equipped item from a list or None."""
for i in items.get(subcat, []):
if self.is_equipped_item(i):
return i
return None
def strip(self, *args):
"""Takes argument(s) containing string cloth type(s) to temporarily displace (hide)."""
def _strip_all():
for k, v in self.states.items():
if not k.startswith(self.blacklist_unequip):
v[2] = False
def _strip_type(type):
for k, v in self.states.items():
if istype(v[0], type) and not k in self.blacklist_unequip and (k in self.multislots or not k.startswith(self.blacklist_strip)):
v[2] = False
def _strip_slot(slot):
if slot in self.blacklist_unequip:
return
if slot in self.multislots:
for k, v in self.states.items():
if k.startswith(slot):
v[2] = False
else:
self.states[slot][2] = False
for arg in args:
if arg == "all":
_strip_all()
elif arg == "clothes":
_strip_type((DollCloth, DollClothDynamic))
elif arg == "makeup":
_strip_type(DollMakeup)
elif arg == "bodyparts":
_strip_type(DollBodypart)
else:
_strip_slot(arg)
update_chibi(self.name)
self.is_stale()
if renpy.showing(get_character_tag(self.name), layer=self.layer):
self.show()
def wear(self, *args):
"""Takes argument(s) containing string cloth type(s) to temporarily displace (hide)."""
def _wear_all():
for k, v in self.states.items():
v[2] = True
def _wear_type(type):
for k, v in self.states.items():
if istype(v[0], type):
v[2] = True
def _wear_slot(slot):
if slot in self.multislots:
for k, v in self.states.items():
if k.startswith(slot):
v[2] = True
else:
self.states[slot][2] = True
for arg in args:
if arg == "all":
_wear_all()
elif arg == "clothes":
_wear_type((DollCloth, DollClothDynamic))
elif arg == "makeup":
_wear_type(DollMakeup)
elif arg == "bodyparts":
_wear_type(DollBodypart)
else:
_wear_slot(arg)
update_chibi(self.name)
self.is_stale()
if renpy.showing(get_character_tag(self.name), layer=self.layer):
self.show()
def is_equipped(self, *args):
"""Takes argument containing string cloth type. Returns True if slot is occupied, False otherwise."""
for arg in args:
if arg in self.multislots:
return any(bool(v[0]) for k, v in self.states.items() if k.startswith(arg))
else:
if not self.states[arg][0]:
return False
return True
def is_any_equipped(self, *args):
"""Takes arguments containing string cloth types. Returns True if ANY of them is equipped, False otherwise."""
def _is_equipped_type(type):
for k, v in self.states.items():
if not k in self.blacklist_toggles and istype(v[0], type):
if self.is_equipped(k):
return True
return False
state = False
for arg in args:
if arg == "clothes":
state = _is_equipped_type((DollCloth, DollClothDynamic))
elif arg == "makeup":
state = _is_equipped_type(DollMakeup)
elif arg == "bodyparts":
state = _is_equipped_type(DollBodypart)
else:
state = self.is_equipped(arg)
if state is True:
break
return state
def is_equipped_item(self, item):
"""Takes DollCloth object or list of objects. Returns True if item is equipped, False otherwise."""
if isinstance(item, DollCloth):
if item.is_multislot():
return bool(next((k for k, v in self.states.items() if v[0] == item), False))
return self.get_equipped(item.type) == item
elif isinstance(item, DollOutfit):
compare_object = self.create_outfit(temp=True)
# current_item = next( (x for x in char_active.outfits if _outfit == x), None)
return item == compare_object
def is_worn(self, *args):
"""Takes argument(s) containing string cloth type(s). Returns True if worn, False otherwise."""
for arg in args:
if arg in self.multislots:
return any( (v[0] and v[2]) for k, v in self.states.items() if k.startswith(arg))
else:
if not self.states[arg][0] or not self.states[arg][2]:
return False
return True
def is_any_worn(self, *args):
"""Takes arguments containing string cloth types. Returns True if ANY of them is worn, False otherwise."""
def _is_worn_type(type):
for k, v in self.states.items():
if not k in self.blacklist_toggles and istype(v[0], type):
if self.is_worn(k):
return True
return False
state = False
for arg in args:
if arg == "clothes":
state = _is_worn_type((DollCloth, DollClothDynamic))
elif arg == "makeup":
state = _is_worn_type(DollMakeup)
elif arg == "bodyparts":
state = _is_worn_type(DollBodypart)
else:
state = self.is_worn(arg)
if state is True:
break
return state
def set_face(self, **kwargs):
self.face.set_face(**kwargs)
for i in self.states.values():
if istype(i[0], DollMakeup):
i[0].is_stale()
self.cum.is_stale()
def get_face(self):
"""Returns a dictionary containing currently set facial expressions. Used in character studio."""
return self.face._face.copy()
def set_body_hue(self, arg):
"""Takes integer between 0 - 359, rotates the character body colour by given amount."""
self.body.set_hue(arg)
for i in self.states.values():
if i[0]:
i[0].is_stale()
self.is_stale()
if renpy.showing(get_character_tag(self.name), layer=self.layer):
self.show()
def set_cum(self, *args, **kwargs):
"""Takes keyword argument(s) containing string name(s) of cum layers to apply or None."""
self.cum.set_cum(*args, **kwargs)
if renpy.showing(get_character_tag(self.name), layer=self.layer):
self.show()
def set_pose(self, pose):
pose = "default" if pose is None else pose
self.pose = pose
self.body.is_stale()
self.face.is_stale()
self.cum.is_stale()
for i in self.states.values():
if i[0]:
i[0].is_stale()
if renpy.showing(get_character_tag(self.name), layer=self.layer):
self.show()
def rebuild_blacklist(self):
blacklist = []
for v in self.states.values():
if v[0]:
blacklist.extend(v[0].blacklist)
self.blacklist = list(set(blacklist))
def is_blacklisted(self, type):
"""Takes string cloth type. Returns True if cloth type is blacklisted."""
return True if type in self.blacklist else False
def get_blacklister(self, type):
"""Takes string cloth type. Returns a list of clothing types that report incompatibility."""
return [x[0].type for x in self.states.values() if x[0] and type in x[0].blacklist]
def get_trackers_list(self, type):
"""Takes string cloth type. Returns a list of clothing types that report incompatibility."""
return [x[0] for x in self.states.values() if istype(x[0], DollClothDynamic) and type == x[0].tracking]
def create_outfit(self, temp=False):
"""Creates a copy of the current character clothes and stores it. Used only for comparing instances inside the wardrobe."""
return DollOutfit([x[0] for x in self.states.values() if x[0] and x[0].type not in self.body_layers], True, temp=temp)
def import_outfit(self, path, fromfile=True):
"""Imports outfit from .png file or clipboard text."""
# Grab data
if fromfile:
try:
imported = ImagePayload().extract(path)
except Exception as e:
renpy.notify("Import failed: Corrupted file.")
print(e)
renpy.block_rollback()
return None
else:
imported = get_clipboard()
# Evaluate data
if imported:
try:
imported = make_revertable(evaluate(imported))
except Exception as e:
renpy.notify("Import failed: Corrupted outfit data.")
print(e)
renpy.block_rollback()
return None
group = []
for i, x in enumerate(imported):
if i == 0 and not x == self.name:
renpy.notify("Import failed: Wrong character.")
return None
for o in self.wardrobe_list:
if x[0] == o.id:
if not o.unlocked and not game.cheats:
renpy.notify("Import failed: You don't own these items. Buy them first.")
return None
x[0] = o.clone()
x[0].set_color(x[1])
group.append(x[0])
if group:
renpy.notify("Import successful!")
return DollOutfit(group, True)
renpy.notify("Import failed: Unknown error.")
return None
def get_schedule(self):
"""Returns a list of outfits available for current time of day and weather conditions."""
schedule = []
for o in self.outfits:
if o.unlocked and o.schedule["day" if game.daytime else "night"]:
if game.weather == "overcast" and o.schedule["cloudy"]:
schedule.append(o)
elif game.weather in {"storm", "rain"} and o.schedule["rainy"]:
schedule.append(o)
elif game.weather in {"snow", "blizzard"} and o.schedule["snowy"]:
schedule.append(o)
elif game.weather in {"clear", "cloudy"} and not (o.schedule["cloudy"] or o.schedule["rainy"] or o.schedule["snowy"]):
schedule.append(o)
return schedule
def equip_random_outfit(self):
"""Equips random outfit based on Outfits Schedule."""
schedule = self.get_schedule()
if schedule:
self.equip(renpy.random.choice(schedule))
def set_emote(self, emote):
if isinstance(emote, str):
path = posixpath.join(self.modpath, "characters", self.name, "poses", self.pose, "emote", emote)
extensions = self.extensions
for f in renpy.list_files():
fp, fn = os.path.split(f)
fn, ext = os.path.splitext(fn)
if not fp == path or not ext in extensions:
continue
self.emote = Image(f)
break
else:
self.emote = emote
self.is_stale()
def clear_outfit_button_cache(self):
DollThread.stop_all()
for i in self.outfits:
i._button.last_item = i._loading
i.clear_button_cache()