WTS/game/scripts/doll/body.rpy

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init python:
class DollBody(DollMethods):
layer_types = {
# Body class has no use for layer types
}
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layer_modifiers = {
"zorder": None,
}
__slots__ = ("char", "hue", "zorder", "_hash")
def __init__(self, obj):
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self.char = obj
self.matrix = IdentityMatrix()
self.zorder = 0
self._hash = None
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def set_matrix(self, matrix):
self.matrix = matrix
self.is_stale()
def generate_hash(self):
bodyparts_hash = str([x[0]._hash for x in self.char.states.values() if istype(x[0], DollBodypart) and x[2]])
salt = str( [self.char.name, self.char.pose, str(self.matrix.__hash__()), bodyparts_hash])
return hash(salt)
@functools.cache
def get_layers(self, hash):
layers = {}
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for object, zorder, is_worn in self.char.states.values():
if istype(object, DollBodypart) and is_worn is True:
layers.update(object.get_layers(object._hash))
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return layers
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@functools.cache
def build_image(self, hash, matrix=None):
if matrix is None:
matrix = self.matrix
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processors = {
"default": lambda file: Transform(Image(file), matrixcolor=matrix),
}
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layers = self.get_layers(hash)
sprites = []
for identifier, (file, zorder) in layers.items():
processor = processors.get(identifier, processors["default"])
processed_file = processor(file)
sprites.append((identifier, processed_file, zorder))
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return sprites
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@property
def image(self):
if not renpy.is_skipping() and self.is_stale():
hash = self._hash
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sprites = self.build_image(hash, self.matrix)
sprites.sort(key=itemgetter(2))
sprites = [x[1] for x in sprites]
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self._image = Fixed(*sprites, fit_first=True)
return self._image