forked from SilverStudioGames/WTS
LoafyLemon
52b9c50c7b
* Fixed temporarily hidden clothes being excluded from staleness checks during pose changes * Fixed Luna's lion outfit * Replaced list method call with a for loop, to avoid large list memory allocation * Fixed big booba an dumpy cheats * Fixed body controller submodule hash generator * Fixed cho panties throw crashing the game * Fixed Outfit/Clothing unlock referenced methods * Excluded body submodule from doll and icon image generation (superseded by bodyparts)
596 lines
21 KiB
Plaintext
596 lines
21 KiB
Plaintext
init python:
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import asyncio
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class Doll(DollMethods):
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# 0 - 50 = Skin/Body Layers
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# 51 - 100 = Face Layers
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# 101 - 300+ = Clothes Layers
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body_layers = {
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"frame": 0,
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"legs": 1,
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"hips": 2,
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"abdomen": 3,
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"chest": 4,
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"arms": 5,
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"head": 6,
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}
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face_layers = {
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"tears": 75,
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"eyebrows": 70,
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"pupils": 65,
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"eyes": 60,
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"mouth": 55,
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"cheeks": 51
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}
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clothing_layers = {
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"makeup": 111, # multislot
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"accessory": 121, # multislot
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"piercing": 131, # multislot
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"tattoo": 141, # multislot
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"pubes": 151,
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"stockings": 161,
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"panties": 171,
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"garterbelt": 181,
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"bottom": 191,
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"bra": 201,
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"top": 211,
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"gloves": 221,
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"robe": 231,
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"neckwear": 241,
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"hair": 251,
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"earrings": 261,
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"glasses": 271,
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"headgear": 281
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}
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def __init__(self, name, modpath=None):
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self.wardrobe = {}
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self.wardrobe_list = []
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self.blacklist = []
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self.outfits = []
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self.name = name
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self.states = {k: [None, v, True] for k, v in (self.clothing_layers | self.body_layers).items()}
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self.face = DollFace(self)
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self.body = DollBody(self)
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self.cum = DollCum(self)
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self.pose = "default"
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self.emote = Null()
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self._hash = None
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# Image properties
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self.zorder = 15
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self.layer = "screens"
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self.animation = None
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self.tag = get_character_tag(name)
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# Transform properties
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self.pos = (0, 0)
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self.zoom = 0.5
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self.xzoom = 1
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self.align = (0.5, 1.0)
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self.modpath = "mods/" + posixpath.normpath(modpath) if modpath else ""
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def generate_hash(self):
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clothes_hash = str([x[0]._hash for x in self.states.values() if istype(x[0], (DollCloth, DollClothDynamic, DollMakeup)) and x[2]])
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salt = str( [self.name, self.pose, str(self.body._hash), str(self.face._hash), str(self.cum._hash), clothes_hash] )
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return hash(salt)
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def show(self):
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if renpy.get_screen(("wardrobe", "animatedCG", "studio")):
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return
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base_transform = doll_transform(self.pos, self.zoom, self.xzoom)
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animation = self.animation
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at_list = [base_transform]
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if animation:
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at_list.append(animation)
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renpy.show(name=self.tag, at_list=at_list, layer=self.layer, what=self.image, zorder=self.zorder)
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def hide(self):
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renpy.hide(name=self.tag, layer=self.layer)
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@functools.cache
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def build_image(self, hash):
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from itertools import chain
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# Note: Bodyparts are a part of 'self.states' now.
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sprites = list(chain.from_iterable(
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(self.face.build_image(self.face._hash),
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self.cum.build_image(self.cum._hash),
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*(x[0].build_image(x[0]._hash) for x in self.states.values() if x[0] and x[2]))
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))
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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))
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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:
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_, mask, mask_zorder = m
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for i, s in enumerate(sprites):
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_, sprite, sprite_zorder = s
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if i < 1 or mask_zorder > sprite_zorder:
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continue
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masked = AlphaMask(Fixed(*(x[1] for x in sprites[:i]), fit_first=True), mask)
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sprites = sprites[i:]
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sprites.insert(0, (None, masked, mask_zorder))
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break
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sprites = back_sprites + [x[1] for x in sprites]
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return Fixed(*sprites, fit_first=True)
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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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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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return self.build_image(self._hash)
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def equip(self, obj, remove_old=True):
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"""Takes DollCloth or DollOutfit object to equip."""
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def _equip_item(item, color=None):
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if item.is_multislot():
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for i in range(100):
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multislot = item.type + str(i)
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if multislot not in self.states or self.states[multislot][0] is None:
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zorder = self.states[item.type][1]
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self.states[multislot] = [item, zorder, True]
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break
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else:
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zorder = self.states[item.type][1]
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self.states[item.type] = [item, zorder, True]
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if self.is_blacklisted(item.type):
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self.unequip(*self.get_blacklister(item.type))
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if item.blacklist:
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self.unequip(*item.blacklist)
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for tracking in self.get_trackers_list(item.type):
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tracking.is_stale()
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if color:
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item.set_color(color)
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item.is_stale()
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def _equip_bodypart(item):
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_equip_item(item)
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self.body.is_stale()
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if istype(obj, (DollCloth, DollClothDynamic, DollMakeup)):
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_equip_item(obj)
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elif istype(obj, DollBodypart):
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_equip_bodypart(obj)
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elif isinstance(obj, DollOutfit):
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if remove_old:
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self.unequip("clothes", "makeup")
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for item in obj.group:
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_equip_item(item.parent, color=item.color)
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elif isinstance(obj, (list, tuple)):
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for item in obj:
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_equip_item(item)
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self.rebuild_blacklist()
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update_chibi(self.name)
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self.cum.is_stale()
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def unequip(self, *args):
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"""Takes argument(s) containing string cloth type(s) to unequip."""
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def _unequip_all():
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for k, v in self.states.items():
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if not k in self.blacklist_unequip:
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v[0], v[2] = None, True
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def _unequip_type(type):
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for k, v in self.states.items():
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if not k in self.blacklist_unequip and istype(v[0], type):
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v[0], v[2] = None, True
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def _unequip_slot(slot):
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if slot in self.blacklist_unequip:
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return
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if slot in self.multislots:
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for k, v in self.states.items():
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if any((x in k) for x in self.multislots):
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v[0], v[2] = None, True
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else:
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self.states[slot][0], self.states[slot][2] = None, True
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for arg in args:
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if isinstance(arg, str):
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if arg == "all":
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_unequip_all()
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elif arg == "clothes":
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_unequip_type((DollCloth, DollClothDynamic))
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elif arg == "bodyparts":
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_unequip_type(DollBodypart)
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elif arg == "makeup":
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_unequip_type(DollMakeup)
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else:
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_unequip_slot(arg)
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elif isinstance(arg, DollCloth):
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if arg.is_multislot():
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slot = next((k for k, v in self.states.items() if v[0] == arg), None)
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if not slot:
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continue
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_unequip_slot(slot)
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else:
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_unequip_slot(arg.type)
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elif isinstance(arg, DollOutfit):
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for item in arg.group:
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_unequip_slot(item.type)
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self.rebuild_blacklist()
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update_chibi(self.name)
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self.cum.is_stale()
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def get_equipped(self, slot):
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"""Takes argument containing string cloth type. Returns equipped object for cloth type."""
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return self.states[slot][0]
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def get_equipped_item(self, items):
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"""Returns first equipped item from a list or None."""
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for i in items:
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if self.is_equipped_item(i):
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return i
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return None
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def strip(self, *args):
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"""Takes argument(s) containing string cloth type(s) to temporarily displace (hide)."""
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def _strip_all():
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for k, v in self.states.items():
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if not k.startswith(self.blacklist_unequip):
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v[2] = False
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def _strip_type(type):
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for k, v in self.states.items():
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if not k in self.blacklist_unequip and istype(v[0], type):
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v[2] = False
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def _strip_slot(slot):
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if slot in self.blacklist_unequip:
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return
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if slot in self.multislots:
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for k, v in self.states.items():
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if k.startswith(slot):
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v[2] = False
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else:
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self.states[slot][2] = False
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for arg in args:
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if arg == "all":
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_strip_all()
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elif arg == "clothes":
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_strip_type((DollCloth, DollClothDynamic))
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elif arg == "makeup":
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_strip_type(DollMakeup)
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elif arg == "bodyparts":
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_strip_type(DollBodypart)
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else:
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_strip_slot(arg)
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update_chibi(self.name)
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def wear(self, *args):
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"""Takes argument(s) containing string cloth type(s) to temporarily displace (hide)."""
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def _wear_all():
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for k, v in self.states.items():
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v[2] = True
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def _wear_type(type):
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for k, v in self.states.items():
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if istype(v[0], type):
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v[2] = True
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def _wear_slot(slot):
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if slot in self.multislots:
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for k, v in self.states.items():
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if k.startswith(slot):
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v[2] = True
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else:
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self.states[slot][2] = True
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for arg in args:
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if arg == "all":
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_wear_all()
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elif arg == "clothes":
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_wear_type((DollCloth, DollClothDynamic))
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elif arg == "makeup":
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_wear_type(DollMakeup)
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elif arg == "bodyparts":
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_wear_type(DollBodypart)
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else:
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_wear_slot(arg)
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update_chibi(self.name)
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def is_equipped(self, *args):
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"""Takes argument containing string cloth type. Returns True if slot is occupied, False otherwise."""
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for arg in args:
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if arg in self.multislots:
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return any(bool(v[0]) for k, v in self.states.items() if k.startswith(arg))
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else:
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if not self.states[arg][0]:
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return False
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return True
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def is_any_equipped(self, *args):
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"""Takes arguments containing string cloth types. Returns True if ANY of them is equipped, False otherwise."""
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def _is_equipped_type(type):
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for k, v in self.states.items():
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if not k in self.blacklist_toggles and istype(v[0], type):
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if self.is_equipped(k):
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return True
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return False
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state = False
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for arg in args:
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if arg == "clothes":
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state = _is_equipped_type((DollCloth, DollClothDynamic))
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elif arg == "makeup":
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state = _is_equipped_type(DollMakeup)
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elif arg == "bodyparts":
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state = _is_equipped_type(DollBodypart)
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else:
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state = self.is_equipped(arg)
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if state is True:
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break
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return state
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def is_equipped_item(self, item):
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"""Takes DollCloth object or list of objects. Returns True if item is equipped, False otherwise."""
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if item.is_multislot():
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return bool(next((k for k, v in self.states.items() if v[0] == item), False))
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return self.get_equipped(item.type) == item
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def is_worn(self, *args):
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"""Takes argument(s) containing string cloth type(s). Returns True if worn, False otherwise."""
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for arg in args:
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if arg in self.multislots:
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return any( (v[0] and v[2]) for k, v in self.states.items() if k.startswith(arg))
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else:
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if not self.states[arg][0] or not self.states[arg][2]:
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return False
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return True
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def is_any_worn(self, *args):
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"""Takes arguments containing string cloth types. Returns True if ANY of them is worn, False otherwise."""
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def _is_worn_type(type):
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for k, v in self.states.items():
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if not k in self.blacklist_toggles and istype(v[0], type):
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if self.is_worn(k):
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return True
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return False
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state = False
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for arg in args:
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if arg == "clothes":
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state = _is_worn_type((DollCloth, DollClothDynamic))
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elif arg == "makeup":
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state = _is_worn_type(DollMakeup)
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elif arg == "bodyparts":
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state = _is_worn_type(DollBodypart)
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else:
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state = self.is_worn(arg)
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if state is True:
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break
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return state
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def set_face(self, *args, **kwargs):
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self.face.set_face(*args, **kwargs)
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for i in self.states.values():
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if istype(i[0], DollMakeup):
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i[0].is_stale()
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self.cum.is_stale()
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def get_face(self):
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"""Returns a dictionary containing currently set facial expressions. Used in character studio."""
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return self.face._face
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# def set_body(self, **kwargs):
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# OBSOLETE! the code in scripts needs to be changed
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# """Takes keyword argument(s) with the string name of body part file(s)."""
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# if self.body.set_body(**kwargs):
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# self.rebuild_image()
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def set_body_hue(self, arg):
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"""Takes integer between 0 - 359, rotates the character body colour by given amount."""
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self.body.set_hue(arg)
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for i in self.states.values():
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if i[0]:
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i[0].is_stale()
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self.is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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# def set_body_zorder(self, **kwargs):
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# OBSOLETE! the code in scripts needs to be changed
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# """Takes keyword argument(s) with the name(s) of body part(s) and integer value(s)"""
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# if self.body.set_zorder(**kwargs):
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# self.rebuild_image()
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def set_cum(self, *args, **kwargs):
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"""Takes keyword argument(s) containing string name(s) of cum layers to apply or None."""
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self.cum.set_cum(*args, **kwargs)
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def set_pose(self, pose):
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pose = "default" if pose is None else pose
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self.pose = pose
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self.body.is_stale()
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self.face.is_stale()
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self.cum.is_stale()
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for i in self.states.values():
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if i[0]:
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i[0].is_stale()
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if renpy.showing(get_character_tag(self.name), layer=self.layer):
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self.show()
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def rebuild_blacklist(self):
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blacklist = []
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for v in self.states.values():
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if v[0]:
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blacklist.extend(v[0].blacklist)
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self.blacklist = list(set(blacklist))
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def is_blacklisted(self, type):
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"""Takes string cloth type. Returns True if cloth type is blacklisted."""
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return True if type in self.blacklist else False
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def get_blacklister(self, type):
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"""Takes string cloth type. Returns a list of clothing types that report incompatibility."""
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return [x[0].type for x in self.states.values() if x[0] and type in x[0].blacklist]
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def get_trackers_list(self, type):
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"""Takes string cloth type. Returns a list of clothing types that report incompatibility."""
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return [x[0] for x in self.states.values() if istype(x[0], DollClothDynamic) and type == x[0].tracking]
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def create_outfit(self, temp=False):
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"""Creates a copy of the current character clothes and stores it."""
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return DollOutfit([x[0] for x in self.states.values() if x[0]], True, temp=temp)
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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 not emote and not isinstance(emote, Null):
|
|
self.emote = Null()
|
|
return
|
|
|
|
if self.pose:
|
|
path = "characters/{}/poses/{}/emote/{}.webp".format(self.name, self.pose, emote)
|
|
else:
|
|
path = "characters/{}/emote/{}.webp".format(self.name, emote)
|
|
|
|
self.emote = Image(path)
|
|
self.is_stale()
|