forked from SilverStudioGames/WTS
430 lines
16 KiB
Plaintext
430 lines
16 KiB
Plaintext
init python:
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class Doll(DollMethods):
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def __init__(self, name, clothes, face, body):
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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.clothes = clothes
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self.face = DollFace(self, face)
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self.body = DollBody(self, body)
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self.cum = DollCum(self)
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self.pose = None
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self.emote = Null()
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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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def rebuild(self):
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"""Rebuild character image cache."""
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self.body.rebuild_image()
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self.face.rebuild_image()
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self.cum.rebuild_image()
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for o in self.wardrobe_list:
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o.rebuild_image()
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o.rebuild_icon()
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for o in self.outfits:
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o.rebuild_image()
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self.rebuild_image()
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def rebuild_image(self):
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self.cached = False
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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 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.get_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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def build_image(self):
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# Add body, face, cum, clothes, masks
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masks = []
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sprites = [
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(self.body.get_image(), 0),
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(self.face.get_image(), 1),
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(self.cum.get_image(), self.cum.zorder_cum),
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(self.emote, 1000),
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]
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for i in self.clothes.values():
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clothing, _, is_worn = i
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if not clothing is None and is_worn:
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zorder = clothing.zorder
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sprites.extend([
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(clothing.get_image(), zorder),
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clothing.get_back(),
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clothing.get_front(),
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clothing.get_armfix(),
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])
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if clothing.mask:
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masks.append((clothing.mask, zorder-1))
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sprites.sort(key=itemgetter(1))
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masks.sort(key=itemgetter(1))
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back_sprites = [x for x in sprites if x[1] < 0]
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sprites = [x for x in sprites if x[1] >= 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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c = tuple(x[0] for x in sprites[:i] if not isinstance(x[0], Null))
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masked = AlphaMask(Fixed(*c, fit_first=True), mask)
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sprites = sprites[i:]
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sprites.insert(0, (masked, mask_zorder))
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break
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sprites = back_sprites + sprites
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return tuple(x[0] for x in sprites if not isinstance(x[0], Null))
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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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if isinstance(obj, DollCloth):
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self.clothes[obj.type][0] = obj
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self.clothes[obj.type][2] = True
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if self.is_blacklisted(obj.type):
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self.unequip(*self.get_blacklister(obj.type))
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if obj.blacklist:
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self.unequip(*obj.blacklist)
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if self.pose:
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obj.set_pose(self.pose)
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elif isinstance(obj, DollOutfit):
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if remove_old:
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self.unequip("all")
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for i in obj.group:
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self.clothes[i.type][0] = i.parent
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self.clothes[i.type][0].set_color(i.color)
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if self.pose:
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i.parent.set_pose(self.pose)
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elif isinstance(obj, (list, tuple)):
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for cloth in obj:
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self.clothes[cloth.type][0] = cloth
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self.clothes[cloth.type][2] = True
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if self.is_blacklisted(cloth.type):
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self.unequip(*self.get_blacklister(cloth.type))
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if cloth.blacklist:
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self.unequip(*cloth.blacklist)
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if self.pose:
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cloth.set_pose(self.pose)
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self.body.rebuild_image()
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self.rebuild_image()
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self.rebuild_blacklist()
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update_chibi(self.name)
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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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if "all" in args:
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for k, v in self.clothes.items():
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if not k in self.blacklist_unequip:
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if self.pose and v[0]:
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v[0].set_pose(None)
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v[0], v[2] = None, True
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else:
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for arg in args:
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if not arg in self.blacklist_unequip:
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if self.pose and self.clothes[arg][0]:
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self.clothes[arg][0].set_pose(None)
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self.clothes[arg][0] = None
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self.body.rebuild_image()
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self.rebuild_image()
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self.rebuild_blacklist()
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update_chibi(self.name)
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def get_equipped(self, type):
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"""Takes argument containing string cloth type. Returns equipped object for cloth type."""
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return self.clothes[type][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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if "all" in args:
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for k, v in self.clothes.items():
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if not k.startswith(self.blacklist_toggles):
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v[2] = False
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else:
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for arg in args:
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if arg in self.multislots:
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for k, v in self.clothes.items():
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if k.startswith(arg):
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v[2] = False
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else:
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self.clothes[arg][2] = False
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self.body.rebuild_image()
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self.rebuild_image()
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update_chibi(self.name)
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def wear(self, *args):
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"""Takes argument(s) containing string cloth type(s) to put on (unhide)."""
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if "all" in args:
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if self.is_worn("all"):
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return
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for v in self.clothes.values():
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v[2] = True
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else:
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for arg in args:
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if arg in self.multislots:
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for k, v in self.clothes.items():
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if k.startswith(arg):
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v[2] = True
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else:
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self.clothes[arg][2] = True
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self.body.rebuild_image()
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self.rebuild_image()
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update_chibi(self.name)
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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.clothes.items() if k.startswith(arg))
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else:
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if not self.clothes[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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if "clothes" in args:
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for k, v in self.clothes.items():
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if not k.startswith(self.blacklist_toggles):
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if self.is_equipped(k):
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return True
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else:
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for arg in args:
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if self.is_equipped(arg):
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return True
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return False
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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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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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if "all" in args:
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for v in self.clothes.values():
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if not v[2]:
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return False
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else:
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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.clothes.items() if k.startswith(arg))
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else:
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if not self.clothes[arg][0] or not self.clothes[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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if "clothes" in args:
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for k, v in self.clothes.items():
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if not k.startswith(self.blacklist_toggles):
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if self.is_worn(k):
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return True
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else:
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for arg in args:
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if self.is_worn(arg):
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return True
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return False
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def set_face(self, **kwargs):
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"""Takes keyword argument(s) with the string name of expression file(s)."""
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if self.face.set_face(**kwargs):
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self.body.rebuild_image()
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# Rebuild lipstick
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lipstick = self.clothes.get("makeup4", [None, 1, True])[0]
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if isinstance(lipstick, DollLipstick):
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lipstick.rebuild_image()
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self.rebuild_image()
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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.get_face()
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def set_body(self, **kwargs):
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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.hue = arg
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self.body.rebuild_image()
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self.rebuild_image()
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def set_body_zorder(self, **kwargs):
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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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if self.cum.set_cum(*args, **kwargs):
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self.body.rebuild_image()
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self.rebuild_image()
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def set_pose(self, pose):
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if pose is None or renpy.loadable("characters/{}/poses/{}/loadable.webp".format(self.name, pose)):
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self.pose = pose
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self.face.set_pose(pose)
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self.body.set_pose(pose)
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self.cum.set_pose(pose)
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for v in self.clothes.values():
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if v[0]:
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v[0].set_pose(pose)
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self.rebuild_image()
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else:
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raise Exception("'{}' pose doesn't exist for character named '{}'.".format(pose, self.name))
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def rebuild_blacklist(self):
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blacklist = []
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for v in self.clothes.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.clothes.values() if x[0] and type in x[0].blacklist]
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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.clothes.values() if x[0]], True, temp=temp)
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def import_outfit(self, path, fromfile=True):
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"""Imports outfit from .png file or clipboard text."""
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# Grab data
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if fromfile:
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try:
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imported = image_payload.decode(path)
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except:
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if image_payload._file:
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image_payload._file.close()
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renpy.notify("Import failed: Corrupted file.")
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return None
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else:
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imported = get_clipboard()
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# Evaluate data
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if imported:
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try:
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imported = make_revertable(evaluate(imported))
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except:
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renpy.notify("Import failed: Corrupted outfit data.")
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renpy.block_rollback()
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return None
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group = []
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for i, x in enumerate(imported):
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if i == 0 and not x == self.name:
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renpy.notify("Import failed: Wrong character.")
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return None
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for o in self.wardrobe_list:
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if x[0] == o.id:
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if not o.unlocked and not game.cheats:
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renpy.notify("Import failed: You don't own these items. Buy them first.")
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return None
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x[0] = o.clone()
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x[0].set_color(x[1])
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group.append(x[0])
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if group:
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renpy.notify("Import successful!")
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return DollOutfit(group, True)
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renpy.notify("Import failed: Unknown error.")
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return None
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def get_schedule(self):
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"""Returns a list of outfits available for current time of day and weather conditions."""
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schedule = []
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for o in self.outfits:
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if o.unlocked and o.schedule["day" if game.daytime else "night"]:
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if game.weather == "overcast" and o.schedule["cloudy"]:
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schedule.append(o)
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elif game.weather in {"storm", "rain"} and o.schedule["rainy"]:
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schedule.append(o)
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elif game.weather in {"snow", "blizzard"} and o.schedule["snowy"]:
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schedule.append(o)
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elif game.weather in {"clear", "cloudy"} and not (o.schedule["cloudy"] or o.schedule["rainy"] or o.schedule["snowy"]):
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schedule.append(o)
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return schedule
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def equip_random_outfit(self):
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"""Equips random outfit based on Outfits Schedule."""
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schedule = self.get_schedule()
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if schedule:
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self.equip(renpy.random.choice(schedule))
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def set_emote(self, emote):
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if not emote and not isinstance(emote, Null):
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self.emote = Null()
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return
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if self.pose:
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path = "characters/{}/poses/{}/emote/{}.webp".format(self.name, self.pose, emote)
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else:
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path = "characters/{}/emote/{}.webp".format(self.name, emote)
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self.emote = DollDisplayable(Image(path))
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