WTS/game/scripts/wardrobe/functions.rpy
LoafyLemon 4c98cbe669 Wardrobe performance improvements and bug fixes
* Implemented new DollThread method with thread-safe locking mechanism and pickling support for thread event queues
* Added memoization for wardrobe elements
* Added threading for various wardrobe-related methods
* Added lazyloading (to avoid render stalls)
* Added button generation for DollCloth and DollOutfit instances
* Significantly reduced code repetition inside the wardrobe loop
* Added new methods for the Doll, and improved others.
* Fixed viewport adjustment values resetting on interaction
* Fixed character chit-chats performance issues
* Updated saves compatibility patch
2023-07-11 22:57:49 +01:00

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init -1 python:
def get_character_progression(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(states, f"{key[:3]}").level
def get_character_scheduling(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(states, f"{key[:3]}").wardrobe_scheduling
def get_character_requirement(key, type):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(renpy.store, key[:3]+"_requirements").get(type, 0)
def get_character_response(key, type):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(renpy.store, key[:3]+"_responses").get(type)
def get_character_object(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(store, key)
def get_character_outfit(key, type="default"):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(store, "{}_outfit_{}".format(key[:3], type))
def get_character_body(key, type="default"):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(store, "{}_body_{}".format(key[:3], type))
def get_character_outfit_req(key, item):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
if not isinstance(item, DollOutfit):
raise TypeError("'{}' is not a DollOutfit instance.".format(item))
req = ["{}: {}".format(i.type, i.level) for i in item.group]
has_bra = any(i.type == "bra" for i in item.group)
has_panties = any(i.type == "panties" for i in item.group)
if not has_bra:
req += ["NO BRA: {}".format(get_character_requirement(key, "unequip bra"))]
if not has_panties:
req += ["NO PANTIES: {}".format(get_character_requirement(key, "unequip panties"))]
print("\n".join(req))
def get_character_tag(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return "{}_main".format(key)
def get_character_sayer(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(store, key[:3])
def get_character_gift_label(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return "give_{}_gift".format(key[:3])
def get_character_potion_check_label(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return "{}_potion_check".format(key[:3])
def get_character_potion_check(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(store, "{}_potion_check".format(key[:3]))
def get_character_unlock(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(states, f"{key[:3]}").unlocked
def get_character_gifted(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(states, f"{key[:3]}").gifted
def get_character_mood(key):
if not key in states.dolls:
raise KeyError("'{}' character is undefined.".format(key))
return getattr(states, f"{key[:3]}").mood
def get_outfit_score(outfit):
"""Returns outfit 'lewdness' score"""
score = 0
for i in outfit.group:
score += i.level//2
if not outfit.has_type("bra"):
score += 3
if not outfit.has_type("top"):
score += 6
if not outfit.has_type("panties"):
score += 6
if not outfit.has_type("bottom"):
score += 12
if not outfit.has_type("top"):
score += 4
if not outfit.has_type("bottom"):
score += 4
# if outfit.has_type("buttplug"):
# score += 9
if outfit.has_type("makeup"):
score += 1
if outfit.has_type("tattoo"):
score += 2
if outfit.has_type("piercing"):
score += 3
return score
def mouse_slap():
"""Causes the mouse to be moved away from current position and displays a smoke effect"""
renpy.play('sounds/slap.ogg')
renpy.stop_predict_screen("gfx_effect")
x, y = renpy.get_mouse_pos()
xx = x+random.randint(-100, 100)
yy = y+random.randint(-100, 100)
renpy.show_screen("gfx_effect", start_x=x, start_y=y, target_x=xx, target_y=yy, img="smoke", xanchor=0.1, yanchor=0.7, zoom=0.2, duration=0.15)
renpy.set_mouse_pos(xx, yy, duration=0.1)
def mouse_headpat():
"""Causes the mouse to be moved away from current position and displays a heart effect"""
renpy.play('sounds/slap_03.ogg')
renpy.stop_predict_screen("gfx_effect")
x, y = renpy.get_mouse_pos()
xx, yy = x, y-15
img = At(Text("*pat*", size=16, color="#000000CC", outlines=[(1, "#FFFFFFCC", 0, 0)]), random_rotation)
renpy.hide_screen("gfx_effect")
renpy.show_screen("gfx_effect", start_x=x, start_y=y, target_x=xx, target_y=yy, img=img, xanchor=0.5, yanchor=0.65, zoom=1.0, timer=0.35)
def mouse_heart():
"""Causes the mouse to be moved away from current position and displays a heart effect"""
renpy.play('sounds/kiss.ogg')
renpy.stop_predict_screen("gfx_effect")
x, y = renpy.get_mouse_pos()
renpy.show_screen("gfx_effect", start_x=x, start_y=y, target_x=x, target_y=y, img="love_heart", xanchor=0.45, yanchor=0.65, zoom=0.2, timer=0.45)
def wardrobe_fail_hint(value):
"""Displays required whoring/friendship/affection level."""
word_list = {"tonks": "friendship", "astoria": "affection", "susan": "confidence", "luna": "corruption", "cho": "recklessness", "hermione": "whoring"}
word = word_list.get(states.active_girl, "whoring")
if game.cheats or game.difficulty <= 2:
renpy.show_screen("blktone")
renpy.with_statement(d3)
renpy.say(None, "{size=+6}> Try again at "+word+" level {color=#7a0000}"+str(value)+"{/color}.{/size}")
renpy.hide_screen("blktone")
renpy.with_statement(d3)
return
def list_outfit_files():
@functools.cache
def build_button(rp):
style = "wardrobe_button"
child = Fixed(Transform(rp, xsize=96, fit="contain", yalign=1.0, yoffset=-6), Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6), xysize=(96, 168))
action = Return(["import", rp])
hover_foreground = "#ffffff80"
return Button(child=child, action=action, hover_foreground=hover_foreground, style=style)
path = f"{config.gamedir}/outfits/"
if not os.path.exists(path):
os.makedirs(path)
files = []
for f in os.listdir(path):
fp = os.path.join(path, f)
rp = os.path.relpath(fp, config.gamedir)
if os.path.isfile(os.path.join(path, f)) and f.endswith(".png"):
files.append(build_button(rp))
return files