diff --git a/About/Manifest.xml b/About/Manifest.xml index 6fda52a..0512269 100644 --- a/About/Manifest.xml +++ b/About/Manifest.xml @@ -1,6 +1,6 @@ - 2.2.15.8 + 2.2.15.7 https://gitgud.io/Tory/rimnude-unofficial/-/raw/master/About/Manifest.xml https://gitgud.io/Tory/rimnude-unofficial/ diff --git a/Assembly Folders/1.4 Assembly/Assemblies/RimNudeWorld.dll b/Assembly Folders/1.4 Assembly/Assemblies/RimNudeWorld.dll index 80f47b8..78028a3 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 1381fe4..b892ddf 100644 --- a/Source/RimNudeWorld/RimNudeWorld/patches/RevealingApparel.cs +++ b/Source/RimNudeWorld/RimNudeWorld/patches/RevealingApparel.cs @@ -1,102 +1,253 @@ 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 { - // This is the mod extension that people will use to add revealing information to their apparel defs. + + + //[StaticConstructorOnStartup] + // public static class HarmonyPatching + // { + + // static HarmonyPatching() + // { + // Harmony harmony = new Harmony("RevealingApparel"); + // harmony.PatchAll(); + // } + // } + + + + + 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; - // A list of pawn body types this entry applies to. - // Examples include "Female" or "Thin" or "Hulk" + public String revealingPath; public List revealingBodyTypes = new List(); + + } - // 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 class RevealingApparel { - public static Pawn GetPawnFromWrapped(ExtendedGraphicsPawnWrapper pawn) + public static bool CanDrawRevealing(AlienPartGenerator.BodyAddon bodyAddon, Pawn pawn) { - // 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(); - } + // 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; - public static IEnumerable GetApparelCoveringPart(Pawn pawn, AlienPartGenerator.BodyAddon bodyAddon) - { - // 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) => + //if body addon is not mentioned in that list, don't bother + bool bodyAddonMentioned = false; + if(pawn.apparel.WornApparel != null) { - // Does this entry reveal the body part we are considering - bool entryMatchesBodyPart = entry.revealingPath?.Contains(bodyAddon.GetPath()) ?? false; + 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. - // Does this entry apply to the pawn's body shape - bool entryMatchesPawnBody = entry.revealingBodyTypes?.Contains(bodyType) ?? false; + BodyTypeDef pawnBodyDef = pawn.story.bodyType; - // 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 (!(pawn.apparel.WornApparel == null) && - 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) + 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 + + ))) { - // 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; + Building_Bed building_Bed = pawn.CurrentBed(); - // Get a list of all of the apparel worn by this pawn that covers this body part - var apparelCoveringPartList = GetApparelCoveringPart(myPawn, __instance); + 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 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 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; + } } } - - // Else, return the original result - return __result; + 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 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; + + + } + + + + + } + } diff --git a/changelog.txt b/changelog.txt index 6a709dc..bb09c30 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,6 +1,3 @@ -ver 2.2.15.8 Unofficial -- Updated Revealing Apparel code (sjkincade) - ver 2.2.15.7 Unofficial - Updated Androids patch - Added Snake Race patch (nighzmarquls)