forked from SilverStudioGames/WTS
LoafyLemon
22a84479dd
* Added dynamic cum layering based on clothing and facial states w/ backwards compatibility * Fixed layers zordering * Refactored default layer dicts * Fixed repr class name in DollClothDynamic * Added back and front zorder modifiers to cum layers * Fixed cum layers not updating on call * Fixed skin layers fighting for zorder with the body
118 lines
3.8 KiB
Plaintext
118 lines
3.8 KiB
Plaintext
init python:
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class DollFace(DollMethods):
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layer_types = {
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"eyemask": -1,
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"skin": 1,
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"expression": None,
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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._face = {k: None for k in self.char.face_layers.keys()}
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self._hash = None
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def set_face(self, *args, **kwargs):
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if args:
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self._face = {k: args[0] for k in self._face}
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self._face.update(kwargs)
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self.is_stale()
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def generate_hash(self):
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salt = str( [self.char.name, self.char.pose, str(self.char.body._hash), sorted(list(self._face.items()))] )
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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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face = self._face
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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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layers = {}
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for part, name in face.items():
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if name is None:
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continue
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path = os.path.join("characters", self.char.name, self.char.pose, "face", part, name)
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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("Invalid layer type for file: {}".format(f))
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continue
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zorder = types.get(ltype) or face_layers.get(part)
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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("Invalid modifier for file: {}".format(f))
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continue
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zorder_mod = modifiers.get(lmodifier)
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zorder = (zorder + int(zorder_mod))
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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, matrix=None):
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layers = self.get_layers(hash)
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eyemask = next((layers.pop(k, None) for k in layers if "eyemask" in k), [None])[0]
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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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"pupils": lambda file: AlphaMask(file, eyemask),
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"default": lambda file: Image(file),
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}
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sprites = []
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for identifier, (file, zorder) in layers.items():
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expr_type, name, ltype = identifier.rsplit(" ")
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if expr_type == "pupils":
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if not eyemask:
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continue
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processor = processors["pupils"]
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else:
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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)
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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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