internal static FurColor GetValidFurColor(FurColor overrideColor, FurColor primary, FurColor secondary, HairFurColors activeHairColor, FurColor fallback) { if (!FurColor.IsNullOrEmpty(overrideColor)) { return(overrideColor); } else if (!FurColor.IsNullOrEmpty(secondary)) { return(secondary); } else if (!FurColor.IsNullOrEmpty(primary)) { return(primary); } else if (!HairFurColors.IsNullOrEmpty(activeHairColor)) { return(new FurColor(activeHairColor)); } return(fallback); }
protected internal override string DoTransformation(Creature target, out bool isBadEnd) { isBadEnd = false; //by default, this is 2 rolls at 50%, so a 25% chance of 0 additional tfs, 50% chance of 1 additional tf, 25% chance of 2 additional tfs. //also takes into consideration any perks that increase or decrease tf effectiveness. if you need to roll out your own, feel free to do so. int changeCount = GenerateChangeCount(target, new int[] { 2, 2 }); int remainingChanges = changeCount; StringBuilder sb = new StringBuilder(); //For all of these, any text regarding the transformation should be instead abstracted out as an abstract string function. append the result of this abstract function //to the string builder declared above (aka sb.Append(FunctionCall(variables));) string builder is just a fancy way of telling the compiler that you'll be creating a //long string, piece by piece, so don't do any crazy optimizations first. //the initial text for starting the transformation. feel free to add additional variables to this if needed. //Add any free changes here - these can occur even if the change count is 0. these include things such as change in stats (intelligence, etc) //change in height, hips, and/or butt, or other similar stats. double crit = 0; if (Utils.Rand(100) < 15) { crit = Utils.Rand(20) / 10.0 + 2; } bool hasCrit() => crit > 1; sb.Append(InitialTransformationText(target, crit)); //STAT CHANGES - TOU SPE INT RANDOM CHANCE, LIB LUST COR ALWAYS UPPED target.DeltaCreatureStats(lib: 1 + Utils.Rand(2), lus: 5 + Utils.Rand(10), corr: 1 + Utils.Rand(5)); if (target.relativeToughness < 70 && Utils.Rand(3) == 0) { double delta = target.ChangeToughness(crit); sb.Append(IncreasedToughnessText(crit, delta)); } if (target.relativeSpeed > 30 && Utils.Rand(7) == 0) { double loss = target.DecreaseSpeed(crit); sb.Append(DecreasedSpeedText(crit, loss)); } if (target.relativeIntelligence < 60 && Utils.Rand(7) == 0) { double delta = target.ChangeIntelligence(crit); sb.Append(IncreasedIntelligenceText(crit, delta)); } //handle edge case where we start at 0. if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } //Non-free changes. //if (--remainingChanges <= 0) return ApplyChangesAndReturn(target, sb, changeCount - remainingChanges); //MUTATIONZZZZZ //PRE-CHANGES: become biped, remove horns, remove wings, give human tongue, remove claws, remove antennea //no claws if (Utils.Rand(4) == 0 && target.arms.hands.isClaws) { ArmData oldData = target.arms.AsReadOnlyData(); if (target.RestoreArms()) { sb.Append(RestoredArmsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //remove antennae if (target.antennae.type != AntennaeType.NONE && Utils.Rand(3) == 0) { AntennaeData oldData = target.antennae.AsReadOnlyData(); target.RestoreAntennae(); sb.Append(RestoredAntennaeText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //remove horns if (target.horns.type != HornType.NONE && Utils.Rand(3) == 0) { HornData oldData = target.horns.AsReadOnlyData(); target.RestoreHorns(); sb.Append(RestoredHornsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //remove wings if ((target.wings.type != WingType.NONE || target.back.type == BackType.SHARK_FIN) && Utils.Rand(3) == 0) { BackData oldBack = target.back.AsReadOnlyData(); if (target.back.type == BackType.SHARK_FIN) { target.RestoreBack(); } WingData oldWings = target.wings.AsReadOnlyData(); target.RestoreWings(); sb.Append(RestoredBackAndWings(target, oldWings, oldBack)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //give human tongue if (target.tongue.type != TongueType.HUMAN && Utils.Rand(3) == 0) { //MOD NOTE: this was incorrect - this actually was === (equal with strict typechecking) instead of = (assign). so this was an implicit bool. //this is part of the reason why the rework forces all value updates as function calls. the more you know. TongueData oldData = target.tongue.AsReadOnlyData(); target.RestoreTongue(); sb.Append(RestoredTongueText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //remove non-wolf eyes if (Utils.Rand(3) == 0 && target.eyes.type != EyeType.HUMAN && target.eyes.type != EyeType.WOLF) { EyeData oldData = target.eyes.AsReadOnlyData(); target.RestoreEyes(); sb.Append(RestoredEyesText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //normal legs if (target.lowerBody.type != LowerBodyType.WOLF && Utils.Rand(4) == 0) { LowerBodyData oldData = target.lowerBody.AsReadOnlyData(); target.RestoreLowerBody(); sb.Append(RestoredLowerBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //normal arms if (Utils.Rand(4) == 0) { ArmData oldData = target.arms.AsReadOnlyData(); target.RestoreArms(); sb.Append(RestoredArmsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } HairData oldHair = target.hair.AsReadOnlyData(); //remove feather hair if (Utils.Rand(4) == 0 && RemoveFeatheryHair(target)) { sb.Append(RemovedFeatheryHairText(target, oldHair)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //remove basilisk hair if (Utils.Rand(4) == 0 && target.hair.IsBasiliskHair()) { HairData oldData = target.hair.AsReadOnlyData(); target.RestoreHair(); target.hair.SetHairLength(0); target.hair.ResumeNaturalGrowth(); sb.Append(RemovedBasiliskHair(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //MUTATIONZ AT ANY TIME: wolf dick, add/decrease breasts, decrease breast size if above D //get a wolf dick //if ya genderless we give ya a dick cuz we nice like that //MOD: Now respects hyper happy. if (target.gender == Gender.GENDERLESS && !hyperHappy) { target.genitals.AddCock(CockType.WOLF, Utils.Rand(4) + 4, Utils.Rand(8) / 4.0 + 0.25, 1.5); sb.Append(BecameMaleByGrowingCock(target)); target.DeltaCreatureStats(lib: 3, sens: 2, lus: 25); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //if ya got a dick that's ok too we'll change it to wolf //MOD NOTE: but only if you don't only have wolf cocks, of course (because if they are all wolf cocks, we can't make anything wolf cocks, duh). if (target.hasCock && !target.genitals.OnlyHasCocksOfType(CockType.WOLF) && Utils.RandBool()) { //MOD NOTE: no longer shamelessly copy/pasted from dog c**k, because we have better ways of looping in C#. C**k firstNonWolf = target.cocks.First(x => x.type != CockType.WOLF); CockData oldData = firstNonWolf.AsReadOnlyData(); //Select first non-wolf c**k //MOD: now using type description because we can, so the fact this used generic is irrelevant now :) if (firstNonWolf.type == CockType.HORSE) { //horses get changes if (firstNonWolf.length > 6) { firstNonWolf.DecreaseLength(2); } else { firstNonWolf.DecreaseLength(.5); } firstNonWolf.IncreaseThickness(.5); } target.DeltaCreatureStats(sens: 3, lus: 5 * crit); target.genitals.UpdateCockWithKnot(firstNonWolf, CockType.WOLF, 1.5); firstNonWolf.IncreaseThickness(2); sb.Append(ChangedCockToWolf(target, oldData, oldData.cockIndex)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //titties for those who got titties //wolfs have 8 nips so, 4 rows max. fen has no power here I'm making a wolf not a dog. //MOD: still stolen shamelessly from dog and updated, but now with the modern format. woo! //MOD: if breasts can be updated (not flat) and we flip a coin. if (target.genitals.BiggestCupSize() > CupSize.FLAT && Utils.RandBool()) { if (target.breasts.Count < 4) { byte breastCount = (byte)target.breasts.Count; BreastCollectionData oldBreastData = target.genitals.allBreasts.AsReadOnlyData(); //in vanilla code, we had some strange checks here that required the first row (and only the first row) be a certain size. //now, we check all the rows, but no longer require any of them to be a certain size. instead, if it's not the right size, we make it that size, //then add the row. so, for two rows, your first row must be at least a B-Cup. for 3: first must be a C cup, second an A cup. //if we supported 4 rows, it'd be D, B, A. for (int x = 0; x < target.breasts.Count; x++) { CupSize requiredSize = (CupSize)(byte)(target.breasts.Count - x); if (x == 0) { requiredSize++; } if (target.breasts[x].cupSize < requiredSize) { target.breasts[x].SetCupSize(requiredSize); } } target.genitals.AddBreastRow(target.breasts[breastCount - 1].cupSize.ByteEnumSubtract(1)); bool doCrit = false, uberCrit = false; if (target.breasts.Count == 2) { target.IncreaseCreatureStats(lus: 5, sens: 6); } else if (hasCrit()) { doCrit = true; if (crit > 2) { target.IncreaseCreatureStats(sens: 6, lus: 15); uberCrit = true; } else { target.IncreaseCreatureStats(sens: 3, lus: 10); } } sb.Append(UpdateAndGrowAdditionalRowText(target, oldBreastData, doCrit, uberCrit)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } else { BreastCollectionData oldBreastData = target.genitals.allBreasts.AsReadOnlyData(); //only call the normalize text if we actually did anything. related, anthro breasts now returns a bool. thanks, fox tfs. if (target.genitals.AnthropomorphizeBreasts()) { sb.Append(NormalizedBreastSizeText(target, oldBreastData)); } } } //Remove a breast row if over 4. afaik this should never happen. if (target.breasts.Count > 4 && Utils.Rand(3) == 0) { var oldData = target.breasts[target.breasts.Count - 1].AsReadOnlyData(); target.genitals.RemoveBreastRows(1); sb.Append(RemovedExcessRow(target, oldData)); } //Grow breasts if has v****a and has no breasts/nips //Shrink breasts if over D-cup CupSize targetSize = EnumHelper.Max(target.genitals.smallestPossibleCupSize, CupSize.D); if (!hyperHappy && target.genitals.BiggestCupSize() > targetSize && Utils.Rand(3) == 0) { BreastCollectionData oldCollection = target.genitals.allBreasts.AsReadOnlyData(); bool changedAnything = false; foreach (Breasts row in target.breasts) { //If this row is over threshhold if (row.cupSize > targetSize) { //Big change if (row.cupSize > CupSize.EE_BIG) { changedAnything |= row.ShrinkBreasts((byte)(2 + Utils.Rand(3))) > 0; } //Small change else { changedAnything |= row.ShrinkBreasts() > 0; } //Increment changed rows } } //Count shrinking if (changedAnything) { sb.Append(ShrunkRowsText(target, oldCollection)); remainingChanges--; if (remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } } //MUTATIONZ LEVEL 1: fur, stop hair growth, ears, tail //Gain fur if (Utils.Rand(5) == 0 && !target.body.IsFurBodyType()) { BodyData oldData = target.body.AsReadOnlyData(); Species.WOLF.GetRandomFurColors(out FurColor primary, out FurColor underbody); if (FurColor.IsNullOrEmpty(underbody)) { target.UpdateBody(BodyType.UNDERBODY_FUR, primary); } else { target.UpdateBody(BodyType.UNDERBODY_FUR, primary, underbody); } sb.Append(UpdateBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Ears time if (Utils.Rand(3) == 0 && target.ears.type != EarType.WOLF) { EarData oldData = target.ears.AsReadOnlyData(); target.UpdateEars(EarType.WOLF); sb.Append(UpdateEarsText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Wolf tail if (Utils.Rand(3) == 0 && target.tail.type != TailType.WOLF) { TailData oldData = target.tail.AsReadOnlyData(); target.UpdateTail(TailType.WOLF); sb.Append(UpdateTailText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Sets hair normal if (target.hair.type != HairType.NORMAL && Utils.Rand(3) == 0) { HairData oldData = target.hair.AsReadOnlyData(); target.RestoreHair(); sb.Append(RestoreHairText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //MUTATIONZ LEVEL 2: fur->arms fur+tail+ears->face stophair->nohair fur+tail->legs //gain wolf face if (target.face.type != FaceType.WOLF && target.ears.type == EarType.WOLF && target.tail.type == TailType.WOLF && target.body.IsFurBodyType() && Utils.Rand(5) == 0) { FaceData oldData = target.face.AsReadOnlyData(); target.UpdateFace(FaceType.WOLF); sb.Append(UpdateFaceText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //legz if (target.lowerBody.legCount == 2 && target.lowerBody.type != LowerBodyType.WOLF && target.tail.type == TailType.WOLF && target.body.IsFurBodyType() && Utils.Rand(4) == 0) { //Hooman feets //Hooves -> Paws LowerBodyData oldData = target.lowerBody.AsReadOnlyData(); target.UpdateLowerBody(LowerBodyType.WOLF); sb.Append(UpdateLowerBodyText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //MUTATIONZ LEVEL 3: face->eyes if (target.eyes.type != EyeType.WOLF && target.face.type == FaceType.WOLF && Utils.Rand(4) == 0) { EyeData oldData = target.eyes.AsReadOnlyData(); target.UpdateEyes(EyeType.WOLF); sb.Append(UpdateEyesText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //MISC CRAP //Neck restore if (target.neck.type != NeckType.HUMANOID && Utils.Rand(4) == 0) { NeckData oldData = target.neck.AsReadOnlyData(); target.RestoreNeck(); sb.Append(RestoredNeckText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Rear body restore if (!target.back.isDefault && Utils.Rand(5) == 0) { BackData oldData = target.back.AsReadOnlyData(); target.RestoreBack(); sb.Append(RestoredBackText(target, oldData)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } //Ovi perk loss if (target.womb.canRemoveOviposition && Utils.Rand(5) == 0) { target.womb.ClearOviposition(); sb.Append(ClearOvipositionText(target)); if (--remainingChanges <= 0) { return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); } } if (Utils.Rand(3) == 0) { var res = target.build.ChangeMuscleToneToward(100, 4); sb.Append(AdjustToneText(target, 4, res)); } if (Utils.Rand(3) == 0) { var adjustedAmount = target.build.ChangeThicknessToward(75, 3); sb.Append(AdjustThicknessText(target, adjustedAmount)); } //this is the fallthrough that occurs when a tf item goes through all the changes, but does not proc enough of them to exit early. it will apply however many changes //occurred, then return the contents of the stringbuilder. return(ApplyChangesAndReturn(target, sb, changeCount - remainingChanges)); }