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)