RevealingApparel Postfix Of VisibleUnderApparelOf

This commit is contained in:
SJKincade 2023-01-01 23:11:05 +00:00 committed by Tory
parent 5f1b3a73e8
commit 17c25c8bfd
2 changed files with 67 additions and 218 deletions

View file

@ -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<RevealingExtensionEntry> revealingBodyPartEntries = new List<RevealingExtensionEntry>();
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<BodyTypeDef> revealingBodyTypes = new List<BodyTypeDef>();
}
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;
// 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<Pawn>();
}
//if body addon is not mentioned in that list, don't bother
bool bodyAddonMentioned = false;
if(pawn.apparel.WornApparel != null)
public static IEnumerable<Apparel> GetApparelCoveringPart(Pawn pawn, AlienPartGenerator.BodyAddon bodyAddon)
{
for(int i = 0; i < pawn.apparel.WornApparel.Count; i++)
// 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)
{
Apparel apparel = pawn.apparel.WornApparel[i];
ApparelRevealingExtension ARE = apparel.def.GetModExtension<ApparelRevealingExtension>();
if (ARE != null && ARE.revealingBodyPartEntries.Any((RevealingExtensionEntry ree) => (bodyAddon.path == ree.revealingPath)))
// Get the revealing entries for this apparel item
var revealingExtension = apparel.def.GetModExtension<ApparelRevealingExtension>();
// And return if one of these entries matches the body part for this pawn body type
return revealingExtension?.revealingBodyPartEntries.Any((entry) =>
{
bodyAddonMentioned = true;
break;
// 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
}
}
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<ApparelRevealingExtension>()?.revealingBodyPartEntries.Any((RevealingExtensionEntry revealingExtensionEntry)
=> (bodyAddon.path.Contains(revealingExtensionEntry.revealingPath) && revealingExtensionEntry.revealingBodyTypes.Any((BodyTypeDef revealingBodyType) => pawnBodyDef.defName.Contains(revealingBodyType.defName))))
?? false
)))
public static bool Postfix(bool __result, AlienPartGenerator.BodyAddon __instance, ExtendedGraphicsPawnWrapper pawn)
{
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 the original method returned false, we might still show it based on the revealing apparel entries
if (__result == false)
{
if (!bodyAddon.drawnDesiccated)
{
Corpse corpse = pawn.Corpse;
if (corpse != null && corpse.GetRotStage() == RotStage.Dessicated)
{
return 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;
}
}
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<AlienPartGenerator.ExtendedHediffGraphic> 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;
// Else, return the original result
return __result;
}
}
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;
}
}
[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)
{
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<AlienPartGenerator.BodyAddon> bodyAddons = thingDef_AlienRace.alienRace.generalSettings.alienPartGenerator.bodyAddons;
AlienPartGenerator.AlienComp comp = pawn.GetComp<AlienPartGenerator.AlienComp>();
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;
}
}
}