Issix-mod/Modules/IssixModule/Module.gd

250 lines
11 KiB
GDScript

extends Module
class_name IssixModule
const APPROX_WALK_DELAY = 9
func getFlags():
return {
"Issix_Introduced": flag(FlagType.Bool),
"Pets_Introduced": flag(FlagType.Bool),
"Score_Explored": flag(FlagType.Number),
"Quest_Status": flag(FlagType.Number),
"Quest_Rejected_By_Issix": flag(FlagType.Number),
"Azazel_Catnip_noticed": flag(FlagType.Bool),
"Azazel_Catnip_taken_today": flag(FlagType.Bool),
"Azazel_Affection_given": flag(FlagType.Number),
"Lamia_Times_Helped": flag(FlagType.Number),
"Hiisi_Affection": flag(FlagType.Number),
"Hiisi_Put_Sabotaged_Headvisors": flag(FlagType.Bool),
"Helped_Lamia_With_Drawings_Today": flag(FlagType.Bool),
"Quest_Bonked": flag(FlagType.Bool),
"Quest_Wait_Another_Day": flag(FlagType.Bool),
"Activated_Cabinets": flag(FlagType.Dict),
"Medical_Peeked": flag(FlagType.Bool),
"QuestionnaireQ1": flag(FlagType.Bool), # Creatures possess a soul
"QuestionnaireQ2": flag(FlagType.Bool),
"QuestionnaireQ3": flag(FlagType.Text),
"QuestionnaireQ4": flag(FlagType.Bool),
"QuestionnaireQ5": flag(FlagType.Text),
"QuestionnaireQ6": flag(FlagType.Bool),
"QuestionnaireQ7": flag(FlagType.Bool),
"QuestionnaireQ8": flag(FlagType.Text),
"QuestionnaireQ9": flag(FlagType.Bool),
"QuestionnaireQ10": flag(FlagType.Number),
"QuestionnaireQ11": flag(FlagType.Bool),
"Lamia_Is_Hungry": flag(FlagType.Bool),
"Azazel_Sky_Response": flag(FlagType.Bool),
"Received_Portrait_From_Lamia": flag(FlagType.Bool),
"Placed_Portrait_In_Cell": flag(FlagType.Bool),
"Hissi_RPS_data": flag(FlagType.Dict),
"Hiisi_Name_Helped": flag(FlagType.Bool),
"Shared_Marshmallows": flag(FlagType.Bool),
# Slavery related
"PC_Enslavement_Role": flag(FlagType.Number),
"PC_Enslavement_Noncon": flag(FlagType.Bool),
"PC_Training_Level": flag(FlagType.Number),
"Issix_Mood": flag(FlagType.Number),
"Todays_Bred_Slave": flag(FlagType.Text),
"Progression_Day_Next": flag(FlagType.Number),
"Last_Day_Visited_Master": flag(FlagType.Number),
"Misc_Slavery_Info": flag(FlagType.Dict),
"Progression_Points": flag(FlagType.Number),
"Taught_To_Use_Bowl": flag(FlagType.Bool),
"Issix_Branded_PC": flag(FlagType.Bool),
"Pet_Time_Interaction_Today": flag(FlagType.Number),
"Is_Player_Forced_Today": flag(FlagType.Number), # If player is forced to stay in harem this will have amount of seconds player needs to spend in the harem today
"Last_Walk": flag(FlagType.Number),
"Eaten_Today": flag(FlagType.Bool),
"Comic_Books": flag(FlagType.Number),
"Comic_Book_Unlocked": flag(FlagType.Bool),
"Strikes_For_Disobedience": flag(FlagType.Number),
"Unwelcome_At_Corner": flag(FlagType.Bool),
"Had_Sex_With_Issix": flag(FlagType.Bool),
"Litter_Guessing_Game": flag(FlagType.Dict),
"Have_Received_Headpats_Lamia": flag(FlagType.Bool),
"Received_Headpats_From_Lamia": flag(FlagType.Number)
#"Gym_Bullies_Left_Alone": flag(FlagType.Bool) Currently cannot change the behavior of this :(
}
func _init():
id = "IssixModule"
author = "Frisk"
events = [
"res://Modules/IssixModule/Events/EngRoomClosetEvent.gd",
"res://Modules/IssixModule/Events/EventTileOnEnter.gd",
"res://Modules/IssixModule/Events/GreenhouseCatnipEvent.gd",
"res://Modules/IssixModule/Events/IssixQuestionnaireEvent.gd",
"res://Modules/IssixModule/Events/MedicalPeekEvent.gd",
"res://Modules/IssixModule/Events/PetWalkExamEvent.gd",
"res://Modules/IssixModule/Events/PlayerCellModifierEvent.gd",
"res://Modules/IssixModule/Events/CornerPriorityEvent.gd",
"res://Modules/IssixModule/Events/SlaveryIntroEvent.gd",
"res://Modules/IssixModule/Events/IssixRegularSearch.gd"
#"res://Modules/IssixModule/Events/Overwrites/BullyGangEvent.gd" Cannot overwrite module that loads after
]
scenes = [
"res://Modules/IssixModule/Scenes/EngRoomScene.gd",
"res://Modules/IssixModule/Scenes/GreenhouseCatnipStealScene.gd",
"res://Modules/IssixModule/Scenes/IssixQuestionnaireScene.gd",
"res://Modules/IssixModule/Scenes/IssixTalkMain.gd",
"res://Modules/IssixModule/Scenes/MedicalPeekScene.gd",
"res://Modules/IssixModule/Scenes/NoPetsTalkMain.gd",
"res://Modules/IssixModule/Scenes/PetsTalkMain.gd",
"res://Modules/IssixModule/Scenes/PetWalkExamScene.gd",
"res://Modules/IssixModule/Scenes/PlayerCellModifierScene.gd",
"res://Modules/IssixModule/Scenes/Overwrites/EatInCanteenScene.gd",
"res://Modules/IssixModule/Scenes/SlaveryFirst/SlaveryIntroContScene.gd",
"res://Modules/IssixModule/Scenes/SlaveryFirst/SlaveryTrainingBowlScene.gd",
"res://Modules/IssixModule/Scenes/SlaveryFirst/SlaveryBrandingScene.gd",
"res://Modules/IssixModule/Scenes/CaughtInTheCloset.gd",
"res://Modules/IssixModule/Scenes/SlaveryIntroScene.gd",
"res://Modules/IssixModule/Scenes/SlaveryInfoScreenScene.gd",
"res://Modules/IssixModule/Scenes/SlaveryFirst/IssixBringsComicbooks.gd",
#"res://Modules/IssixModule/Scenes/Overwrites/BullyGangScene.gd"
"res://Modules/IssixModule/Scenes/SlaveryFirst/IssixFindsAvoidingPlayer.gd"
]
characters = [
"res://Modules/IssixModule/Characters/AzazelCharacter.gd",
"res://Modules/IssixModule/Characters/HiisiCharacter.gd",
"res://Modules/IssixModule/Characters/IssixCharacter.gd",
"res://Modules/IssixModule/Characters/LamiaCharacter.gd"
]
worldEdits = [
"res://Modules/IssixModule/IssixWorldEdit.gd"
]
items = [
"res://Modules/IssixModule/Items/CatnipItem.gd",
"res://Modules/IssixModule/Items/ClosetMap.gd",
"res://Modules/IssixModule/Items/CookieItem.gd" # I just felt like this game needs more variety in items, even if by themselves they don't do much
]
quests = [
"res://Modules/IssixModule/IssixPetQuest.gd"
]
GlobalRegistry.registerLustTopicFolder("res://Modules/IssixModule/InterestTopics/")
GlobalRegistry.registerSkinsFolder("res://Modules/IssixModule/Skins/")
GlobalRegistry.registerStatusEffectFolder("res://Modules/IssixModule/StatusEffects/")
GlobalRegistry.sortRegisteredStatusEffectsByPriority()
GlobalRegistry.registerMapFloorFolder("res://Modules/IssixModule/Floors/")
GlobalRegistry.registerSpeechModifiersFolder("res://Modules/IssixModule/SpeechModifiers/")
GlobalRegistry.registerAttackFolder("res://Modules/IssixModule/Attacks/", true)
# External
# "res://Scenes/ParadedOnALeashScene.gd"
# "res://Game/World/Floors/Closet.gd"
# "res://Game/World/Floors/Closet.tscn"
static func addSceneToWatched(scene: String):
var scenes = GM.main.getModuleFlag("IssixModule", "Misc_Slavery_Info", {"scenes_seen": []})
scenes["scenes_seen"].append(scene)
GM.main.setModuleFlag("IssixModule", "Misc_Slavery_Info", scenes.duplicate(true))
static func addIssixMood(mood: int):
GM.main.setModuleFlag("IssixModule", "Issix_Mood", clamp(GM.main.getModuleFlag("IssixModule", "Issix_Mood", 50)+mood, 0, 100))
static func getWalkDelay():
return APPROX_WALK_DELAY
static func getPlayerRole():
return "pet" if GM.main.getModuleFlag("IssixModule", "PC_Enslavement_Role", 1) == 1 else "prostitute"
static func playerToFuck():
return not (int(GM.main.getDays()) % 2 != 0) and GM.main.getModuleFlag("IssixModule", "Todays_Bred_Slave", "") == "pc"
static func getPlayerPetName():
if Species.Canine in GM.pc.getSpecies():
return "puppy"
elif Species.Feline in GM.pc.getSpecies():
return "kitty"
elif Species.Equine in GM.pc.getSpecies():
return "pony"
else:
return "pet"
func breedSlaveIfNpc():
## Function to process breeding by Master on randomly selected TODO maybe do that during the day as an event?
if not (int(GM.main.getDays()) % 2 != 0): # Breed only every second day?
GM.main.setModuleFlag("IssixModule", "Todays_Bred_Slave", "thischardoesntexist")
return
var available_slaves = ['azazel', 'pc', 'hiisi']
available_slaves.erase(GM.main.getModuleFlag("IssixModule", "Todays_Bred_Slave", "pc")) # Don't repeat same slave every day'
var current_slave = RNG.pick(available_slaves)
GM.main.setModuleFlag("IssixModule", "Todays_Bred_Slave", current_slave)
if current_slave == "pc":
return # This will be handled by separate event
current_slave = GM.main.getCharacter(current_slave)
GlobalRegistry.getCharacter("issix").prepareForSexAsDom()
if RNG.chance(5):
current_slave.cummedInMouthBy("issix")
if current_slave.hasVagina(): # azazel
current_slave.cummedInVaginaBy("issix", FluidSource.Penis, 1.8)
print("Azazel cummed in")
if RNG.chance(40):
current_slave.cummedInAnusBy("issix", FluidSource.Penis, 1.2)
else: # hiisi
print("Hiisi cummed in")
current_slave.cummedInAnusBy("issix")
func calculateDailyScore() -> int:
## For calculating player's daily activities at the end of the day
var score = 0
if playerToFuck():
if GM.main.getModuleFlag("IssixModule", "Had_Sex_With_Issix", false) == false:
score -= 5
else:
score += 5
if GM.main.getModuleFlag("IssixModule", "PC_Enslavement_Role", 0) == 1:
var time_forced = GM.main.getModuleFlag("IssixModule", "Is_Player_Forced_Today", 0)
var time_served = GM.main.getModuleFlag("IssixModule", "Pet_Time_Interaction_Today", 0)
if time_forced > 0:
if time_served >= time_forced:
score += 1
else:
score -= 7
else:
if time_served >= 60*60:
score += 1
else:
score -= 5
return score
func tickDay():
addIssixMood(RNG.randi_range(-7, 7))
if GM.pc.getLocation() != "medical_paddedcell_player":
pass # TODO Bust out scene
elif (GM.main.getDays() - GM.main.getModuleFlag("IssixModule", "Last_Day_Visited_Master", GM.main.getDays()) > 1):
addIssixMood(-10)
addIssixMood(calculateDailyScore())
if int(GM.main.getDays()) % 7 == 0:
GM.main.increaseModuleFlag("IssixModule", "Comic_Books", RNG.randi_range(5, 8))
if int(GM.main.getDays()) % 30 == 0 and GM.main.getModuleFlag("IssixModule", "Strikes_For_Disobedience", 0) > 0: # every 30 days remove one strike
GM.main.increaseModuleFlag("IssixModule", "Strikes_For_Disobedience", -1)
if GM.main.getDays()-GM.main.getModuleFlag("IssixModule", "Last_Walk", GM.main.getDays()) == APPROX_WALK_DELAY:
GM.main.setModuleFlag("IssixModule", "Last_Walk", GM.main.getDays())
func resetFlagsOnNewDay(): # I apologize for abusing this hook, but startNewDay does not have ANY other hooks I can use and SleepInCell as a trigger is not covering all cases of days passing by
if GM.main.getModuleFlag("IssixModule", "PC_Enslavement_Role", 0) > 0: # Slavery module
tickDay()
if GM.main.getModuleFlag("IssixModule", "Have_Received_Headpats_Lamia") != null:
GM.main.setModuleFlag("IssixModule", "Have_Received_Headpats_Lamia", false)
GM.main.setModuleFlag("IssixModule", "Azazel_Catnip_taken_today", false)
GM.main.setModuleFlag("IssixModule", "Activated_Cabinets", {})
GM.main.setModuleFlag("IssixModule", "Quest_Wait_Another_Day", false)
GM.main.setModuleFlag("IssixModule", "Unwelcome_At_Corner", false)
GM.main.setModuleFlag("IssixModule", "Had_Sex_With_Issix", false)
GM.main.setModuleFlag("IssixModule", "Is_Player_Forced_Today", 0)
breedSlaveIfNpc()
if GM.main.getModuleFlag("IssixModule", "Helped_Lamia_With_Drawings_Today") != null:
GM.main.setModuleFlag("IssixModule", "Helped_Lamia_With_Drawings_Today", false)
GM.main.setModuleFlag("IssixModule", "Pet_Time_Interaction_Today", 0)
GM.main.setModuleFlag("IssixModule", "Eaten_Today", false)