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