diff --git a/Assembly Folders/1.4 Assembly/Assemblies/RimNudeWorld.dll b/Assembly Folders/1.4 Assembly/Assemblies/RimNudeWorld.dll index 78028a3..80f47b8 100644 Binary files a/Assembly Folders/1.4 Assembly/Assemblies/RimNudeWorld.dll and b/Assembly Folders/1.4 Assembly/Assemblies/RimNudeWorld.dll differ diff --git a/Source/RimNudeWorld/RimNudeWorld/patches/RevealingApparel.cs b/Source/RimNudeWorld/RimNudeWorld/patches/RevealingApparel.cs index b892ddf..1381fe4 100644 --- a/Source/RimNudeWorld/RimNudeWorld/patches/RevealingApparel.cs +++ b/Source/RimNudeWorld/RimNudeWorld/patches/RevealingApparel.cs @@ -1,253 +1,102 @@ using AlienRace; +using AlienRace.ExtendedGraphics; using HarmonyLib; using RimWorld; -using System; using System.Collections.Generic; using System.Linq; -using UnityEngine; using Verse; - +// The RevealingApparel mod extension allows us to add information to apparel that tells us if wearing an apparel item +// should also cover the body parts introduced by RNW. This way mod authors can make an apparel item that covers a pawn's +// torso but still draws their breasts or genitals. namespace RevealingApparel { - - - //[StaticConstructorOnStartup] - // public static class HarmonyPatching - // { - - // static HarmonyPatching() - // { - // Harmony harmony = new Harmony("RevealingApparel"); - // harmony.PatchAll(); - // } - // } - - - - - + // This is the mod extension that people will use to add revealing information to their apparel defs. public class ApparelRevealingExtension : DefModExtension { + // A list of RevealingExtensionEntry items, which describe what body parts are revealed when a pawn is wearing this apparel item public List revealingBodyPartEntries = new List(); - - public ApparelRevealingExtension() - { - - } - } + // The entry class that describes what body parts are revealed public class RevealingExtensionEntry { + // The path to the body part that is revealed. + // Examples include "Breasts/FeaturelessLeft" or "Genitals/FeaturelessCrotch" + public string revealingPath; - public String revealingPath; + // A list of pawn body types this entry applies to. + // Examples include "Female" or "Thin" or "Hulk" public List revealingBodyTypes = new List(); - - } - - - - - public static class RevealingApparel + // We are going to postfix patch the VisibleUnderApparelOf check in HAR so we can make body parts visible if all of the apparel + // covering it is marked as revealing + [HarmonyPatch(typeof(AlienPartGenerator.BodyAddon), "VisibleUnderApparelOf")] + class HarmonyPatch_RevealingApparel_VisibleUnderApparelOf { - public static bool CanDrawRevealing(AlienPartGenerator.BodyAddon bodyAddon, Pawn pawn) + public static Pawn GetPawnFromWrapped(ExtendedGraphicsPawnWrapper pawn) { - // the below 2 conditions are added by CnArmor in attempt to fix conflict with MoHAR. - if (pawn.apparel.WornApparel != null && pawn.apparel.WornApparel.Count == 0) //no need to bother if pawn is naked - return false; - - //if body addon is not mentioned in that list, don't bother - bool bodyAddonMentioned = false; - if(pawn.apparel.WornApparel != null) - { - for(int i = 0; i < pawn.apparel.WornApparel.Count; i++) - { - Apparel apparel = pawn.apparel.WornApparel[i]; - ApparelRevealingExtension ARE = apparel.def.GetModExtension(); - if (ARE != null && ARE.revealingBodyPartEntries.Any((RevealingExtensionEntry ree) => (bodyAddon.path == ree.revealingPath))) - { - bodyAddonMentioned = true; - break; - } - } - if (bodyAddonMentioned == false) - return false; - } - // the above 2 conditions are added by CnArmor in attempt to fix conflict with MoHAR. I didn't dare to touch the original code below because of complexity. - - BodyTypeDef pawnBodyDef = pawn.story.bodyType; - - if (!(pawn.apparel.WornApparel == null) && - - pawn.apparel.WornApparel.Where((Apparel ap) //First fetching everything that covers the bodypart - => ap.def.apparel.bodyPartGroups.Any((BodyPartGroupDef bpgd) - => bodyAddon.hiddenUnderApparelFor.Contains(bpgd)) - || ap.def.apparel.tags.Any((string s) => bodyAddon.hiddenUnderApparelTag.Contains(s))) - - - .All((Apparel ap) //Then checking that list, if everything has the revealing flag for the current body, reveal - => (ap.def.GetModExtension()?.revealingBodyPartEntries.Any((RevealingExtensionEntry revealingExtensionEntry) - => (bodyAddon.path.Contains(revealingExtensionEntry.revealingPath) && revealingExtensionEntry.revealingBodyTypes.Any((BodyTypeDef revealingBodyType) => pawnBodyDef.defName.Contains(revealingBodyType.defName)))) - ?? false - - ))) - { - - Building_Bed building_Bed = pawn.CurrentBed(); - - if ((building_Bed == null || building_Bed.def.building.bed_showSleeperBody || bodyAddon.drawnInBed) && (bodyAddon.backstoryRequirement == null || pawn.story.AllBackstories.Any((BackstoryDef b) => b.identifier == bodyAddon.backstoryRequirement.identifier))) - { - if (!bodyAddon.drawnDesiccated) - { - Corpse corpse = pawn.Corpse; - if (corpse != null && corpse.GetRotStage() == RotStage.Dessicated) - { - return false; - - } - } - if (bodyAddon.bodyPart != null && !pawn.health.hediffSet.GetNotMissingParts(BodyPartHeight.Undefined, BodyPartDepth.Undefined, null, null).Any((BodyPartRecord bpr) => bpr.untranslatedCustomLabel == bodyAddon.bodyPart.label || bpr.def.defName == bodyAddon.bodyPart.label)) - { - List list = bodyAddon.hediffGraphics; - bool flag; - if (list == null) - { - flag = false; - } - else - { - flag = list.Any((AlienPartGenerator.ExtendedHediffGraphic bahg) => bahg.hediff == HediffDefOf.MissingBodyPart); - } - if (!flag) - { - return false; - } - } - if ((pawn.gender == Gender.Female) ? bodyAddon.drawForFemale : bodyAddon.drawForMale) - { - //return bodyAddon.bodyTypeRequirement.NullOrEmpty() || pawn.story.bodyType.ToString() == bodyAddon.bodyTypeRequirement; - return bodyAddon.bodytypeGraphics.NullOrEmpty() || pawn.story.bodyType == bodyAddon.bodyTypeRequirement; - } - } - } - return false; + // The pawn wrapper doesn't expose the original Pawn as a public field, so we need to use reflection + // to pull it out. + return Traverse.Create(pawn).Property("WrappedPawn").GetValue(); } - - - } - - [HarmonyPatch(typeof(AlienRace.HarmonyPatches), "DrawAddons")] - class HarmonyPatch_DrawAddons - { - - - //[TweakValue("AAAInfrontAAAAAAAAtittyoffset", -0.1f, 0.1f)] - private static float underClothingOffset = 0.0136f; - //[TweakValue("AAABehindAAAAAAAAtittyoffset", -0.2f, 0.0f)] - //private static float Behind = -0.1f; - - - public static void Postfix(PawnRenderFlags renderFlags, Vector3 vector, Vector3 headOffset, Pawn pawn, Quaternion quat, Rot4 rotation) + public static IEnumerable GetApparelCoveringPart(Pawn pawn, AlienPartGenerator.BodyAddon bodyAddon) { - - ThingDef_AlienRace thingDef_AlienRace = pawn.def as ThingDef_AlienRace; - if (thingDef_AlienRace == null || renderFlags.FlagSet(PawnRenderFlags.Invisible)) - { - //Log.Message(pawn.def.defName); - if (pawn.def.defName == "Human") - { - //Log.Message(pawn.def.defName); - } - return; - } - - - - - - Building_Bed building_Bed = pawn.CurrentBed(); - - List bodyAddons = thingDef_AlienRace.alienRace.generalSettings.alienPartGenerator.bodyAddons; - AlienPartGenerator.AlienComp comp = pawn.GetComp(); - - for (int i = 0; i < bodyAddons.Count; i++) - { - AlienPartGenerator.BodyAddon bodyAddon = bodyAddons[i]; - if (!bodyAddon.CanDrawAddon(pawn) && RevealingApparel.CanDrawRevealing(bodyAddon, pawn)) //No need to draw twice - { - - - pawn.apparel.WornApparel.Any((Apparel ap) - => ap.def.apparel.bodyPartGroups.Any((BodyPartGroupDef bpgd) - => bodyAddon.hiddenUnderApparelFor.Contains(bpgd))); - - - - AlienPartGenerator.RotationOffset offset = bodyAddon.defaultOffsets.GetOffset(rotation); - Vector3 a = (offset != null) ? offset.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero; - AlienPartGenerator.RotationOffset offset2 = bodyAddon.offsets.GetOffset(rotation); - Vector3 vector2 = a + ((offset2 != null) ? offset2.GetOffset(renderFlags.FlagSet(PawnRenderFlags.Portrait), pawn.story.bodyType, pawn.story.headType) : Vector3.zero); - - - vector2.y = (bodyAddon.inFrontOfBody ? (0.3f + vector2.y - underClothingOffset) : (-0.3f - vector2.y + underClothingOffset)); - - // Log.Message(pawn.def.defName +" "+ bodyAddon.path + " has vector2.y " + vector2.y + "Default offset: " + bodyAddon.defaultOffsets.GetOffset(rotation).layerOffset); - - if (bodyAddon.inFrontOfBody && vector2.y < 0f) //The offset of some bodyaddons is too far out of the "over body, under clothes"-range, e.g. OTY bellies. - { - vector2.y = 0.01f; - } - // Log.Message(pawn.def.defName + " " + bodyAddon.path + " has now vector2.y " + vector2.y + "Default offset: " + bodyAddon.defaultOffsets.GetOffset(rotation).layerOffset); - - float num = bodyAddon.angle; - if (rotation == Rot4.North) - { - if (bodyAddon.layerInvert) - { - vector2.y = -vector2.y; - vector2.y -= underClothingOffset * 2; //I am not sure why I am doing this, but it puts Anus under the pants layer. - } - num = 0f; - } - - - if (rotation == Rot4.East) - { - num = -num; - vector2.x = -vector2.x; - } - - Vector3 outputVector = vector + (bodyAddon.alignWithHead ? headOffset : Vector3.zero) + vector2.RotatedBy(Mathf.Acos(Quaternion.Dot(Quaternion.identity, quat)) * 2f * 57.29578f); - - - Graphic graphic = comp.addonGraphics[i]; - graphic.drawSize = ((renderFlags.FlagSet(PawnRenderFlags.Portrait) && bodyAddon.drawSizePortrait != Vector2.zero) ? bodyAddon.drawSizePortrait : bodyAddon.drawSize) * (bodyAddon.scaleWithPawnDrawsize ? (bodyAddon.alignWithHead ? (renderFlags.FlagSet(PawnRenderFlags.Portrait) ? comp.customPortraitHeadDrawSize : comp.customHeadDrawSize) : (renderFlags.FlagSet(PawnRenderFlags.Portrait) ? comp.customPortraitDrawSize : comp.customDrawSize)) : Vector2.one) * 1.5f; - GenDraw.DrawMeshNowOrLater( - graphic.MeshAt(rotation), - outputVector, - Quaternion.AngleAxis(num, Vector3.up) * quat, - graphic.MatAt(rotation, null), - renderFlags.FlagSet(PawnRenderFlags.DrawNow)); - } - - - } - - //return true; - - + // Get a list of all of the apparel worn by this pawn + return pawn.apparel?.WornApparel?.Where( + // Where any of the body part groups this apparel covers + apparel => apparel.def.apparel.bodyPartGroups.Any( + // Hide the passed body addon + bodyPartGroup => bodyAddon.hiddenUnderApparelFor.Contains(bodyPartGroup))); } + public static bool IsApparelRevealingBodyPart(Apparel apparel, AlienPartGenerator.BodyAddon bodyAddon, BodyTypeDef bodyType) + { + // Get the revealing entries for this apparel item + var revealingExtension = apparel.def.GetModExtension(); + // And return if one of these entries matches the body part for this pawn body type + return revealingExtension?.revealingBodyPartEntries.Any((entry) => + { + // Does this entry reveal the body part we are considering + bool entryMatchesBodyPart = entry.revealingPath?.Contains(bodyAddon.GetPath()) ?? false; + // Does this entry apply to the pawn's body shape + bool entryMatchesPawnBody = entry.revealingBodyTypes?.Contains(bodyType) ?? false; + // If this entry matches the part and applies to the pawn body type, then this apparel reveals this body part + return entryMatchesBodyPart && entryMatchesPawnBody; + }) ?? false; // If there are no revealing body part entries, then this apparel covers this body part + } + + public static bool Postfix(bool __result, AlienPartGenerator.BodyAddon __instance, ExtendedGraphicsPawnWrapper pawn) + { + // If the original method returned false, we might still show it based on the revealing apparel entries + if (__result == false) + { + // Grab the underlying pawn from the wrapped version we were passed + var myPawn = GetPawnFromWrapped(pawn); + + // Reference the pawn body type. We will need this to know if revealing body part entries apply to this pawn + var bodyType = myPawn.story.bodyType; + + // Get a list of all of the apparel worn by this pawn that covers this body part + var apparelCoveringPartList = GetApparelCoveringPart(myPawn, __instance); + + // If no apparel is covering this part OR they are all revealing, then reveal this body part + if (apparelCoveringPartList.Count() == 0 || + apparelCoveringPartList.All(apparel => IsApparelRevealingBodyPart(apparel, __instance, bodyType))) { + return true; + } + } + + // Else, return the original result + return __result; + } } - }