init python: class DollBody(DollMethods): layer_types = { # Body class has no use for layer types } layer_modifiers = { "zorder": None, } __slots__ = ("char", "hue", "zorder", "_hash") def __init__(self, obj): self.char = obj self.matrix = IdentityMatrix() self.zorder = 0 self._hash = None 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 hashstring(salt) @functools.cache def get_layers(self, hash): layers = {} 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)) return layers @functools.cache def build_image(self, hash, matrix=None): if matrix is None: matrix = self.matrix processors = { "default": lambda file: Transform(Image(file), matrixcolor=matrix), } 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)) return sprites @property def image(self): if not renpy.is_skipping() and self.is_stale(): hash = self._hash sprites = self.build_image(hash, self.matrix) sprites.sort(key=itemgetter(2)) sprites = [x[1] for x in sprites] self._image = Fixed(*sprites, fit_first=True) return self._image