forked from SilverStudioGames/WTS
LoafyLemon
2acccbea5a
* Added DollBodypart class to allow more extensive modding support for characters, along with dedicates layers for breasts, hips and so on... * Added more bangs into DollClothDynamic, allowing tracking of singular objects and the ability to chainload the IDs * Added get_character_body global method * Added istype global method * Improved caching, layering for dynamic clothes * Improved hashing for Doll instances * Improved readability and improved internal naming convention for Doll-type classes * Removed dedicated buttplug slot (superseded by multislot reimplementation) * Fixed clothing supplied skin layer issues with zorders * Fixed DollClothDynamic __repr__ lack of quotes * Fixed Hermione's open_wide_tongue mouth * Fixed Hermione's tattoos missing images * Fixed Cho's 'goodbye' after-summon skit using wrong number of expressions
66 lines
2.0 KiB
Plaintext
66 lines
2.0 KiB
Plaintext
init python:
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class DollBody(DollMethods):
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layer_types = {
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# Body class has no use for layer types
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}
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layer_modifiers = {
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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.hue = HueMatrix(0)
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self.zorder = 0
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self._hash = None
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def set_hue(self, hue):
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self.hue = HueMatrix(hue)
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self.is_stale()
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def generate_hash(self):
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bodyparts_hash = str([x[0]._hash for x in self.char.states.values() if istype(x[0], DollBodypart) and x[2]])
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salt = str( [self.char.name + self.char.pose, str(self.hue.__hash__()), bodyparts_hash])
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return hash(salt)
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@functools.cache
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def get_layers(self, hash):
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layers = {}
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for object, zorder, is_worn in self.char.states.values():
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if istype(object, DollBodypart) and is_worn is True:
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layers.update(object.get_layers(object._hash))
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return layers
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@functools.cache
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def build_image(self, hash, matrix=None):
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if matrix is None:
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matrix = self.hue
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processors = {
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"default": lambda file: Transform(Image(file), matrixcolor=matrix),
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}
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layers = self.get_layers(hash)
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sprites = []
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for identifier, (file, zorder) in layers.items():
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processor = processors.get(identifier, 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, self.hue)
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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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