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gouv-chibi
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2525bea67d |
@ -73,30 +73,42 @@ python early hide:
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class chibi:
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@staticmethod
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def parse(l):
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who = l.simple_expression()
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action = l.simple_expression()
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who = l.require(l.name)
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action = l.require(l.name)
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arguments = l.arguments() # may be None
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l.expect_eol()
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return (who, action)
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return (who, action, arguments)
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def execute(self):
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print(f"{self}")
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who, action = self
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func = eval(f"{who}_chibi.{action}")
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print(self)
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who, action, arguments = self
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chibi = DollChibi.instances[who]
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method = getattr(chibi, action)
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if arguments is None:
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args, kwargs = (), {}
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else:
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args, kwargs = arguments.evaluate()
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method(*args, **kwargs)
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# print(f"Execution: {who} {action}")
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def lint(self):
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who, action = self
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try:
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chibi = eval(f"{who}_chibi")
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except Exception:
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who, action, arguments = self
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if who not in DollChibi.instances:
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renpy.error(f"Character chibi not defined: {who}")
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def predict(self):
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who, action = self
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chibi = DollChibi.instances[who]
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chibi = eval(f"{who}_chibi")
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doll = eval(f"{who}")
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if not hasattr(chibi, action):
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renpy.error(f"Chibi action not defined: {who} {action}")
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def predict(self):
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who, action, arguments = self
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chibi = DollChibi.instances[who]
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doll = states.dolls[who]
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layers = (
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l[0] for pose in chibi.poses.keys()
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@ -142,6 +154,23 @@ python early hide:
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return {"blocks": blocks}
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def lint(self):
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any_true = False
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for block, weight, condition in self["blocks"]:
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if not isinstance(weight, (int, float)):
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renpy.error(f"Weight must be a number, not {weight!r}")
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if condition == "True":
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any_true = True
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else:
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try:
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eval(condition)
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except Exception:
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renpy.error(f"Condition could not be evaluated: {condition!r}")
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if not any_true:
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renpy.error("All blocks have a condition, which will raise an exception if all conditions are False at the same time at runtime")
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def next(self):
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blocks = [(block, weight) for block, weight, condition in self["blocks"] if eval(condition)]
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total_weight = sum(weight for _, weight in blocks)
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@ -2115,7 +2115,7 @@ label gryffindor_match_return:
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hoo "Oh, look at the time. I think I better get going--" ("open", "shocked", "shocked", "R")
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#hooch sprints out the office sound
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$ hooch_chibi.hide()
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chibi hooch hide
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play sound "sounds/run_03.ogg"
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pause 1.0
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play sound "sounds/door.ogg"
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -16,9 +16,4 @@ init python:
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char.set_face(mouth="base", eyes="base", eyebrows="base", pupils="mid", cheeks="none", tears="none")
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def chibi_init():
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# TODO: Perhaps it could be automated?
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hooch_chibi.register("stand", 1, (600, 800))
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hooch_chibi.register("walk", 8, (600, 800))
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config.start_callbacks.extend([wardrobe_init, chibi_init])
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config.start_callbacks.append(wardrobe_init)
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@ -1,3 +1,5 @@
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define states.dolls = {}
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init python:
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class Doll(DollMethods):
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# 0 - 50 = Skin/Body Layers
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@ -77,15 +79,11 @@ init python:
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self.build_image()
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# Add doll name to global doll states store
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try:
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renpy.store.states.dolls.add(name)
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except AttributeError:
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renpy.store.states.dolls = {name}
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states.dolls[name] = self
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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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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, force=False, ignore_skipping=False):
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@ -34,63 +34,6 @@ init python:
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gl_FragColor = vec4(mix(gl_FragColor.xyz, gl_FragColor.xyz * ctemp2rgb(ctemp), u_strength), 1.0);
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""")
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renpy.register_shader("pixelatemaskshader", variables="""
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform vec2 res0;
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uniform float u_step;
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uniform float u_lod_bias;
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attribute vec2 a_tex_coord;
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varying vec2 v_tex_coord;
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""", vertex_600="""
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v_tex_coord = a_tex_coord;
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""", fragment_functions="""
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vec2 CalculateNewUV(vec2 uv, vec2 size, float step) {
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float dx = (step / size.x);
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float dy = (step / size.y);
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return vec2(dx*(floor(uv.x/dx) + 0.5), dy*(floor(uv.y/dy) + 0.5));
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}
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vec4 PixelateMask(sampler2D source, float alpha, vec2 size, vec2 uv, float step, float lod) {
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if (alpha > 0.0) {
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vec2 new_uv = CalculateNewUV(uv, size, step);
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vec4 old = vec4(texture2D(source, uv, lod).rgb, 1.0);
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vec4 new = vec4(texture2D(source, new_uv, lod).rgb, 1.0);
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return mix(old, new, alpha);
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}
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return texture2D(source, uv, lod);
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}
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""", fragment_600="""
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float alpha = texture2D(tex1, v_tex_coord).a;
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gl_FragColor = PixelateMask(tex0, alpha, res0, v_tex_coord, u_step, u_lod_bias);
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""")
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class PixelateMask(renpy.Displayable, NoRollback):
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def __init__(self, child, mask, step=1.0, **kwargs):
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super().__init__(**kwargs)
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self.child = renpy.displayable(child)
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self.mask = renpy.displayable(mask)
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self.step = step
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def render(self, width, height, st, at):
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child = renpy.display.render.render(self.child, width, height, st, at)
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mask = renpy.display.render.render(self.mask, width, height, st, at)
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rv = renpy.display.render.Render(width, height)
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if renpy.display.render.models:
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rv.mesh = True
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rv.add_shader("pixelatemaskshader")
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rv.add_uniform("u_step", self.step)
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rv.blit(child, (0, 0))
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rv.blit(mask, (0, 0))
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renpy.redraw(self, 0)
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return rv
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transform color_temperature(factor=1.0, strength=1.0):
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mesh True
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shader "color_temperature_shader"
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@ -23,7 +23,7 @@ init -1 python:
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def get_character_object(key):
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__check_exists(key)
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return getattr(store, key)
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return states.dolls[key]
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def get_character_outfit(key, typ="default"):
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__check_exists(key)
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