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MonsterMate/fc
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mit
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mit
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mit
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MonsterMate/fc
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resources/vector/outfit/boob 4 straps.svg
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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svg
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/boot.svg
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/butt 1 latex.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/butt 2 latex.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/butt 3 latex.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/chastity base.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/chastity female.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/chastity male aft.svg
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/chastity male fore 1.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/chastity male fore 2.svg
|
svg
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mit
| 5,186 |
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MonsterMate/fc
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resources/vector/outfit/chastity male fore 3.svg
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svg
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mit
| 5,387 |
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MonsterMate/fc
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resources/vector/outfit/chastity male fore 4.svg
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svg
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mit
| 5,247 |
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MonsterMate/fc
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resources/vector/outfit/chastity male fore 5.svg
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svg
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mit
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MonsterMate/fc
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svg
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MonsterMate/fc
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svg
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/extreme heel latex.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/extreme heel wide latex.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/extreme heel wide.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/extreme heel.svg
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svg
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mit
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MonsterMate/fc
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mit
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MonsterMate/fc
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resources/vector/outfit/flat.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/gag.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/glasses.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/head latex.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/heavy gold.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/heel latex.svg
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svg
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mit
| 2,141 |
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MonsterMate/fc
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resources/vector/outfit/heel.svg
|
svg
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mit
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MonsterMate/fc
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resources/vector/outfit/leather with cowbell.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/leg narrow latex.svg
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/leg wide latex.svg
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svg
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mit
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svg
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mit
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/satin choker.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/shock punishment.svg
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/tight steel.svg
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svg
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mit
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MonsterMate/fc
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/torso hourglass straps.svg
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svg
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mit
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MonsterMate/fc
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resources/vector/outfit/torso normal latex.svg
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svg
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mit
| 1,117 |
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MonsterMate/fc
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resources/vector/outfit/torso normal straps.svg
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svg
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mit
| 4,253 |
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MonsterMate/fc
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resources/vector/outfit/torso unnatural latex.svg
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svg
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mit
| 1,120 |
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MonsterMate/fc
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resources/vector/outfit/torso unnatural straps.svg
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svg
|
mit
| 4,257 |
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MonsterMate/fc
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svg
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mit
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|
MonsterMate/fc
|
resources/vector/test ui.svg
|
svg
|
mit
| 5,264 |
#!/bin/bash
if [ ! -d ".git" ]; then
#not running in git repo, so can't use git commands :-)
echo "No .git repo found - skipping sanity checks"
exit 0
fi
WARNING='\033[93m'
myprint() {
while read -r data; do
echo -n -e "[$1]$WARNING"
echo "$data"
done
}
GREP="git grep -n --color"
# Check for accidental assignment. e.g.: <<if $foo = "hello">>
$GREP "<<[ ]*if[^>=]*[^><\!=]=[^=][^>]*>>" -- 'src/*' | myprint "AccidentalAssignmentInIf"
# Check for accidental assignment. e.g.: <<elseif $foo = "hello">>
$GREP "<<[ ]*elseif[^>=]*[^><\!=]=[^=][^>]*>>" -- 'src/*' | myprint "AccidentalAssignmentInElseIf"
# Check for missing ". e.g.: <<if $foo == "hello>>
$GREP "<<[^\"<>]*\"[^\"<>]*>>" -- 'src/*' | myprint "MissingSpeechMark"
# Check for missing ". e.g.: <<if $foo = "hello)
$GREP -e "<<[^\"<>]*\([^\"<>]*\"[^><\"]*\"\| [<>] \)*\"\([^\"<>]*\"[^><\"]*\"\| [<>] \)*\([^\"<>]\| [<>] \)*>>" --and --not -e "*[^']*" -- 'src/*' | myprint "MissingSpeechMark2"
# Check for colors like: @@color:red - should be @@.red
$GREP -e "@@color:" --and --not -e "@@color:rgb([0-9 ]\+,[0-9 ]\+,[0-9 ]\+)" -- "src/*" | myprint "UseCSSColors"
# Check for missing $ in activeSlave or PC
$GREP "<<[ ]*[^\$><_\[]*\(activeSlave\|PC\)[.]" -- "src/*" | myprint "MissingDollar"
# Check for closing bracket without opening bracket. e.g.: <<if foo)>> (but <<case "foo")>> is valid, so ignore those
$GREP -e "<<[ a-zA-Z]\+\([^()<>]\|[^()<>][<>][^()<>]\)*)" --and --not -e "<< *case" -- "src/*" | myprint "MissingOpeningBracket"
# Check for opening bracket without closing bracket. e.g.: <<if (foo>>
$GREP -e "<<[ a-zA-Z]\([^<>]\|[^<>][<>][^<>]\)\+(\([^()<>]\|[^<>()][<>][^<>()]\|([^<>()]*])\)*>>" -- "src/*" | myprint "MissingClosingBracket"
# Check for two closing brackets but one opening bracket. e.g.: <<if (foo))>>
$GREP -e "<<[ a-zA-Z]\+[^()<>]*([^()]*)[^()]*)[^()<>]*>>" -- "src/*" | myprint "MissingOpeningBracket2"
# Check for one closing bracket but two opening brackets. e.g.: <<if ((foo)>>
$GREP -e "<<[ a-zA-Z]\+[^()<>]*([^()]*([^()]*)[^()<>]*>>" -- "src/*" | myprint "MissingClosingBracket2"
$GREP -e "<<.*[(][^<>)]*[(][^<>)]*)\?[^<>)]*>>" -- "src/*" | myprint "MissingClosingBracket3"
# Check for too many >>>. e.g.: <</if>>>
$GREP "<<[^<>]*[<>]\?[^<>]*>>>" -- "src/*.tw" | myprint "TooManyAngleBrackets"
# Check for wrong capitalization on 'activeslave' and other common typos
$GREP -e "\$act" --and --not -e "\$\(activeSlave\|activeChild\|activeArcology\|activeOrgan\|activeLimbs\|activeUnits\|activeCanine\|activeHooved\|activeFeline\|activeLurcher\)" -- "src/*" | myprint "WrongCapitalization"
# Check for strange spaces e.g. $slaves[$i]. lips
$GREP "\$slaves\[\$i\]\. " -- 'src/*' | myprint "MissingPropertyAfterSlaves"
# Check using refreshmentType instead of refreshment
$GREP "\$PC.refreshmentType[^ =]" -- 'src/*' | grep -v src/events/intro/introSummary.tw | myprint "ShouldBeRefreshment"
# Check, e.g. <<else $foo==4
$GREP "<<else >\?[^>]" -- 'src/*' | myprint "ShouldBeElseIf"
# Check, e.g., =to
$GREP "=to" -- 'src/*' | myprint "EqualAndTo"
# Check doing $slaves.foo instead of $slaves[i].foo
$GREP -e "[$]slaves[.]" --and --not -e '[$]slaves[.]\(length\|random\|map\|filter\|deleteAt\|push\|find\|includes\|delete\|forEach\|some\|reduce\|splice\)' -- 'src/*' | myprint "MissingSlavesIndex"
# Try to check for accidentally mixing slaves[] and activeSlave. This can have a lot of false matches, but has caught a lot of bugs so it's worth the pain
$GREP -e "activeSlave[.]" --and -e "slaves\[..\?\][.]" --and --not -e '[.]ID' --and --not -e 'slaves\[..\?\][.]\(slaveName\|slaveSurname\|actualAge\|relation\|assignment\|age\|devotion\|trust\|vagina\|mother\|father\|training\)' -- 'src/*' | myprint "MaybeAccidentalMixingOfSlavesAndActiveSlave"
# Check, e.g. <<set foo == 4>>
$GREP "<<set[^{>=]*==" -- 'src/*' | myprint "DoubleEqualsInSet"
# Check for, e.g <<if slaves[foo]>>
$GREP "<<\([^>]\|[^>]>[^>]\)*[^$]slaves\[" -- 'src/*' | myprint "MissingDollar"
# Check for missing $ or _ in variable name:
$GREP -e "<<[a-zA-Z]\([^>\"]\|[^>]>[^>]\|\"[^\"]*\"\)* [a-zA-Z]\+ * =" -- src/*.tw | myprint "MissingDollar2"
# Check for missing command, e.g. <<foo =
$GREP -e "<<[a-zA-Z]* = *" -- src/*.tw | myprint "BadCommand"
# Check for duplicate words, e.g. with with
$GREP -e " \(\b[a-zA-Z][a-zA-Z]\+\) \1\b " --and --not -e " her her " --and --not -e " you you " --and --not -e " New New " --and --not -e "Slave Slave " --and --not -e " that that " --and --not -e " in in " --and --not -e " is is " -- 'src/*' ':!*.css' | myprint "Duplicate words"
# Check for obsolete SugarCube macros
$GREP -E "<<display |<<click|<<.*\.contains" -- src/*.tw | myprint "ObsoleteMacro"
# Check for double articles
$GREP -E "\Wa an\W" -- src/*.tw | myprint "DoubleArticle"
# Check for incorrect articles
$GREP -i -E "\Wa (a|e|i|o|u)." -- src/*.tw | grep -a -i -vE "\Wa (un|eu|us|ut|on|ur|in)." | grep -a -i -vE "(&|<<s>>|UM)." | myprint "IncorrectArticle"
$GREP -i -E "\Wan (b|c|d|f|g|j|k|l|m|n|p|q|r|s|t|v|w|x|y|z)\w." -- src/*.tw | grep -a -i -vE "[A-Z]{3}" | myprint "IncorrectArticle"
# Check for $ sign mid-word
$GREP -i "\w$\w" -- src/*.tw | myprint "VarSignMidWord"
# check for $ sign at beginning of macro
$GREP '<<\s*\$' -- 'src/*' | myprint "VarSignAtMacroStart"
# check our custom option macro is either options,option,optionlt,optionlte,optiongt,optiongte,optiondefault,optionstyle,optionif
$GREP -e '<<option' --and --not -e "<<option\(\|s\|lt\|lte\|gt\|gte\|default\|style\|if\)[ >]" -- 'src/*' | myprint "OptionUnrecognized"
# check our custom option macro is: <<option variable "somestring"
$GREP -e "<<option[lg]te\? " --and --not -e "<<option[lg]te\?\s\+-\?[0-9]\+\s\+-\?[0-9]\+\s\+[\'\"].*[\'\"]" -- 'src/*' | grep -v src/js | myprint "OptionBadArguments1"
$GREP -e "<<optiondefault " --and --not -e "<<optiondefault\s\+\(-\?[0-9]\+\|[\'\"].*[\'\"]\|false\|true\)\s\+[\'\"].*[\'\"]" -- 'src/*' | grep -v src/js | myprint "OptionBadArguments2"
$GREP -e "<<option\([lg]t\?\|default\) *>" -- 'src/*' | grep -v src/js | myprint "OptionBadArguments3"
#$GREP -e "<<option " --and --not -e "<<option\s\+\(-\?[0-9]\+\|[\'\"].*[\'\"]\|false\|true\)\s\+[\`\'\"].*[\'\"\`]" -- 'src/*' | grep -v src/js | myprint "OptionBadArguments4" # too many false positives
$GREP -e "<<if def [^(>]*[&|]" -- 'src/*' | myprint "AddBracketsAroundDef2"
# check for missing ; before statement
$GREP 'if $ ' -- 'src/*' | myprint "Missing ; before statement"
$GREP 'elseif $ ' -- 'src/*' | myprint "Missing ; before statement"
# Check for an unrecognized letter before >>
$GREP "[^]a-zA-Z0-9 \")}'+-\*\`] *>>" -- 'src/*' | myprint "StrangeCharacterAtEndOfCommand"
# Check for a . inside a <<>>
$GREP "<<[a-zA-Z]\([^\"'>]\|[^\"'>]>[^\"'>]\)*[a-zA-Z][.][^a-zA-Z]" | myprint "StrangeCharacterAfterDot"
# Check for @@. instead of .@@
$GREP -E "@@(\.|,|;|:)\s" -- src/*.tw | myprint "WrongSelectorPunctuation"
$GREP "@@[a-z]\+;" -- 'src/*' | myprint "SelectorMissingDot"
# Check for </span>. instead of .</span>
$GREP -E "</span>(\.|,|;|:)\s" -- src/*.js | myprint "WrongSelectorPunctuation"
# Check for missing whitespace between operators
#$GREP -E "\(.(\+|\-|\*|\/|\=)." -- src/*.js :^src/001-lib/Jquery.js,^src/js/dTree.min.js,^devTools/tweeGo/storyFormats/sugarcube-2/format.js,^src/001-lib/mousetrap.js | myprint "MissingWhitespace" disabled until I can figure out how to exclude files
# Check for @@ selector instead of <span> selector
$GREP "@@\." -- src/*.js | myprint "WrongSelectorUsed"
# Check for JSdoc inside function declaration
#$GREP -e ".\=.\/\*\*" --or -e "slave\s\*\/" -- src/*.js --exclude 'src/interaction/main/mainLinks.js' | myprint "WrongJSdocFormat" # this --exclude doesn't work # too many false positives
# Check for missing whitespace at end of /**/ style comments
#$GREP "\S\*\/" -- src/* --exclude 'src/001-lib/jquery/Jquery.js' | myprint "MissingWhitespace" disabled until I can figure out to exclude files
# Check for var instead of let or const
#$GREP "var\s" -- src/*.js | myprint "UseLetOrConst" disabled until I can figure out how to exclude certain files
# Check for non lethal or non-lethal instead of nonlethal
$GREP -i "non.lethal" -- 'src/*' | myprint "ShouldBeNonlethal"
# Check for missing quotation marks around selectors
$GREP "span class=[^\"\']" -- src/*.js ':!src/001-lib/Jquery/Jquery.js' | myprint "MissingQuotes"
(
cd src/ || exit
$GREP "\$\(PC\|activeSlave\|slaves\|tanks\)[.][^a-zA-Z]" | myprint "UnexpectedCharAfterDot"
)
# Check for lines with only "let"
$GREP '[^A-Za-z]let(\r|\n)' | myprint "WrongLetStyle"
# Check for lines with only "const"
$GREP 'const(\r|\n)' | myprint "WrongConstStyle"
# Check that all the tags are properly opened and closed & a lot of other stuff
java -jar devTools/javaSanityCheck/SanityCheck.jar
|
MonsterMate/fc
|
sanityCheck.sh
|
Shell
|
mit
| 8,788 |
# Tool(s) for hacking saved games
The script `fc_edit_save.py` can be used to read or write FC games saved with the "Save to Disk..." option.
It can convert the compressed files (usually named `free-cities-YYYYMMDD-HHMMSS.save`) to or from JSON format,
view or modify some variables, search for slaves matching some criteria to view or modify them, etc.
## Dependencies
The script `fc_edit_save.py` requires Python version 3.6 or later.
In addition, it uses a small module called `lzstring`, available via [PyPI](https://pypi.org/project/lzstring/).
If you do not have it yet, you can install it with `pip3 install lzstring` or simply `pip install lzstring` if
your default version of Python is already Python 3.x. You can also install the module manually from PyPI
without using `pip`, but then you are on your own for copying the files in the right locations.
## Usage
To view the help message summarizing the command-line arguments, try:
```
./fc_edit_save.py --help
```
To view a longer help message including details for each command and a list of examples, try:
```
./fc_edit_save.py --long-help
```
The basic usage consists of:
* reading an input file (compressed `*.save` file with the option `-i`, or uncompressed JSON file with the
option `-I`),
* optionally modifying it with various commands,
* then saving the result in some output file (compressed `*.save` file with the option `-o`, or uncompressed
JSON file with the option `-O`).
If the options `-i`/`-I` or `-o`/`-O` are not used, then the standard input and standard output will be used, which
allows this script to be used easily in a pipe including other commands. If the input is a file, then the option
`-A` can also be used instead of `-o`/`-O` to set the name of the output file automatically. Try `--help` and
`--long-help` for more details.
## Examples
The following examples assume that you already have a saved game in the file `free-cities-20200401-123456.save`.
To convert a compressed FC game file to a human-readable JSON file:
```
./fc_edit_save.py -i free-cities-20200104-123456.save -p -O free-cities-20200104-123456.json
```
To convert a JSON file to a compressed FC game file:
```
./fc_edit_save.py -I free-cities-20200104-123456.json -o free-cities-20200104-123456.save
```
To display the names and current assignments of all smart slaves (with more than 50 in intelligence):
```
./fc_edit_save.py -i free-cities-20200104-123456.save -p --get-slaves 'intelligence>50' 'name,assignment'
```
To ensure that all your slaves have at least DD-cup boobs and change the hair of Miss Lily at random:
```
./fc_edit_save.py -i free-cities-20200104-123456.save -A --set-slaves all 'boobs=atleast:900' --set-slaves 'Miss Lily' randomhair -v
```
Note that the option `-A` in this example will save the results in the file `free-cities-20200104-123456-cheat.save`.
The option `-v` will show the changes that are applied to all slaves.
For more examples, try `--long-help`.
|
MonsterMate/fc
|
saveTools/README.md
|
Markdown
|
mit
| 2,979 |
#!/usr/bin/python3
"""
View or modify Free Cities save files in native format or JSON format.
Run this program with --help to see a summary of its options.
Try also --long-help to see more details and some examples.
This software is released into the public domain (CC0).
"""
# Written in 2020 by UnwrappedGodiva <UnwrappedGodiva+FC@gmail.com>
#
# To the extent possible under law, the author(s) have dedicated all copyright
# and related and neighboring rights to this software to the public domain
# worldwide. This software is distributed without any warranty. You should
# have received a copy of the CC0 Public Domain Dedication along with this
# software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
#
# In other words, feel free to do whatever you want with this code: modify it,
# borrow any part of it in your own code, rewrite it in a different language,
# remove this note and put your name on it, sell it for indecent amounts of
# money, or redistribute it under any software license. But there is no
# warranty. If it creates a giant black hole that destroys the known universe,
# do not blame me for it.
# Sanity checks that should be performed on this code on a regular basis:
# pylint3 ./fc_edit_save.py
# yapf3 --style=Google -d ./fc_edit_save.py
# See also: http://google.github.io/styleguide/pyguide.html
# pylint: disable=too-many-lines,too-many-statements,too-many-branches
__version__ = "0.3.0"
import argparse
import copy
import fnmatch
import inspect
import random
import json
import operator
import os
import re
import shutil
import sys
import textwrap
# If you do not have the lzstring module yet, you can install it with:
# pip3 install lzstring (format used by Twine/SugarCube save files)
import lzstring
def version_check():
"""If this code compiles successfully, then the version is good enough."""
version = ".".join(map(str, sys.version_info))
return f"Format strings require python 3.6 or later. You have {version}."
# The following fields exist only in the PC and can be ignored in slaves.
# This list was generated from a diff between the PC and a slave around version
# 1065 and will have to be adjusted as new features are added to the game.
IGNORE_IN_SLAVES = [
"ballsImplant", "counter.birthArcOwner", "counter.birthCitizen",
"counter.birthClient", "counter.birthDegenerate", "counter.birthElite",
"counter.birthFutaSis", "counter.birthLab", "counter.birthMaster",
"counter.birthOther", "counter.birthSelf", "counter.storedCum",
"criticalDamage", "degeneracy", "fertDrugs", "forcedFertDrugs", "newVag",
"origEye", "physicalImpairment", "pregMood", "refreshment",
"refreshmentType", "relationships", "reservedChildren",
"reservedChildrenNursery", "rumor", "sexualEnergy", "skill.cumTap",
"skill.engineering", "skill.hacking", "skill.medicine", "skill.slaving",
"skill.trading", "skill.warfare", "staminaPills", "title"
]
# The following fields exist only in slaves and can be ignored in the PC.
# This list was generated from a diff between the PC and a slave, with a few
# additions for things that might break if they are modified. Although allowed,
# it is probably not a good idea to change PC.career and some other fields.
IGNORE_IN_PC = [
"HGExclude", "NCSyouthening", "albinismOverride", "assignment", "attrKnown",
"canRecruit", "choosesOwnAssignment", "choosesOwnChastity",
"choosesOwnClothes", "clitSetting", "counter.PCChildrenFathered",
"counter.PCKnockedUp", "counter.births", "counter.pitKills",
"counter.publicUse", "currentRules", "custom.desc", "custom.hairVector",
"custom.image", "custom.label", "custom.title", "custom.titleLisp", "death",
"devotion", "dietCum", "dietMilk", "effectiveWhoreClass", "fetishKnown",
"fuckdoll", "haircuts", "indenture", "indentureRestrictions",
"lastWeeksCashIncome", "lastWeeksRepExpenses", "lastWeeksRepIncome",
"lifetimeCashExpenses", "lifetimeCashIncome", "lifetimeRepExpenses",
"lifetimeRepIncome", "newGamePlus", "oldDevotion", "oldTrust", "onDiet",
"origin", "override_Arm_H_Color", "override_Brow_H_Color",
"override_Eye_Color", "override_H_Color", "override_Pubic_H_Color",
"override_Race", "override_Skin", "porn", "pregControl", "readyProsthetics",
"recruiter", "relation", "relationTarget", "relationship",
"relationshipTarget", "rivalry", "rivalryTarget", "rudeTitle", "sentence",
"sexAmount", "sexQuality", "skill.DJ", "skill.anal", "skill.attendant",
"skill.bodyguard", "skill.combat", "skill.entertainer",
"skill.entertainment", "skill.farmer", "skill.headGirl", "skill.madam",
"skill.matron", "skill.milkmaid", "skill.nurse", "skill.oral",
"skill.recruiter", "skill.servant", "skill.stewardess", "skill.teacher",
"skill.vaginal", "skill.wardeness", "skill.whore", "skill.whoring",
"slaveCost", "subTarget", "toyHole", "training", "trust",
"useRulesAssistant", "weekAcquired", "whoreClass"
]
# Aliases for field names used in --get-slaves.
FIELD_ALIASES = {
"name": ["birthName", "birthSurname", "slaveName", "slaveSurname"],
"names": ["birthName", "birthSurname", "slaveName", "slaveSurname"],
"parent": ["mother", "father"],
"parents": ["mother", "father"]
}
# Each action can be a list of assignments or other actions that will be
# expanded recursively. The documentation of modify_slave() and parse_value()
# explains how the assignments work and how special values are parsed:
# "A~B" for a random range, "A|B" for a choice, "atleast:", "atmost:", etc.
#
# Improvements to consider:
# - Change the names of the actions to match the values or ranges described in
# the slave variables documentation or the conditions in src/js/assayJS.js.
# - add/remove piercings, tattoos, brand, ...
# - add or modify rules for the RA (Here be dragons)
SLAVE_ACTIONS = {
# special roles for the slaves
"Attendant": [
"blind", "fetish=submissive", "mature", "genius", "femaleorgans",
"career=a masseuse|a yoga instructor", "skill.attendant=atleast:200",
"clothes=a kimono"
],
"Agent": [
"mature", "nympho", "fetish=dom", "genius", "career=an arcology owner",
"clothes=nice business attire"
],
"Bodyguard": [
"goodshape", "muscles=96", "verytall", "skill.combat=1",
"career=a bodyguard|a boxer|a soldier", "skill.bodyguard=atleast:200",
"clothes=a military uniform|a mounty outfit|a police uniform"
],
"Concubine": [
"prestige=atleast:3", "experienced", "master", "beautiful", "devoted",
"genius", "clothes=a ball gown|a succubus outfit|clubslut netting"
],
"DJ": [
"wife", "blind", "master", "goodshape", "beautiful", "genius",
"career=a house DJ|a musician", "skill.DJ=atleast:200",
"clothes=a t-shirt and panties|a t-shirt and thong"
],
"Farmer": [
"wife", "goodshape", "master", "experienced", "behavioralQuirk=funny",
"sexualQuirk=caring", "maleorgans", "career=a farmer|a rancher",
"skill.farmer=atleast:200", "clothes=Western clothing"
],
"HeadGirl": [
"rules.living=luxurious", "fetish=dom", "maleorgans", "femaleorgans",
"master", "genius", "career=a captain|a director|a Queen",
"skill.headGirl=atleast:200", "clothes=a ball gown"
],
"Head Girl": ["HeadGirl"],
"Headgirl": ["HeadGirl"],
"HG": ["HeadGirl"],
"Recruiter": [
"devoted", "genius", "master", "healthy", "beautiful", "experienced",
"rules.living=luxurious", "career=a princess|a spy|a talent scout",
"skill.recruiter=atleast:200", "clothes=a fallen nuns habit"
],
"Madam": [
"wife", "master", "genius", "mature", "maleorgans",
"career=a banker|a madam|a pimp", "skill.madam=atleast:200",
"clothes=leather pants and pasties"
],
"Matron": [
"sexualQuirk=caring", "fetish=dom", "mature", "genius",
"career=a babysitter|a nanny|a practitioner",
"skill.matron=atleast:200", "clothes=a slutty maid outfit|an apron"
],
"Milkmaid": [
"goodshape", "master", "sexualQuirk=caring", "behavioralQuirk=funny",
"maleorgans", "career=a milkmaid|a shepherd",
"skill.milkmaid=atleast:200", "clothes=Western clothing"
],
"MilkMaid": ["Milkmaid"],
"Milk Maid": ["Milkmaid"],
"Nurse": [
"wife", "fetish=dom", "goodshape", "genius", "beautiful",
"career=a doctor|a medic|a nurse|a surgeon", "skill.nurse=atleast:200",
"clothes=a slutty nurse outfit"
],
"Teacher": [
"mature", "genius", "beautiful", "career=a coach|a professor|a teacher",
"skill.teacher=atleast:200", "clothes=a schoolgirl outfit"
],
"Schoolteacher": ["Teacher"],
"Stewardess": [
"healthy", "mature", "genius", "nympho", "fetish=dom",
"career=a housekeeper|a housesitter", "skill.stewardess=atleast:200",
"clothes=a slutty maid outfit"
],
"Wardeness": [
"wife", "nympho", "fetish=sadist", "maleorgans", "goodshape", "devoted",
"career=a police officer|a prison guard", "skill.wardeness=atleast:200",
"clothes=a red army uniform|a schutzstaffel uniform"
],
"Lurcher": ["maleorgans", "devoted", "goodshape"],
# fun combos
"perfect": [
"healthy", "genius", "devoted", "goodshape", "tall", "master",
"behaves", "young"
],
"boobdoll": ["healthy", "goodshape", "hugeboobs"],
"slut": ["healthy", "goodshape", "tall", "bigboobs", "nympho"],
"amazon": ["healthy", "goodshape", "verytall", "muscular", "bigboobs"],
"bimbo": [
"healthy", "beautiful", "fakeboobs", "fakebutt", "lips=80", "dumb",
"clothes=a bimbo outfit"
],
"cow": ["hugeboobs", "lactating", "counter.milk=atleast:2000~10000"],
"slug": ["nolegs", "vagina=atleast:4", "vaginaLube=atleast:2"],
"futa": ["maleorgans", "femaleorgans", "boobs=atleast:500"],
"sissy": ["dick=1", "balls=1", "scrotum=1", "trust=-50"],
"wellspring": [
"young", "healthy", "vagina=3", "anus=3", "ovaries=1", "dick=5",
"balls=5", "prostate=1", "lactating", "hugeboobs"
],
"onahole": ["femaleorgans", "fetish=mindbroken", "mute", "deaf", "nolimbs"],
# health
"healthy": [
"health.condition=atleast:100", "health.health=atleast:100",
"health.illness=0", "health.longDamage=0", "health.shortDamage=0",
"health.tired=0", "minorInjury=0", "eye.left.type=1",
"eye.left.vision=2", "eye.right.type=1", "eye.right.vision=2",
"eyewear=none", "hears=0", "earImplant=0", "earwear=none", "smells=0",
"tastes=0", "heels=0", "voice=2", "voiceImplant=0", "electrolarynx=0",
"teeth=normal", "vaginaLube=1", "preg=atleast:-1", "chem=0", "addict=0",
"burst=0", "hasarms", "haslegs"
],
"blind": [
"eye.left.type=1", "eye.left.vision=0", "eye.right.type=1",
"eye.right.vision=0", "eyewear=none"
],
"mute": ["voice=0"],
"deaf": ["hears=0"],
"hasarms": ["arm.left.type=1", "arm.right.type=1"],
"haslegs": ["leg.left.type=1", "leg.right.type=1"],
"haslimbs": ["hasarms", "haslegs"],
"noarms": ["arm.left=null", "arm.right=null"],
"nolegs": ["leg.left=null", "leg.right=null"],
"nolimbs": ["noarms", "nolegs"],
# intelligence
"smart":
["intelligence=atleast:50~100", "intelligenceImplant=30", "accent=0"],
"genius": ["intelligence=100", "intelligenceImplant=30", "accent=0"],
"dumb": ["intelligence=atmost:-50~-16", "intelligenceImplant=0"],
# trust and devotion
"devoted": ["trust=100", "oldTrust=100", "devotion=100", "oldDevotion=100"],
# body shape and beauty
"goodshape": [
"weight=0", "muscles=31~50", "waist=atmost:-50~-10", "shoulders=0",
"shouldersImplant=0", "hips=0~3", "hipsImplant=0", "boobsImplant=0",
"boobsImplantType=none", "butt=1~4", "buttImplant=0",
"buttImplantType=none", "face=atleast:50~100", "faceImplant=0",
"faceShape=normal|cute|sensual|exotic", "lips=21~70", "lipsImplant=0",
"bellySag=0", "belly=0", "bellyImplant=0"
],
"beautiful": [
"waist=atmost:-95~-30", "lips=41~71", "anus=atmost:2",
"vagina=atmost:2", "face=100", "faceShape=exotic", "teeth=normal",
"minorInjury=0", "scar={}", "makeup=3", "nails=2", "health.tired=0",
"boobShape=perky", "nipples=huge", "muscles=-4",
"underArmHStyle=hairless|bald|waxed|shaved",
"pubicHStyle=hairless|bald|waxed", "prestige=atleast:3",
"porn.prestige=atleast:3"
],
"petite": ["height=110~149", "heightImplant=0"],
"short": ["height=150~159", "heightImplant=0"],
"average": ["height=160~169", "heightImplant=0"],
"tall": ["height=170~185", "heightImplant=0"],
"verytall": ["height=186~210", "heightImplant=0"],
"giant": ["height=atleast:220", "heightImplant=0"],
"veryweak": ["muscles=-95~-31"],
"weak": ["muscles=-30~-6"],
"toned": ["muscles=6~30"],
"fit": ["muscles=31~50"],
"muscular": ["muscles=51~95"],
"maleorgans": [
"dick=inrange:2:3", "prostate=atleast:1", "balls=atleast:4",
"scrotum=atleast:4", "pubertyXY=1"
],
"XYorgans": ["maleorgans"],
"femaleorgans": [
"vagina=inrange:0:2", "vaginaLube=atleast:1", "ovaries=1",
"preg=atleast:-1", "pubertyXX=1"
],
"XXorgans": ["femaleorgans"],
# boobs
"bigboobs": [
"boobs=atleast:3000~5100", "boobsImplant=0", "boobsImplantType=none",
"boobShape=normal|perky|wide-set|torpedo-shaped", "nipples=cute|huge"
],
"fakeboobs": [
"boobs=atleast:3000~5100", "boobsImplant=600~1000",
"boobsImplantType=fillable", "boobShape=perky", "nipples=huge|fuckable"
],
"hugeboobs": [
"boobs=atleast:6000~10000", "boobsImplant=0", "boobsImplantType=none",
"boobShape=perky|wide-set|torpedo-shaped", "nipples=huge"
],
"lactating": [
"lactation=1", "lactationDuration=2",
"lactationAdaptation=atleast:51~100", "rules.lactation=maintain"
],
# butt
"fakebutt": ["butt=3", "buttImplant=2", "buttImplantType=fillable"],
# hair
"randomhair": [
"randomhaircolor", "randomhairlength", "randomhairstyle",
"randompubichairstyle"
],
"copyhaircolor": [
"pubicHColor=ref:hColor", "eyebrowHColor=ref:hColor",
"underArmHColor=ref:hColor"
],
"randomhaircolor": [
"hColor=blonde|golden|platinum blonde|strawberry-blonde|copper"
"|ginger|red|green|blue|pink|dark brown|brown|auburn|burgundy"
"|chocolate brown|chestnut|hazel|black|grey|silver|white",
"copyhaircolor"
],
"lighthaircolor": [
"hColor=blonde|golden|platinum blonde|strawberry-blonde|copper"
"|ginger|red|silver|white", "copyhaircolor"
],
"darkhaircolor": [
"hColor=dark brown|brown|auburn|burgundy|chocolate brown|chestnut"
"|hazel|black|grey", "copyhaircolor"
],
"funhaircolor": ["hColor=red|green|blue|pink|white", "copyhaircolor"],
"randomhairlength": ["hLength=0~150"],
"verylonghair": ["hLength=100~149"],
"longhair": ["hLength=30~99"],
"mediumhair": ["hLength=10~19"],
"shoulderhair": ["mediumhair"],
"shorthair": ["hLength=0~9"],
"randomhairstyle": [
"hStyle=shaved|buzzcut|trimmed|afro|cornrows|bun|neat|strip|tails"
"|up|ponytail|braided|dreadlocks|permed|curled|luxurious|bald"
"|messy bun|messy"
],
"randompubicstyle": [
"pubicHStyle=hairless|waxed|in a strip|neat|bushy|very bushy"
"|bushy in the front and neat in the rear|bald"
],
"randompubichairstyle": ["randompubicstyle"],
# eyes
"randomeyecolor": [
"eye.left.iris=blue|black|brown|green|turquoise|sky-blue|hazel"
"|pale-grey|white|pink|amber|red", "eye.right.iris=ref:eye.left.iris"
],
"lighteyecolor": [
"eye.left.iris=green|turquoise|sky-blue|pale-grey",
"eye.right.iris=ref:eye.left.iris"
],
"darkeyecolor": [
"eye.left.iris=black|brown|hazel|amber",
"eye.right.iris=ref:eye.left.iris"
],
"funeyecolor":
["eye.left.iris=white|pink|red", "eye.right.iris=ref:eye.left.iris"],
# age
"teen": [
"actualAge=10~19", "physicalAge=ref:actualAge",
"visualAge=ref:actualAge", "ovaryAge=ref:actualAge", "ageImplant=0"
],
"young": [
"actualAge=18~25", "physicalAge=ref:actualAge",
"visualAge=ref:actualAge", "ovaryAge=ref:actualAge", "ageImplant=0"
],
"mature": [
"actualAge=36~40", "physicalAge=ref:actualAge",
"visualAge=ref:actualAge", "ovaryAge=30", "ageImplant=0"
],
# skills and experience
"skilled": [
"skill.vaginal=atleast:51~100", "skill.oral=atleast:51~100",
"skill.anal=atleast:51~100", "skill.whoring=atleast:51~100",
"skill.entertainment=atleast:51~100", "skill.combat=1"
],
"master": [
"skill.vaginal=100", "skill.oral=100", "skill.anal=100",
"skill.whoring=100", "skill.entertainment=100", "skill.combat=1"
],
"allroles": [
"skill.headGirl=100~200", "skill.recruiter=100~200",
"skill.bodyguard=100~200", "skill.madam=100~200", "skill.DJ=100~200",
"skill.nurse=100~200", "skill.teacher=100~200",
"skill.attendant=100~200", "skill.matron=100~200",
"skill.stewardess=100~200", "skill.milkmaid=100~200",
"skill.farmer=100~200", "skill.wardeness=100~200",
"skill.servant=100~200", "skill.entertainer=100~200",
"skill.whore=100~200"
],
"experienced": [
"counter.vaginal=atleast:1000~3000", "counter.anal=atleast:1000~3000",
"counter.penetrative=atleast:1500~5000",
"counter.oral=atleast:1000~3000", "counter.mammary=atleast:1000~3000"
],
# behavior, fetishes, flaws and quirks
"behaves": [
"energy=atleast:50~100", "attrXX=atleast:50~100",
"attrXY=atleast:50~100", "attrKnown=1", "fetishKnown=1",
"behavioralFlaw=none", "sexualFlaw=none"
],
"nympho": [
"energy=100", "attrXX=100", "attrXY=100", "attrKnown=1",
"fetishKnown=1", "fetish=none|submissive|boobs|dom|pregnancy",
"fetishStrength=100", "behavioralFlaw=none", "sexualFlaw=none",
"behavioralQuirk=none|none|none|none|confident|cutting|funny|fitness"
"|sinful|advocate",
"sexualQuirk=none|none|none|none|tease|romantic|perverted|caring"
"|unflinching|size queen"
],
# relationships
"wife": ["relationship=-3", "relationshipTarget=-1"],
}
class FCBaseError(Exception):
"""Base class for exceptions defined in this file."""
class FCNotFoundError(FCBaseError):
"""Exception raised when a dotted path leads nowhere."""
class FCTypeError(FCBaseError):
"""Exception raised when a dotted path leads to a wrong type."""
class FCParamsError(FCBaseError):
"""Exception raised when a command-line parameter is incorret."""
class FCBadSelectorError(FCParamsError):
"""Exception raised when a selector returns no results."""
class AppendConstAction(argparse.Action):
"""argparse.Action similar to "append" but using a tuple (`const`, values).
"""
def __init__(self, option_strings, dest, nargs=None, const=None, **kwargs):
if nargs is None:
raise ValueError("nargs must be supplied")
if const is None:
raise ValueError("const must be supplied")
super(AppendConstAction, self).__init__(
option_strings, dest, nargs=nargs, const=const, **kwargs)
def __call__(self, parser, namespace, values, option_string=None):
items = getattr(namespace, self.dest, None)
if items is None:
items = []
else:
items = items[:]
items.append((self.const, values))
setattr(namespace, self.dest, items)
class CommandGroupContainer:
"""Wrapper for an ArgumentParser that adds actions in a list."""
def __init__(self, arg_parser=None, dest=None, action=AppendConstAction):
if arg_parser is None:
raise ValueError("arg_parser must be supplied")
if not callable(getattr(arg_parser, "add_argument", None)):
raise ValueError("arg_parser does not look like an ArgumentParser")
if dest is None:
raise ValueError("dest must be supplied")
self.arg_parser = arg_parser
self.dest = dest
self.action = action
self.help = []
def command_from_docstring(self, func):
"""Registers a function in the ArgumentParser based on its docstring."""
if func is None:
raise ValueError("func must be supplied")
if not func.__doc__:
message = "cannot register function {} without docstring"
raise ValueError(message.format(func.__name__))
options = []
arguments = []
help_lines = []
long_help_lines = None
re_command = re.compile(r'^\s+Command:\s+(.+?)\s*$')
for line in func.__doc__.splitlines():
if not options:
re_match = re_command.match(line)
if re_match:
for arg in re_match.group(1).split():
if arg.startswith("-") and not arguments:
options.append(arg)
else:
arguments.append(arg)
elif long_help_lines is None:
if line and not line.isspace():
help_lines.append(line)
else:
long_help_lines = []
else:
long_help_lines.append(line)
if not options:
message = "cannot find 'Command:' in docstring for function '{}'"
raise ValueError(message.format(func.__name__))
# Compare the function signature with its docstring here to catch
# errors early instead of waiting until the function is called.
expected_args = len(inspect.signature(func).parameters) - 2
if expected_args != len(arguments):
message = ("function '{}' expects {} arguments after save_obj but"
" its docstring shows {}")
raise ValueError(
message.format(func.__name__, expected_args, len(arguments)))
# Now register this function, its help text, and number of arguments.
short_help = textwrap.dedent("\n".join(help_lines)).strip()
self.arg_parser.add_argument(
*options,
action=self.action,
const=func,
dest=self.dest,
nargs=len(arguments),
metavar=tuple(arguments),
help=short_help)
# Save the long help texts. It would be nicer to store this in the
# ArgumentParser and retrieve it later, but I could not find an
# elegant way to do that without using its private classes. The
# handling of long help texts and the method format_long_help()
# should probably be rewritten.
long_help = textwrap.dedent("\n".join(long_help_lines)).strip()
self.help.append([options, arguments, short_help, long_help])
def format_long_help(self):
"""Returns a list of long help texts for all commands."""
help_sections = []
for help_list in self.help:
for opt in help_list[0]:
if opt.startswith("--"):
break
else:
opt = help_list[0][0]
help_sections.append("\n".join([
" ".join([opt] + help_list[1]), help_list[2], "", help_list[3]
]))
return help_sections
class ParagraphWrapper:
"""Wrapper for TextWrapper, formatting text and lists in paragraphs.
This class splits the text in paragraphs separated by blank lines. Each
paragraph is wrapped separately. If a paragraph starts with "* " or "- ",
it is considered as a list: the lines following the first one will be
indented by two spaces.
If the text is already indented (e.g., in a docstring), it will first be
de-indented (using textwrap.dedent()) before the line wrapping is done.
Additional blank lines before or after the text will be stripped.
"""
def __init__(self, width=70, indent=None):
if indent is None:
indent = ""
elif isinstance(indent, int):
indent = " " * indent
self.wrapper = textwrap.TextWrapper(
width=width,
initial_indent=indent,
subsequent_indent=indent,
fix_sentence_endings=True,
break_long_words=False,
break_on_hyphens=False)
self.wrapper_list = textwrap.TextWrapper(
width=width,
initial_indent=indent,
subsequent_indent=indent + " ",
fix_sentence_endings=True,
break_long_words=False,
break_on_hyphens=False)
def format_paragraphs(self, text):
"""Wraps `text` to the specified width, preserving paragraph breaks."""
return "\n\n".join([
self.wrapper_list.fill(para) if para.startswith("* ") or
para.startswith("- ") else self.wrapper.fill(para)
for para in textwrap.dedent(text).strip().split("\n\n")
])
def deepmerge(dst, src, conflict_fail=False, list_skip_none=True):
"""Recursively merges the content of src into dst, modifying it as needed.
This is function is designed to merge objects converted to and from JSON
so it handles dictionaries, lists and scalar objects but not sets nor
other classes.
FIXME: obsolete description
If both objects are dictionaries, then their keys are merged recursively.
If both objects are lists, then the elements of src replace those of dst,
unless an element of src is None and list_skip_none is True. In all other
cases src replaces dst, except if conflict_fail is True in which case a
TypeError exception is thrown.
After writing this code, I found a more complete (and more complex)
implementation of JSON deep merge: https://github.com/avian2/jsonmerge
but I think that the short code included here is good enough for what we
need to do with the subset of JSON used in Twine/SugarCube save files.
Args:
dst: The object to be modified.
src: The object from which the data will be copied.
conflict_fail: If True, an exception is thrown if src and dest are not
both dictionaries or lists.
list_skip_none: If True and both src and dst are lists, then the
elements of src that are None will be skipped. If False and both
src and dst are lists, then all elements of src will replace those
of dst even if they are None.
Returns:
The results of the merge, which may be dst (modified) or src.
Raises:
FCTypeError: If src and dst are not both dictionaries or lists and if
conflict_fail is True.
"""
if isinstance(dst, dict) and isinstance(src, dict):
for key in src:
if key in dst:
dst[key] = deepmerge(
dst[key],
src[key],
conflict_fail=conflict_fail,
list_skip_none=list_skip_none)
else:
dst[key] = src[key]
return dst
if isinstance(dst, list) and isinstance(src, list):
for i in range(min(len(src), len(dst))):
if not list_skip_none or src[i] is not None:
dst[i] = deepmerge(
dst[i],
src[i],
conflict_fail=conflict_fail,
list_skip_none=list_skip_none)
if len(src) > len(dst):
dst.extend(src[len(dst):])
return dst
if ((dst is None or isinstance(dst, (str, int, float, bool))) and
(src is None or isinstance(src, (str, int, float, bool)))):
return src
if conflict_fail:
raise FCTypeError(f"Cannot merge {src.__class__.__name__} into "
"{dst.__class__.__name__}")
return src
def deepfind(src,
regex_key=None,
regex_val=None,
path=None,
callback=None,
context=None):
"""Searches recursively in `src` for a matching key name or value."""
found = 0
if path is None:
path = []
if isinstance(src, str):
if regex_val is not None and regex_val.search(src):
if callback:
callback(path, src, context)
found += 1
elif isinstance(src, dict):
for key in src:
path.append(key)
if regex_key is not None and regex_key.search(key):
if callback:
callback(path, src[key], context)
found += 1
found += deepfind(
src[key],
regex_key=regex_key,
regex_val=regex_val,
path=path,
callback=callback,
context=context)
path.pop()
elif isinstance(src, list):
# pylint: disable=consider-using-enumerate
for idx in range(len(src)):
path.append(idx)
found += deepfind(
src[idx],
regex_key=regex_key,
regex_val=regex_val,
path=path,
callback=callback,
context=context)
path.pop()
return found
def dotted_to_str(path):
"""Converts a list of strings and ints into a Javascript-like dotted path.
This is the opposite of parse_dotted().
"""
return ".".join([
f"[{part}]" if isinstance(part, int) else part for part in path
]).replace(".[", "[")
def parse_dotted(dotted_path):
"""Converts a Javascript-like dotted path to a list of strings and ints
For example, the path "foo.bar[42][0].baz" will be decoded as a list
["foo", "bar", 42, 0, "baz"]
"""
if dotted_path == "":
return []
re_idx = re.compile(r'^(.+)\[(\d+)\]$')
plist = []
for part in dotted_path.split("."):
rlist = []
re_idx_match = re_idx.match(part)
while re_idx_match:
part = re_idx_match.group(1)
rlist.append(int(re_idx_match.group(2)))
re_idx_match = re_idx.match(part)
plist.append(part)
plist.extend(reversed(rlist))
return plist
def get_dotted(src, dotted_path, null_parent_ok=False):
"""Returns the object found at `dotted_path` in `src`."""
# pylint: disable=too-many-branches
plist = parse_dotted(dotted_path)
obj = src
done = "."
for part in plist:
if obj is None:
if null_parent_ok:
return None
raise FCNotFoundError(f"cannot get field '{part}' from a null "
f"object: '{done}'")
if isinstance(part, int):
if not isinstance(obj, list):
raise FCTypeError(f"cannot get index {part} from object that "
f"is not a list: '{done}'")
elif part >= len(obj):
raise FCNotFoundError(f"cannot get index {part} from list of "
f"length {len(obj)}: '{done}'")
else:
obj = obj[part]
done = done + "[" + str(part) + "]"
else:
if not isinstance(obj, dict):
raise FCTypeError(f"cannot get field '{part}' from a list: "
f"'{done}'")
elif not part in obj:
raise FCNotFoundError(f"field '{part}' not found in '{done}'")
else:
obj = obj[part]
if done == ".":
done = part
else:
done = done + "." + part
return obj
def create_dotted(dotted_path, value):
"""Creates an object that contains `value` at `dotted_path`."""
plist = parse_dotted(dotted_path)
obj = value
for part in reversed(plist):
if isinstance(part, int):
new_list = []
for _ in range(part):
new_list.append(None)
new_list.append(obj)
obj = new_list
else:
new_dict = {}
new_dict[part] = obj
obj = new_dict
#print(f"create_dotted({dotted_path}, {value}): {obj}")
return obj
def set_dotted(src, dotted_path, value, verbosity=None, conflict_fail=True):
"""Changes the value of `dotted_path` in `src` to `value`."""
if verbosity:
old_value = get_dotted(src, dotted_path, null_parent_ok=True)
if value == old_value:
if verbosity >= 2:
print(" - {} = {}".format(dotted_path, value))
else:
if verbosity >= 1:
print(" - {} changed from {} to {}".format(
dotted_path, old_value, value))
return deepmerge(
src, create_dotted(dotted_path, value), conflict_fail=conflict_fail)
def top_path_aliases(dotted_path):
"""Substitutes the aliases $V.*, $PC.*, slaves[*] in a top-level path."""
rematch = re.match(r'^\$?V\.(\w.*)$', dotted_path)
if rematch:
dotted_path = "state.delta[0].variables." + rematch.group(1)
else:
rematch = re.match(r'^slaves?(\[\d.*)$', dotted_path)
if rematch:
dotted_path = "state.delta[0].variables.slaves" + rematch.group(1)
else:
rematch = re.match(r'^\$?PC\.(\w.*)$', dotted_path)
if rematch:
dotted_path = "state.delta[0].variables.PC." + rematch.group(1)
return dotted_path
def parse_value(value, context_obj, path, ref_aliases=False):
"""Parses the string `value`, which may refer to `path` in `context_obj`.
See also the documentation for command_set(), which gives more details.
"""
# pylint: disable=no-member,too-many-branches
# if value starts with "string:", return it as is without processing
if value.startswith("string:"):
return value[7:]
# pick a random sub-expression if any "|" separators are present
if "|" in value:
value = random.choice(value.split("|"))
# check for prefixes requiring a comparison with the old value
compare_old = None
if value.startswith("atleast:"):
value = value[8:]
compare_old = "max"
elif value.startswith("atmost:"):
value = value[7:]
compare_old = "min"
elif value.startswith("inrange:"):
value = value[8:]
compare_old = "range"
# special values: A~B (random range), JSON values, or path to other value
if "~" in value:
vmin, vmax = value.split("~", 1)
value = random.randint(int(vmin), int(vmax))
elif re.match(r'^-?\d+$', value):
value = int(value)
elif re.match(r'^-?\d?\.\d+$', value):
value = float(value)
elif value == "null":
value = None
elif value == "true":
value = True
elif value == "false":
value = False
elif ((value.startswith("{") and value.endswith("}")) or
(value.startswith("[") and value.endswith("]"))):
value = json.loads(value)
elif value.startswith("ref:"):
if ref_aliases:
value = get_dotted(
context_obj, top_path_aliases(value[4:]), null_parent_ok=True)
else:
value = get_dotted(context_obj, value[4:], null_parent_ok=True)
# now that we have the value, compare it with the old value if required
if compare_old is not None:
old_value = get_dotted(context_obj, path)
if compare_old == "max":
value = max(int(value), int(old_value))
elif compare_old == "min":
value = min(int(value), int(old_value))
elif compare_old == "range":
vmin, vmax = value.split(":", 1)
value = min(int(vmax), max(int(vmin), int(old_value)))
else:
raise RuntimeError("invalid compare_old")
return value
def fnmatch_slave_name(slave, name):
"""Returns true if the `slave` matches the `name` (with shell wildcards)."""
field_names = ["slaveName", "slaveSurname", "birthName", "birthSurname"]
regex = re.compile(fnmatch.translate(name))
for field in field_names:
if field in slave and slave[field] and regex.match(slave[field]):
return True
return False
def select_slaves(slaves, selector, show_fields=None):
"""Returns a list of slaves matching `selector`.
The `selector` is usually a comma-separated list of conditions but it also
accepts as special cases "all" or "*" to select all slaves, or square
brackets including a number or a list of numbers representing a list of
indexes in the `slaves` array.
The standard conditions can be just a number matching a slave ID, or a
slave name (with shell wildcards), or a comparison between a variable
given by its dotted path and a scalar value (integer or string).
Note that `show_fields` is modified if present. Tt should be a set that
will get additional elements for each dotted path found in the `selector`.
"""
if show_fields is None:
show_fields = set()
selected = []
# "all" or "All" or "*" => select all slaves
if selector in {"all", "All", "*"}:
return slaves
# number or list of numbers in square brackets => array indexes
rematch = re.match(r'^\[(\d+[,\d\s]*)\]$', selector)
if rematch:
for idx in re.split(r',\s*', rematch.group(1)):
selected.append(slaves[int(idx)])
return selected
# list of comparisons (field=value, field<value, ...) or slave IDs or names
for slave in slaves:
for expr in re.split(r',\s*', selector):
# if the condition is just a number, try to match a slave ID
nummatch = re.match(r'^(\d+)$', expr)
if nummatch and slave["ID"] == int(nummatch.group(1)):
selected.append(slave)
show_fields.add("ID")
break
# try different comparison operators: <=, <, >=, >, !=, ==, =
for op_str, op_class, op_func in [
("<=", int, operator.le),
("<", int, operator.lt),
(">=", int, operator.ge),
(">", int, operator.gt),
("!=", str, operator.ne),
("==", str, operator.eq),
("=", str, operator.eq),
]:
rematch = re.match(rf'^(.+?)\s*{op_str}\s*(.+)$', expr)
if rematch:
break
else:
op_func = None
if op_func:
if op_func(
op_class(get_dotted(slave, rematch.group(1))),
op_class(rematch.group(2))):
selected.append(slave)
show_fields.add(rematch.group(1))
break
else:
continue
# else try to match a slave name (shell wildcards allowed)
if fnmatch_slave_name(slave, expr):
selected.append(slave)
show_fields.add("name")
break
# return what was found (maybe nothing)
return selected
def expand_action(actions_dict, action):
"""Returns the expanded `action` from `actions_dict`, recursively."""
actions_list = []
for subaction in actions_dict[action]:
if subaction in actions_dict:
actions_list += expand_action(actions_dict, subaction)
elif "=" in subaction:
actions_list.append(subaction)
else:
raise FCParamsError("unknown action: '{}' used in "
"'{}'".format(subaction, action))
return actions_list
def modify_slave(slave, actions_list, verbosity=None, ignore=None):
"""Modifies a slave or PC according to a list of actions.
Each action can be a list of assignments or other actions that will be
expanded recursively. Assignments must contain an equal sign ("=") and
will assign a new value to a field in the current slave or PC. Special
values are recognized by parse_value().
Args:
slave: The slave or PC to be modified.
actions_list: The list of modifications to be applied.
verbose: If true, print the list of changes.
ignore: List of fields that should be ignored if found in an assignment.
"""
if verbosity and verbosity >= 1:
if slave["slaveName"]:
print(f'Actions for slave {slave["ID"]} "{slave["slaveName"]}":'
f' {actions_list}')
else:
print(f'Actions for slave {slave["ID"]}: {actions_list}')
if ignore is None:
ignore = []
assignments = []
for action in actions_list:
if action in SLAVE_ACTIONS:
assignments += expand_action(SLAVE_ACTIONS, action)
elif "=" in action:
assignments.append(action)
elif action == "":
pass
else:
raise FCParamsError("unknown action: '{}'".format(action))
for assignment in assignments:
re_eq = re.match(r'^(.+?)\s*=\s*(.+)$', assignment)
if re_eq:
path = re_eq.group(1)
if path in ignore:
continue # skip to the next assignment
value = parse_value(re_eq.group(2), slave, path)
set_dotted(
slave, path, value, verbosity=verbosity, conflict_fail=False)
else:
raise FCParamsError("invalid assignment: '{}'".format(assignment))
def generate_slave_id(game_vars):
"""Returns the next available slave ID."""
# for compatibility, use the same technique as the Javascript code
all_slave_ids = []
for slist in ["slaves", "tanks", "cribs"]:
all_slave_ids += [slave["ID"] for slave in game_vars[slist]]
while game_vars["IDNumber"] in all_slave_ids:
game_vars["IDNumber"] += 1
# ugly way to do the same as "return V.IDNumber++;" in src/js/utilsFC.js
game_vars["IDNumber"] += 1
return game_vars["IDNumber"] - 1
def generate_missing_parent_id(game_vars):
"""Returns the next available negative slave ID (starting at -10000)."""
if game_vars["missingParentID"]:
game_vars["missingParentID"] -= 1
else:
game_vars["missingParentID"] = -10001
return game_vars["missingParentID"] + 1
def clone_slave(game_vars, orig_slave, same_parents=False):
"""Clone a slave `orig_slave` and give it a new ID."""
new_slave = copy.deepcopy(orig_slave)
new_slave["ID"] = generate_slave_id(game_vars)
for zero_key in [
"bodyswap", "clone", "cloneID", "cumSource", "daughters",
"milkSource", "origBodyOwnerID", "preg", "pregType", "pregSource",
"pregWeek", "readyOva", "recruiter", "relation", "relationTarget",
"relationship", "relationshipTarget", "rivalry", "rivalryTarget",
"sisters", "subTarget"
]:
if zero_key in new_slave:
new_slave[zero_key] = 0
for counter in [
"PCChildrenFathered", "PCKnockedUp", "births", "birthsTotal",
"laborCount", "slavesFathered", "slavesKnockedUp"
]:
if counter in new_slave["counter"]:
new_slave["counter"][counter] = 0
if "origBodyOwner" in new_slave:
new_slave["origBodyOwner"] = ""
if "womb" in new_slave:
new_slave["womb"] = []
if same_parents:
# Add a sister (mother and father already copied but may need changes).
if orig_slave["mother"] == -1:
game_vars["PC"]["daughters"] += 1
elif orig_slave["mother"] == 0 or orig_slave["mother"] == -2:
orig_slave["mother"] = generate_missing_parent_id(game_vars)
new_slave["mother"] = orig_slave["mother"]
if orig_slave["father"] == -1:
game_vars["PC"]["daughters"] += 1
elif orig_slave["father"] == 0 or orig_slave["father"] == -2:
orig_slave["father"] = generate_missing_parent_id(game_vars)
new_slave["father"] = orig_slave["father"]
# Adjust the counters of daughters and sisters.
for slave in game_vars["slaves"]:
if (slave["ID"] == new_slave["mother"] or
slave["ID"] == new_slave["father"]):
slave["daughters"] += 1
if (slave["mother"] == new_slave["mother"] or
slave["father"] == new_slave["father"] or
slave["mother"] == new_slave["father"] or
slave["father"] == new_slave["mother"]):
slave["sisters"] += 1
new_slave["sisters"] += 1
else:
# Clear the family info.
new_slave["sisters"] = 0
new_slave["mother"] = 0
new_slave["father"] = 0
new_slave["slaveSurname"] = 0
new_slave["birthSurname"] = 0
new_slave["slaveName"] = "Clone #{}".format(new_slave["ID"])
if new_slave["birthName"]:
# Append a number to the birth name, but check if it is not used yet.
base_name = new_slave["birthName"]
clone_num = 1
end_num = re.match(r'^(.+) (\d+)$', base_name)
if end_num:
base_name = end_num.group(1)
clone_num = int(end_num.group(2))
for name in [slave["birthName"] for slave in game_vars["slaves"]]:
end_num = re.match(rf'^{base_name} (\d+)$', name)
if end_num and int(end_num.group(1)) > clone_num:
clone_num = int(end_num.group(1))
clone_num += 1
new_slave["birthName"] = f"{base_name} {clone_num}"
new_slave["assignment"] = "rest"
if game_vars["JobIDArray"]:
if "rest" in game_vars["JobIDArray"]:
game_vars["JobIDArray"]["rest"].append(new_slave["ID"])
else:
game_vars["JobIDArray"]["rest"] = [new_slave["ID"]]
if game_vars["slaveIndices"]:
max_val = max(game_vars["slaveIndices"].values())
game_vars["slaveIndices"][str(new_slave["ID"])] = max_val + 1
game_vars["slaves"].append(new_slave)
return new_slave
# Silence pylint here because many of the commands do not use their `options`.
# pylint: disable=unused-argument
def command_get(save_obj, target, options=None):
"""Returns the part of `save_obj` that matches the path `target`
Command: -g --get VAR
Get JSON object VAR (shortcuts: V.*, slaves[N].*, PC.*).
The JSON object matching the dotted path `VAR` will be output. The
following shortcuts are availble:
- V.* or $V.* replaces state.delta[0].variables.*
- slaves[N].* replaces state.delta[0].variables.slaves[N].*, where N
is the index number of the slave in the slaves array, starting at 0.
- PC.* or $PC.* replaces state.delta[0].variables.PC.*
This command should appear last on the command line, otherwise the
selected object(s) will be replaced by the next command.
"""
path = top_path_aliases(target)
obj = get_dotted(save_obj, path)
return obj
def command_set(save_obj, changes, options=None):
"""Applies the assignment(s) in `changes` to `save_obj`.
Command: -s --set VAR=VAL[,VAR=VAL...]
Set JSON object VAR to value VAL.
Multiple assignments can be separated by commas, as long as they are
passed as a single parameter on the command line (using quotes as
necessary).
Note that each dotted path `VAR` is relative to the top level of the
game state. The same shortcuts as for --get are available (V.*,
slaves[N].*, PC.*).
The value `VAR` can be any string or number, with special meanings
interpreted in the following order:
- If the value starts with "string:" then the following string will be
used as is, disabling the interpretation of special characters except
for the comma "," that always separates the assignments.
- One or more "|" characters can be used to split the value in a list
of sub-strings from which one will be picked at random.
- If the value starts with "atleast:", "atmost:", or "inrange:", then
the following string defines respectively the minimum, maximum, or
both (two integers separated by ":") for `VAR`. The old value of
`VAR` will be compared with the limit(s) and will be changed only if
necessary.
- If the value contains two numbers (postive or negative) separated by
"~" (tilde), then the result will be picked at random between these
two numbers (inclusive).
- If the value looks like an integer or a floating-point number, then
the result will be converted to a number. You can force a number to
be interpreted as a string by prefixing it with "string:".
- If the value is "null", "true" or "false", then it will be converted
to JSON null, true or false. You can force a special value to be
interpreted as a string by prefixing it with "string:".
- If the value is surrounded by "{" and "}" or by "[" and "]", then it
will be interpreted as a JSON object or JSON list.
Note: due to a limitation of the implementation, the assignments are
split along the commas before the values are parsed, which means that
it is currently not possible to supply a JSON object or list
containing more than one element. This can be considered as a bug. A
workaround is to use --json instead of --set.
- If the value starts with "ref:", then it is interpreted as a
reference to another variable. The shortcuts V.*, PC.* or
slave[N].* are allowed in the reference for the --set command but not
for --set-slaves.
The special meanings are interpreted in the order given above as the
value is read, which allows some complex combinations. For example,
the value "10~20|ref:some.var|atleast:-5" means that the result will
be either an integer between 10 and 20, or a copy of the other
variable `some.var`, or will keep the current value as long as it is
greater or equal to the minimum -5. In this example, the choice
delimiter "|" is interpreted first and one of the sub-strings is
selected at random, then the value of that sub-string is parsed
according to the next rules.
"""
if options is not None and options.verbose:
verbosity = options.verbose
else:
verbosity = None
for assignment in re.split(r',\s*', changes):
try:
path, valexpr = assignment.split("=", 1)
except ValueError:
raise FCParamsError(
"argument to --set should be of the form dotted.name=value: " +
assignment)
path = top_path_aliases(path)
value = parse_value(valexpr, save_obj, path, ref_aliases=True)
save_obj = set_dotted(save_obj, path, value, verbosity=verbosity)
if changes:
save_obj = set_dotted(save_obj, "state.delta[0].variables.cheater", 1)
return save_obj
def command_json(save_obj, jstring, options=None):
"""Merges the JSON strong `jstring` into `save_obj`.
Command: -j --json JSON
Merge JSON string into JSON output.
A JSON object (as complex as necessary) will be merged with the
current state of the game. As the merge is done from the top level,
the object should probably follow the structure
`{"state":{"delta":[{"variables":{...}}]}}` where "..." represents
the variable(s) to be modified.
"""
return deepmerge(save_obj, json.loads(jstring))
def _print_dotted(path, value, options):
"""Callback for find key/value: prints the path, not the value."""
print(dotted_to_str(path))
def _print_dotted_val(path, value, options):
"""Callback for find key/value: prints the path and abbreviated value."""
if options.width:
width = options.width
else:
width = shutil.get_terminal_size().columns
path_str = dotted_to_str(path)
val_abbr = textwrap.shorten(
json.dumps(value, sort_keys=options.sort),
width=max(3, width - len(path_str)),
placeholder="...")
print(f"{path_str} = {val_abbr}")
def _print_dotted_val_full(path, value, options):
"""Callback for find key/value: prints the path and whole value."""
val_str = json.dumps(value, sort_keys=options.sort, indent=options.indent)
print(f"{dotted_to_str(path)} = {val_str}")
def command_find_key(save_obj, key_name, options=None):
"""Tries to find a key matching `key_name` in `save_obj`.
Command: --find-key NAME
Tries to find a VAR (key) that matches NAME.
The NAME to search for can be specified as a string with optional
shell wildcards ("*", "?") or as a regular expression surrounded by
"/.../".
For each key that matches NAME, the path to that key will be printed.
If the verbosity level is at least one (-v), then the value will also
be printed but limited to its first 30 characters. If the verbosity
level is at least 2 (-vv), then the whole value will be printed
regardless of its length.
If this option appears last on the command line, the total number of
matches will be printed at the end.
"""
re_match = re.match(r"^/(.+)/$", key_name)
if re_match:
regex_key = re.compile(re_match.group(1))
else:
regex_key = re.compile("^" + fnmatch.translate(key_name) + "$")
if options is None or options.verbose <= 0:
callback = _print_dotted
elif options.verbose <= 1:
callback = _print_dotted_val
else:
callback = _print_dotted_val_full
return deepfind(
save_obj, regex_key=regex_key, callback=callback, context=options)
def command_find_value(save_obj, value_str, options=None):
"""Tries to find a string containing `value_str` in `save_obj`.
Command: --find-value NAME
Tries to find a string value that matches NAME.
The NAME to search for can be specified as a string with optional
shell wildcards ("*", "?") or as a regular expression surrounded by
"/.../".
For each key that matches NAME, the path to that key will be printed.
If the verbosity level is at least one (-v), then the value will also
be printed but limited to its first 30 characters. If the verbosity
level is at least 2 (-vv), then the whole value will be printed
regardless of its length.
If this option appears last on the command line, the total number of
matches will be printed at the end.
"""
re_match = re.match(r"^/(.+)/$", value_str)
if re_match:
regex_val = re.compile(re_match.group(1))
else:
regex_val = re.compile("^" + fnmatch.translate(value_str) + "$")
if options is None or options.verbose <= 0:
callback = _print_dotted
elif options.verbose <= 1:
callback = _print_dotted_val
else:
callback = _print_dotted_val_full
return deepfind(
save_obj, regex_val=regex_val, callback=callback, context=options)
def command_get_slaves(save_obj, selector, show_vars, options=None):
"""Returns specific fields from the slaves matching `selector`.
Command: --get-slaves SELECTOR VAR[,VAR...]
Select the slaves matching SELECTOR and output the fields
named VAR plus those used for the selection, or "*" to output
all fields.
SELECTOR can be one of the following:
- "*", "all", or "All" to select all slaves.
- A condition or comma-separated list of conditions, using one of
the numerical comparison operators "<", "<=", ">", ">=", or a string
comparison "!=" or "==", or just a number matching a slave ID, or a
name matching a slave name, surname, birth name or birth surname
(shell wildcards are allowed). Any slave that matches at least one
of the conditions will be selected. For example,
"Miss A*, skill.oral<30" would select Miss Anne and any slave who has
less than 30 in the oral skill.
- In square brackets "[...]", a number or a comma-separated list of
numbers. The numbers will be used as indexes in the slaves array,
starting at 0. As the ordering of the slaves array is difficult to
predict, it is usually better to refer to the slaves by their ID
or by their name as described in the previous paragraph instead of
using their index in square brackets.
This command should appear last on the command line, otherwise the
selected object(s) will be replaced by the next command.
VAR,[,VAR...] can be one of the following:
- "" (empty), "*", "all", or "All" to select all fields for each slave
- A dotted path to a variable such as "eye.left" or "intelligence",
or a comma-separated list of them.
- One of the special aliases "name", "names", "parent", or "parents".
"name" or "names" will be replaced by "birthName", "birthSurname",
"slaveName", "slaveSurname". "parent" or "parents" will be replaced
by "mother" and "father".
"""
if selector is None:
raise RuntimeError("missing selector for --get-slaves command")
slaves = get_dotted(save_obj, "state.delta[0].variables.slaves")
show_fields = {"ID"}
selected = select_slaves(slaves, selector, show_fields=show_fields)
if show_vars and show_vars not in {"all", "All", "*"}:
for field in re.split(r',\s*', show_vars):
show_fields.add(field)
for field in FIELD_ALIASES:
if field in show_fields:
for new_field in FIELD_ALIASES[field]:
show_fields.add(new_field)
show_fields.remove(field)
filtered = []
for slave in selected:
out = {}
for field in show_fields:
set_dotted(out, field, get_dotted(slave, field))
filtered.append(out)
return filtered
return selected
def command_set_slaves(save_obj, selector, changes, options=None):
"""Modifies the slaves matching `selector` according to `changes`.
Command: --set-slaves SELECTOR VAR=VAL[,VAR=VAL...]
Modify all slaves matching SELECTOR and apply the changes VAR=VAL.
If this command appears last on the command line and the output is
uncompressed JSON, then only the selected slaves will be output.
Using --set-slaves with an empty list of assignments ("") produces
the same results as --get-slaves with the same selector and an empty
list of selected fields or "*".
If the verbosity level is at least 1, then the list of changes will
be printed for each slave. If the verbosity level is at least 2,
then the list of variables that are checked but not changed (because
their value is already acceptable) will also be printed.
"""
if selector is None:
raise RuntimeError("missing selector for set_slaves command")
if changes is None:
raise RuntimeError("missing assignments for set_slaves command")
if options is not None and options.verbose:
verbosity = options.verbose
else:
verbosity = None
slaves = get_dotted(save_obj, "state.delta[0].variables.slaves")
selected_slaves = select_slaves(slaves, selector)
assignments = re.split(r',\s*', changes)
for slave in selected_slaves:
modify_slave(
slave, assignments, verbosity=verbosity, ignore=IGNORE_IN_SLAVES)
if changes:
save_obj = set_dotted(save_obj, "state.delta[0].variables.cheater", 1)
return selected_slaves
def _command_copy_or_clone(save_obj,
selector,
changes,
options=None,
same_parents=False):
"""Implements command_copy_slave or command_clone_slave."""
if selector is None:
raise RuntimeError("missing selector for copy_slaves command")
if changes is None:
raise RuntimeError("missing assignments for copy_slaves command")
if options is not None and options.verbose:
verbosity = options.verbose
else:
verbosity = None
game_vars = get_dotted(save_obj, "state.delta[0].variables")
selected_slaves = select_slaves(game_vars["slaves"], selector)
if not selected_slaves:
raise FCBadSelectorError("no slaves match the selector "
"'{}'".format(selector))
new_slave = clone_slave(
game_vars, selected_slaves[-1], same_parents=same_parents)
assignments = re.split(r',\s*', changes)
modify_slave(
new_slave, assignments, verbosity=verbosity, ignore=IGNORE_IN_SLAVES)
save_obj = set_dotted(save_obj, "state.delta[0].variables.cheater", 1)
return new_slave
def command_copy_slave(save_obj, selector, changes, options=None):
"""Returns a copy of the last slave matching `selector`.
Command: --copy-slave SELECTOR VAR=VAL[,VAR=VAL...]
Copy the last slave matching SELECTOR and apply the changes VAR=VAL.
A copy of the slave matching SELECTOR (or of the last match if
the selector matches multiple slaves) is created and then modified
according to the assignments VAR=VAL. The new clone has no family.
The new clone is named "Clone #ID" where ID is its ID number. You
can rename the new clone by including "slaveName=NNN" in the list
of assignments, where NNN is the new name of the clone.
The commands --copy-slave and --clone-slave are similar, but
--copy-slave erases the family relationships and family name of the
clone, so it forgets about its origins.
"""
return _command_copy_or_clone(
save_obj, selector, changes, options=options, same_parents=False)
def command_clone_slave(save_obj, selector, changes, options=None):
"""Returns a clone of the last slave matching `selector`.
Command: --clone-slave SELECTOR VAR=VAL[,VAR=VAL...]
Clone the last slave matching SELECTOR and apply the changes VAR=VAL.
A clone of the slave matching SELECTOR (or of the last match if
the selector matches multiple slaves) is created and then modified
according to the assignments VAR=VAL. The new clone is a twin sister
of the original slave.
The new clone is named "Clone #ID" where ID is its ID number. You
can rename the new clone by including "slaveName=NNN" in the list
of assignments, where NNN is the new name of the clone.
The commands --copy-slave and --clone-slave are similar, but
--clone-slave creates the clone as a sister of the original slave,
keeping the same family name. The number of daughters and sisters
of the other family members are updated accordingly.
The clone will have the same age as the original slave so it will be
her twin sister, but you can change that by assigining a different
age to the clone or using one of the shortcut actions "teen", "young",
or "mature".
"""
return _command_copy_or_clone(
save_obj, selector, changes, options=options, same_parents=True)
def command_get_pc(save_obj, show_vars, options=None):
"""Returns specific fields from the player character.
Command: --get-pc VAR[,VAR...]
Output the fields of the PC named VAR, or "*" to output all fields.
This command should appear last on the command line, otherwise the
selected object(s) will be replaced by the next command.
"""
player = get_dotted(save_obj, "state.delta[0].variables.PC")
show_fields = set()
if show_vars and show_vars not in {"all", "All", "*"}:
for field in re.split(r',\s*', show_vars):
show_fields.add(field)
for field in FIELD_ALIASES:
if field in show_fields:
for new_field in FIELD_ALIASES[field]:
show_fields.add(new_field)
show_fields.remove(field)
out = {}
for field in show_fields:
set_dotted(out, field, get_dotted(player, field))
return out
return player
def command_set_pc(save_obj, changes, options=None):
"""Applies some `changes` to the player character.
Command: --set-pc VAR=VAL[,VAR=VAL...]
Modify the player character according to the changes VAR=VAL.
This is similar to --set-slaves, but for the player character. The
same shortcut actions (see --list-actions) can be used for the PC, but
the ones modifying fields that do not exist in the PC will be silently
ignored.
If this command appears last on the command line and the output is
uncompressed JSON, then only the PC object will be output.
"""
if changes is None:
raise RuntimeError("missing assignments for set_pc command")
if options is not None and options.verbose:
verbosity = options.verbose
else:
verbosity = None
player = get_dotted(save_obj, "state.delta[0].variables.PC")
assignments = re.split(r',\s*', changes)
modify_slave(player, assignments, verbosity=verbosity, ignore=IGNORE_IN_PC)
if changes:
save_obj = set_dotted(save_obj, "state.delta[0].variables.cheater", 1)
return player
def command_top_up(save_obj, options=None):
"""Tops up the cach and reputation.
Command: --top-up --topup
Maximize cash (100M) and reputation (20k).
This is a quick way to get a ridiculously high amount of money and
unlock all features of the arcology without having to click 1000 times
on "Add 100000 money" in cheat mode. Of course you will be flagged as
a cheater if you use this command or any other command that modifies
the state of the game.
"""
return command_set(
save_obj, "V.cash=100000000, V.rep=20000", options=options)
# pylint: enable=unused-argument
def list_actions(width=None, verbosity=0):
"""Prints the list of shortcuts ("actions") for the assignments."""
maxkeylen = max([len(key) for key in SLAVE_ACTIONS])
if width:
if width < max(40, maxkeylen + 20):
raise FCParamsError("width {} must be at least "
"{}".format(width, max(40, maxkeylen + 20)))
else:
width = shutil.get_terminal_size().columns - 2
wrapper = textwrap.TextWrapper(
width=width,
subsequent_indent=(" " * (maxkeylen + 2)),
break_long_words=False,
break_on_hyphens=False)
print("The following actions can replace an assignment VAR=VAL:")
if verbosity < 3:
print("(You can increase the verbosity level to see more details)")
if verbosity >= 1:
if verbosity >= 2:
actions = {}
for key in SLAVE_ACTIONS:
actions[key] = expand_action(SLAVE_ACTIONS, key)
else:
actions = SLAVE_ACTIONS
for key in sorted(actions):
print(
wrapper.fill("{:<{}} {}".format(key, maxkeylen, actions[key])))
if verbosity >= 3:
all_assignments = []
for assignments in actions.values():
all_assignments += assignments
print("\nThese actions include the following assignments:")
for assignment in sorted(set(all_assignments)):
print(wrapper.fill(assignment))
else:
for key in sorted(SLAVE_ACTIONS):
print(key)
def read_game_file(infile, compressed=True):
"""Reads and returns the optionally compressed JSON data from infile."""
if compressed:
b64_data = infile.read()
json_string = lzstring.LZString().decompressFromBase64(b64_data)
else:
json_string = infile.read()
parsed_json = json.loads(json_string)
return parsed_json
def write_game_file(outfile, obj, compressed=True, indent=None, sort_keys=True):
"""Writes obj as JSON string in outfile, with optional compression."""
if indent is not None and indent > 0:
separators = (',', ': ')
else:
separators = (',', ':')
json_string = json.dumps(
obj, indent=indent, sort_keys=sort_keys, separators=separators)
if compressed:
b64_data = lzstring.LZString().compressToBase64(json_string)
outfile.write(b64_data)
else:
outfile.write(json_string)
outfile.write("\n")
def modify_file_name(orig_name, suffix="-cheat"):
"""Modifies a file name to insert a suffix before the file extension."""
if orig_name is None or orig_name == "-" or orig_name == "<stdin>":
raise FCParamsError("the input is not a named file. Cannot generate "
"output file name")
# If the suffix is already present before the file extension, add a number.
re_fname = re.match(rf"^(.+{re.escape(suffix)})(\d+)(\..+?)$", orig_name)
if re_fname:
return "".join([
re_fname.group(1),
str(int(re_fname.group(2)) + 1),
re_fname.group(3)
])
re_fname = re.match(rf"^(.+{re.escape(suffix)})(\..+?)$", orig_name)
if re_fname:
return "".join([re_fname.group(1), "2", re_fname.group(2)])
# If there is no suffix but there is a file extension, insert it before.
re_fname = re.match(r"^(.+)(\..+?)$", orig_name)
if re_fname:
return "".join([re_fname.group(1), suffix, re_fname.group(2)])
# If the suffix is already present without file exension, add a number.
re_fname = re.match(rf"^(.+{re.escape(suffix)})(\d+)$", orig_name)
if re_fname:
return "".join([re_fname.group(1), str(int(re_fname.group(2)) + 1)])
re_fname = re.match(rf"^(.+{re.escape(suffix)})$", orig_name)
if re_fname:
return "".join([re_fname.group(1), "2"])
# Else just append the suffix.
return orig_name + suffix
def print_long_help(help_sections, width=None, verbosity=0):
"""Displays the detailed help messages when --long-help is used."""
def print_title(line):
"""Prints a line followed by a line of dashes of the same length."""
print(line)
print("-" * len(line))
long_help_intro_text = """
The commands can appear multiple times on the command line. They
modify the game variables loaded from the input file.
VAR, VAL, VAR=VAL, and SELECTOR have the following meanings:
- VAR is a dotted path to an object, such as "arm.left.type" for a
slave or "state.delta[0].variables.slaves[0]" from the top level.
- VAL can be a string, a number, true, false, null, a set of random
choices separated by "|", a random number from a range A~B (using "~"),
a JSON object or array if it is surrounded by "{}" or "[]", a reference
to another variable prefixed with "ref:", or a string without any of
these special meanings if prefixed with "string:". See --set for
details.
- SELECTOR selects one or more slaves by id (number or comma-separated
list of numbers), by condition ("intelligence>50" or "genes=XY"), or by
name or comma-separated list of names with wildcards (matching name,
surname, birth name, or birth surname). See --get-slaves for details.
"*" or "all" selects all slaves.
- Assignments VAR=VAL can be repeated, separated by commas. They can
also be replaced by actions that are shortcuts to a list of assignments.
Use --list-actions to see the list of shortcuts and their expansion.
The commands --get, --get-slaves and --get-pc are only useful if they
appear last on the command line and if the output is not compressed.
In that case, only the selected objects will be output in JSON format.
Otherwise the output will include the whole game state.
"""
long_examples = [
"""{prog} -i free-cities-123456.save -p -O free-cities-123456.json
Loads the file "free-cities-123456.save" (-i ...) and saves its
contents as a JSON file (-O ...) with nice indentation (-p). You can
then use any JSON processing tool to analyze the contents of this new
file or modify it. Without the arguments
"-O free-cities-123456.json", this command would send the formatted
JSON to standard output where it could be directly piped to other
commands such as "grep".
""",
"""{prog} -I free-cities-123456.json -o free-cities-123456.save
Loads the JSON file "free-cities-123456.json" (-I ...) and saves it as
a compressed file "free-cities-123456.save" (-o ...).
""",
"""{prog} -i fc-123456.save -p --get-slaves all name,career,assignment
Selects all slaves from the file "fc-123456.save" and prints their
names and surnames, as well as their past career and current
assignment.
""",
"""{prog} -i fc-123456.save -A --clone-slave "Miss Lily" "Nurse,slaveName=Doctor Diana,randomhair"
Creates a twin sister of the slave called "Miss Lily" and modifies the
new clone to be an ideal nurse (which makes her your genius, beautiful
wife with a dom fetish and career experience as a nurse). Sets her
slave name to be "Doctor Diana" and randomizes her hairstyle and
color. Saves the results in a file called "fc-123456-cheat.save"
(option -A with the default suffix "-cheat").
""",
"""{prog} -i fc-123456.save -A --set-slaves "intelligence>50" nympho,bimbo
Selects all your smart slaves (intelligence>50) and turns them into
dumb bimbos with fake boobs and fake butt who are addicted to sex.
Saves the results in a file called fc-123456-cheat.save.
""",
"""{prog} -i fc-123456.save --set-slaves all healthy,boobs=atleast:900 --no-output -v
Selects all slaves and displays what changes would be applied to make
them healthy with boobs that are at least DD-cup. A summary of the
changes is displayed (-v) but they are not saved to a file nor shown
on standard output (--no-output). With an additional verbosity level
(-vv), this command would also display a detailed list of variables
that are checked but not changed if their value is already in the
acceptable range.
""",
"""{prog} -i fc-123456.save --suffix=-godmode -A --top-up --set-slaves all perfect,experienced
Maximizes your money and reputation (--top-up), then modifies all
slaves to be healthy geniuses with goddess bodies, perfect skills and
experience. Saves the results in a new file called
"fc-123456-godmode.save" (option -A with a custom --suffix).
Playing the game would be rather pointless with that extreme cheating
but this can be useful for testing some new features.
""",
"""{prog} --list-actions -v
Lists the shortcuts (actions) for the assignments that can be used
with the commands --set-slaves, --copy-slave, --clone-slave, or
--set-pc. With verbosity level 1 (-v), this command shows the
lists of assignments or other actions associated with each action.
With verbosity level 2 (-vv), these lists would be expanded
recursively. With the default verbosity (no -v), only the names of
the actions would be listed.
"""
]
if width:
minwidth = 30
if width < minwidth:
raise FCParamsError(f"width {width} must be at least {minwidth}")
else:
width = shutil.get_terminal_size().columns - 2
print_title("Specifying commands")
help_wrapper = ParagraphWrapper(width=width, indent=0)
print(help_wrapper.format_paragraphs(long_help_intro_text))
print("\n")
print_title("List of available commands")
indent_wrapper = ParagraphWrapper(width=width, indent=8)
for help_section in help_sections:
(first_line, _, other_lines) = help_section.partition("\n")
print(help_wrapper.format_paragraphs(first_line))
print(indent_wrapper.format_paragraphs(other_lines))
print("")
print_title("Examples")
for example in long_examples:
(first_line, _,
other_lines) = example.replace("{prog}", sys.argv[0]).partition("\n")
print(help_wrapper.format_paragraphs(first_line))
print(indent_wrapper.format_paragraphs(other_lines))
print("")
def main():
"""If you run this program from the command line, you will end up here..."""
parser = argparse.ArgumentParser(
description="View or modify Free Cities save files, compressed or not.",
fromfile_prefix_chars="@",
epilog="These commands modify the game variables and can appear"
" multiple times on the command line. The commands --get,"
" --get-slaves and --get-pc are only useful if they appear last on the"
" command line and if the output is not compressed. See --long-help"
" for details.")
parser.add_argument(
"-H",
"--long-help",
action="store_true",
help="More detailed help and examples.")
parser.add_argument(
"-V",
"--version",
action="version",
version="%(prog)s " + __version__,
help="Show this program's version number and exit.")
infile_group = parser.add_mutually_exclusive_group()
infile_group.add_argument(
"-i",
"--infile",
"--input",
type=argparse.FileType("r"),
help="Name of the compressed input file.")
infile_group.add_argument(
"-I",
"--injson",
"--input-json",
type=argparse.FileType("r"),
default=sys.stdin,
help="Name of the JSON input file (default: stdin).")
outfile_group = parser.add_mutually_exclusive_group()
outfile_group.add_argument(
"-o",
"--outfile",
"--output",
type=argparse.FileType("w"),
help="Name of the compressed output file.")
outfile_group.add_argument(
"-O",
"--outjson",
"--output-json",
type=argparse.FileType("w"),
default=sys.stdout,
help="Name of the JSON output file (default: stdout).")
outfile_group.add_argument(
"-A",
"--output-auto",
action="store_true",
help="Generate the output file name from the input file name by adding"
" a suffix to it (see --suffix). The output will be compressed or"
" not, depending on the type of the input.")
outfile_group.add_argument(
"-n",
"--no-output",
action="store_true",
help="Do not output the JSON data. Can be used with an increased"
" verbosity level to see what changes are applied without saving them.")
parser.add_argument(
"-a",
"--output-all",
action="store_true",
help="When the output is uncompressed JSON, output the whole game state"
" even if only a part of it is selected by the last command.")
parser.add_argument(
"-v",
"--verbose",
action="count",
default=0,
help="Verbosity level when modifying data or for --list-actions. Can"
" be repeated to be more verbose (default: 0).")
parser.add_argument(
"--width",
action="store",
type=int,
help="Width of the output for --list-actions (default is term width).")
parser.add_argument(
"--suffix",
action="store",
type=str,
default="-cheat",
help="Suffix added to the file name by --output-auto (default:"
" '-cheat'). Can be set to an empty string if you want to overwrite"
" the input file. Note: if the suffix starts with a dash, write this"
" argument as '--suffix=-mysuffix' and not '--suffix -mysuffix'.")
parser.add_argument(
"--indent",
action="store",
type=int,
help="Indent the JSON output by that many spaces per level.")
parser.add_argument(
"--sort", action="store_true", help="Sort the JSON keys.")
parser.add_argument(
"-p",
"--pretty-print",
action="store_true",
help="Same as --indent 2 --sort.")
parser.add_argument(
"--list-actions",
action="store_true",
help="Print the list of known actions (shortcuts) and exit. With"
" increased verbosity levels you can see the list of actions, their"
" definitions, the fully expanded definitions, and the list of"
" assignments.")
parser.add_argument(
"--no-taint", action="store_true", help=argparse.SUPPRESS)
cmd_arg_group = parser.add_argument_group("optional, repeatable commands")
cmd_group = CommandGroupContainer(cmd_arg_group, dest="commands")
# Register all functions that declare arguments in their docstring
cmd_group.command_from_docstring(command_get)
cmd_group.command_from_docstring(command_set)
cmd_group.command_from_docstring(command_json)
cmd_group.command_from_docstring(command_find_key)
cmd_group.command_from_docstring(command_find_value)
cmd_group.command_from_docstring(command_get_slaves)
cmd_group.command_from_docstring(command_set_slaves)
cmd_group.command_from_docstring(command_copy_slave)
cmd_group.command_from_docstring(command_clone_slave)
cmd_group.command_from_docstring(command_get_pc)
cmd_group.command_from_docstring(command_set_pc)
cmd_group.command_from_docstring(command_top_up)
# And now try to make sense of all this
try:
args = parser.parse_args()
if args.long_help:
print_long_help(
cmd_group.format_long_help(),
width=args.width,
verbosity=args.verbose)
exit(0)
if args.list_actions:
list_actions(width=args.width, verbosity=args.verbose)
exit(0)
if args.pretty_print:
args.indent = 2
args.sort = True
if args.output_auto:
if args.infile is not None:
outname = modify_file_name(args.infile.name, suffix=args.suffix)
args.outfile = open(outname, "w")
else:
outname = modify_file_name(args.injson.name, suffix=args.suffix)
args.outjson = open(outname, "w")
except FCBaseError as error:
print(f"Error in command-line arguments: {error}.")
exit(2)
if args.infile is not None:
parsed_json = read_game_file(args.infile, compressed=True)
else:
parsed_json = read_game_file(args.injson, compressed=False)
# Execute all commands that were passed on the command line
if args.commands:
for func, fargs in args.commands:
try:
result_obj = func(parsed_json, *fargs, options=args)
except FCBaseError as error:
fname = func.__name__.replace("command_", "").replace("_", "-")
if isinstance(error, FCParamsError) and fargs:
print("Error in {}: {} in arguments "
"{}".format(fname, str(error), fargs))
else:
print("Error in {}: {}".format(fname, str(error)))
exit(2)
else:
result_obj = parsed_json
# Unless the --no-taint option has been used, add a variable that marks
# the save file as tainted. This should help when triaging bug reports:
# if a tainted save file appears in a bug report, then the user could be
# asked to try and reproduce the bug without hacking the state of the
# game.
if not args.no_taint:
set_dotted(parsed_json, "state.delta[0].variables.taintedSaveFile",
"{} v{}".format(os.path.basename(sys.argv[0]), __version__))
if args.no_output:
pass
elif args.outfile is not None:
write_game_file(
args.outfile,
parsed_json,
compressed=True,
indent=args.indent,
sort_keys=args.sort)
elif args.output_all:
write_game_file(
args.outjson,
parsed_json,
compressed=False,
indent=args.indent,
sort_keys=args.sort)
else:
write_game_file(
args.outjson,
result_obj,
compressed=False,
indent=args.indent,
sort_keys=args.sort)
if __name__ == '__main__':
main()
|
MonsterMate/fc
|
saveTools/fc_edit_save.py
|
Python
|
mit
| 85,122 |
**anything labeled accepts string will return any string entered into it**
slaveName:
Slave's current name
accepts string
-1 - copy birthName
birthName:
slave's original name
accepts string
slaveSurname:
Slave's current surname
accepts string
-1 - copy birthSurname (make sure it is not "")
birthSurname:
slave's original surname
accepts string
genes:
slave sex
"XX"
"XY"
weekAcquired:
game week slave was acquired
accepts int
0 - Obtained prior to game start/at game start
origin:
slave's origin
accepts string
career:
career prior to enslavement
accepts string
setup.gratefulCareers
"a beggar"
"a drug mule"
"a peddler"
"a pick-pocket"
"a prisoner"
"a refugee"
"a shut-in"
"a street urchin"
"a student from a boarding school"
"a sweatshop worker"
"a thief"
"an orphan"
"from a lower class family"
"homeless"
"unemployed"
setup.menialCareers
"a baker"
"a blacksmith"
"a bus driver"
"a butcher"
"a candlestick maker"
"a carpenter"
"a cashier"
"a chauffeur"
"a cobbler"
"a construction worker"
"a courier"
"a croupier"
"a delivery woman"
"a driller"
"a dropout"
"a factory worker"
"a farm laborer"
"a firefighter"
"a fisherwoman"
"a florist"
"a gardener"
"a gravedigger"
"a janitor"
"a launderer"
"a lumberjack"
"a mail carrier"
"a mechanic"
"a messenger"
"a miner"
"a nun"
"a paper girl"
"a part-time farm laborer"
"a pilot"
"a plumber"
"a private"
"a programmer"
"a receptionist"
"a referee"
"a repairman"
"a ride attendant"
"a roadie"
"a sailor"
"a seamstress"
"a service worker"
"a street vendor"
"a student from a private school"
"a student from a public school"
"a student"
"a switchboard operator"
"a tailor"
"a taxi driver"
"a terrorist"
"a tour guide"
"a train conductor"
"a truck driver"
"a welder"
"a whaler"
"an apprentice"
"an arcade attendant"
"an electrician"
"an engineer"
"an exterminator"
"an installation technician"
"an intern"
setup.entertainmentCareers
"a ballerina"
"a blogger"
"a camgirl"
"a camwhore"
"a cheerleader"
"a child actress"
"a clown"
"a cocktail waitress"
"a comedian"
"a gymnast"
"a journalist"
"a local news anchor"
"a magician's assistant"
"a medium"
"a mime"
"a painter"
"a party girl"
"a photographer"
"a poet"
"a racing driver"
"a sculptor"
"a stage magician"
"a street performer"
"a student athlete"
"a stuntwoman"
"a video game streamer"
"a waitress"
"a weathergirl"
"a wrestler"
"a writer"
"an acrobat"
"an actress"
"an animator"
"an artist"
"an athlete"
setup.whoreCareers
"a child prostitute"
"a criminal"
"a cum dump"
"a Futanari Sister"
"a juvenile delinquent"
"a mail-order bride"
"a meat toilet"
"a mistress"
"a model"
"a pageant star"
"a pirate"
"a porn star"
"a prostitute"
"a reality show star"
"a saleswoman"
"a serial divorcee"
"a stripper"
"a trophy wife"
"an escort"
"an exotic dancer"
setup.servantCareers
"a butler"
"a cook"
"a handmaiden"
"a housewife"
"a maid"
"a shrine maiden"
setup.HGCareers
"a captain"
"a corporate executive"
"a director"
"a dominatrix"
"a gang leader"
"a judge"
"a lawyer"
"a leading arcology citizen"
"a military officer"
"a model-UN star"
"a noblewoman"
"a politician"
"a Queen"
"a slaver"
"a student council president"
setup.madamCareers
"a banker"
"a business owner"
"a businessman"
"a camp counselor"
"a club manager"
"a hotel manager"
"a landlady"
"a madam"
"a manager"
"a park ranger"
"a pimp"
"a procuress"
"a stockbroker"
"an innkeeper"
setup.DJCareers
"a classical dancer"
"a classical musician"
"a dancer"
"a house DJ"
"a marching band leader"
"a musician"
"a radio show host"
"an aspiring pop star"
"an idol"
"an orchestra conductor"
setup.bodyguardCareers
"a bodyguard"
"a boxer"
"a bully hunter"
"a child soldier"
"a hitman"
"a kunoichi"
"a law enforcement officer"
"a military brat"
"a prince"
"a revolutionary"
"a sniper"
"a soldier"
"a transporter"
"an assassin"
"an MS pilot"
"captain of the kendo club"
"in a militia"
"spec ops"
setup.wardenessCareers
"a bouncer"
"a bounty hunter"
"a bully"
"a chief of police"
"a gang member"
"a hall monitor"
"a mercenary"
"a police detective"
"a police officer"
"a prison guard"
"a prison warden"
"a private detective"
"a security guard"
"a street thug"
"an enforcer"
"an orderly"
setup.nurseCareers
"a chemist"
"a chiropractor"
"a coroner"
"a dentist"
"a doctor"
"a hospital volunteer"
"a medic"
"a medical student"
"a midwife"
"a mortician"
"a nurse"
"a paramedic"
"a pharmacist"
"a physician"
"a school nurse's assistant"
"a school nurse"
"a surgeon"
setup.attendantCareers
"a barber"
"a cosmetologist"
"a counselor"
"a dispatch officer"
"a fortune teller"
"a groomer"
"a latchkey kid"
"a lifeguard"
"a masseuse"
"a mediator"
"a personal trainer"
"a police negotiator"
"a psychologist"
"a therapist"
"a yoga instructor"
setup.matronCareers
"a babysitter"
"a nanny"
"a practitioner"
"a wet nurse"
"an au pair"
setup.milkmaidCareers
"a cowgirl"
"a dairy worker"
"a farmer's daughter"
"a milkmaid"
"a shepherd"
"a veterinarian"
setup.farmerCareers
"a beekeeper"
"a bullfighter"
"a farmer"
"a farmhand"
"a rancher"
"a rodeo star"
"a zookeeper"
setup.stewardessCareers
"a barista"
"a bartender"
"a brewer"
"a bureaucrat"
"a caregiver"
"a charity worker"
"a club treasurer"
"a concierge"
"a critic"
"a housekeeper"
"a housesitter"
"a lemonade stand operator"
"a personal assistant"
"a professional bartender"
"a secretary"
"a wedding planner"
"an air hostess"
"an architect"
"an editor"
"an estate agent"
"an investor"
"an office worker"
setup.schoolteacherCareers
"a child prodigy"
"a coach"
"a dean"
"a historian"
"a librarian"
"a principal"
"a private instructor"
"a professor"
"a scholar"
"a scientist"
"a teacher's pet"
"a teacher"
"a teaching assistant"
"an archaeologist"
"an astronaut"
"an economist"
setup.recruiterCareers
"a club recruiter"
"a college scout"
"a con artist"
"a cult leader"
"a girl scout"
"a hunter"
"a lobbyist"
"a military recruiter"
"a missionary"
"a political activist"
"a princess"
"a spy"
"a talent scout"
"retired"
setup.otherCareers
"a bioreactor"
"a breeder"
"a breeding bull"
"a businesswoman"
"a cat burglar"
"a criminal businesswoman"
"a dairy cow"
"a dairy slave"
"a drug pusher"
"a drug smuggler"
"a fence"
"a Fuckdoll"
"a lady courtier"
"a merchant"
"a murderer"
"a priest"
"a producer"
"a slave since birth"
"a slave"
"a smuggler"
"a trophy spouse"
"a wanderer"
"a well connected individual"
"an antislavery activist"
"an arcology owner"
"an arms dealer"
"being homeschooled by her parents"
"from a middle class family"
"from an upper class family"
ID:
slave's ID
accepts int
prestige:
slave's prestige
0 - no prestige
1 - Prestigious
2 - Very prestigious
> 2 - Extremely prestigious
rules:
None RA rules related to a slave. Has the following properties:
rules.lactation :
"none"
"induce"
"maintain"
rules.living:
"spare"
"normal"
"luxurious"
rules.rest:
"none" - slave may be worked into exhaustion
"cruel" - slave is allowed rest when exhausted
"restrictive" - slave is allowed to rest when fatigued
"permissive" - slave is allowed to rest when tired
"mandatory" - day of rest each week to recover
rules.mobility
"restrictive" - slave is forced to crawl should she grow too large to walk
"permissive" - slave is allowed to use carts and such to carry her weight should she grow too large to walk
rules.relationship:
"restrictive"
"just friends"
"permissive"
rules.release:
Release rules control who a slave is allowed to routinely fuck "off-camera." 0 forbids sexual contact in that category, 1 allows it.
Narrower categories generally override broader ones, but a slave who is forbidden sexual contact with close family will avoid developing a friendship with a family member into a romantic partnership.
masturbation: 0/1
partner: 0/1
family: 0/1
slaves: 0/1
master: 0/1
rules.speech :
"restrictive"
"permissive"
"accent elimination"
"language lessons"
rules.punishment :
"confinement"
"whipping"
"chastity"
"situational"
rules.reward:
"relaxation"
"drugs"
"orgasm"
"situational"
porn:
porn performance of the slave. Has the following properties:
porn.feed:
is the studio outputting porn of her?
0 - no
1 - yes
porn.viewerCount:
how famous her porn is?
accepts int
porn.spending:
how much money is being spent on promoting her porn
accepts int
porn.prestige:
how famous she is in porn
0 - not
1 - some
2 - recognized
3 - world renowned
porn.prestigeDesc:
description to go with above pornPrestige
accepts string
porn.fameType:
what porn she is known for
"none"
"orgasm denial"
"cum addiction"
"anal addiction"
"exhibition"
"breast expansion"
"abuse"
"sexual torture"
"self hating"
"breeder"
"submissive"
"cum"
"buttslut"
"humiliating"
"breast"
"dominant"
"sadistic"
"masochistic"
"pregnancy fetish"
"fuckdoll"
"rape"
"preggo"
"BBW"
"underage"
"weight gain"
"big dick"
"generic"
"deepthroat"
"unwilling"
"hardcore anal"
"softcore"
"romantic"
"really perverted"
"voyeur"
"unspeakable"
"huge insertion"
porn.focus:
what aspect of her the upgraded studio is focusing on for porn
"none"
"neglectful"
"cum addict"
"anal addict"
"attention whore"
"breast growth"
"abusive"
"malicious"
"self hating"
"breeder"
"submissive"
"cumslut"
"buttslut"
"humiliation"
"boobs"
"dom"
"sadist"
"masochist"
"pregnancy"
"fuckdoll"
"rape"
"preggo"
"BBW"
"loli"
"gainer"
"stud"
"porn"
"gagfuck queen"
"strugglefuck queen"
"painal queen"
"tease"
"romantic"
"perverted"
"caring"
"unflinching"
"size queen"
porn.fame.general:
generic porn fame
accepts int
porn.fame.fuckdoll:
fuckdoll porn fame
accepts int
porn.fame.rape:
rape porn fame
accepts int
porn.fame.preggo:
preggo porn fame
accepts int
porn.fame.BBW:
BBW porn fame
accepts int
porn.fame.gainer:
weight gain porn fame
accepts int
porn.fame.stud:
well hung porn fame
accepts int
porn.fame.loli:
underage porn fame
accepts int
porn.fame.deepThroat:
gagfuck queen porn fame
accepts int
porn.fame.struggleFuck:
strugglefuck queen porn fame
accepts int
porn.fame.painal:
painal queen porn fame
accepts int
porn.fame.tease:
tease porn fame
accepts int
porn.fame.romantic:
romantic porn fame
accepts int
porn.fame.pervert:
pervert porn fame
accepts int
porn.fame.caring:
caring porn fame
accepts int
porn.fame.unflinching:
unflinching porn fame
accepts int
porn.fame.sizeQueen:
size queen porn fame
accepts int
porn.fame.neglectful:
neglectful porn fame
accepts int
porn.fame.cumAddict:
cum addict porn fame
accepts int
porn.fame.analAddict:
anal addict porn fame
accepts int
porn.fame.attentionWhore:
attention whore porn fame
accepts int
porn.fame.breastGrowth:
breast growth porn fame
accepts int
porn.fame.abusive:
abusive porn fame
accepts int
porn.fame.malicious:
malicious porn fame
accepts int
porn.fame.selfHating:
self hating porn fame
accepts int
porn.fame.breeder:
breeder porn fame
accepts int
porn.fame.sub:
submissive porn fame
accepts int
porn.fame.cumSlut:
cumslut porn fame
accepts int
porn.fame.anal:
buttslut porn fame
accepts int
porn.fame.humiliation:
humiliation porn fame
accepts int
porn.fame.boobs:
boob porn fame
accepts int
porn.fame.dom:
dom porn fame
accepts int
porn.fame.sadist:
sadist porn fame
accepts int
porn.fame.masochist:
masochist porn fame
accepts int
porn.fame.pregnancy:
pregnancy porn fame
accepts int
prestigeDesc:
reason for prestige
accepts string
"$He is notorious as a former abolitionist turned devoted slave."
"$He is remembered for winning best in show as a cockmilker."
"$He is remembered for winning best in show as a dairy cow."
"$He is remembered for winning best in show as a breeder."
"$He is a famed Free Cities slut, and can please anyone."
"$He is a famed Free Cities whore, and commands top prices."
relationship:
slave's relationship
-3 - married to you
-2 - emotionally bound to you
-1 - emotional slut
0 - none
1 - friends with relationshipTarget
2 - best friends with relationshipTarget
3 - friends with benefits with relationshipTarget
4 - lover with relationshipTarget
5 - relationshipTarget's slave wife
relationshipTarget:
target of relationship
accepts ID
rivalry:
slave's rivalry
0 - none
1 - dislikes rivalryTarget
2 - rival of rivalryTarget
3 - bitterly hates rivalryTarget
rivalryTarget:
target of rival
accepts ID
subTarget:
slave will serve subTarget
accepts ID
choosesOwnAssignment:
can slave choose own assignment
0 - no
1 - yes
assignment:
slave's assignment
Unassigned to facility:
"rest"
"be a servant"
"get milked"
"serve the public"
"please you"
"whore"
"take classes"
"stay confined"
"work a glory hole"
"be a subordinate slave"
Assigned to facility:
"rest in the spa"
"work as a nanny"
"work as a servant" (Servants' Quarters)
"work in the dairy"
"work as a farmhand"
"serve in the club"
"serve in the master suite"
"work in the brothel"
"learn in the schoolroom"
"be confined in the cellblock"
"be confined in the arcade"
"get treatment in the clinic"
"live with your agent"
"live with your Head Girl"
Leadership positions:
"be the Attendant"
"be the Matron"
"be the Stewardess"
"be the Milkmaid"
"be the Farmer"
"be the DJ"
"be your agent"
"be your Concubine"
"be the Madam"
"be the Schoolteacher"
"be the Wardeness"
"be the Nurse"
"be your Head Girl"
"guard you"
"recruit girls"
sentence:
how many weeks a slave is sentenced to work a job
accepts int
training:
how far along slave is with being trained (skills, flaws, quirks)
toyHole:
which hole to focus on when serving you
"all her holes"
"mouth"
"boobs"
"pussy"
"ass"
"dick"
indenture:
How long her servitude will be.
-1 - not
0+ - number of weeks remaining
indentureRestrictions:
2 - complete protection
1 - some protection
0 - no protection
birthWeek:
week she was born
int between 0-51
actualAge:
How old she really is.
Accepts int
starting retirement age is 45
physicalAge:
How old her body is.
Accepts int
visualAge:
How old her body looks.
Accepts int
ageAdjust:
progress towards modifying visualAge
Accepts int
-40 - add 1 to visualAge
+40 - subtract 1 from visualAge
ovaryAge:
How old her ovaries are. (used to trick menopause)
Accepts int
ageImplant:
has had facial surgery to reduce age
0 - no
1 - yes
health.condition:
slave's general fitness. Ranges from -100 to 100+
health.shortDamage:
slave's accumulated temporary health damage. Healed simply by time, curatives and job with no/light duties. Reduces condition and if large enough also increases longDamage.
health.longDamage:
slave's accumulated permanent health damage
health.illness:
slave's illness state
0 - Not ill
1 - A little under the weather, not really ill but still a minor penalty which most likely clears up the following week
2 - Slightly ill, small penalty and can be treated at the clinic
3 - ill, medium penalty and can be treated at the clinic
4 - very ill, large penalty and can be treated at the clinic
5 - terribly ill, crippling penalty and can be treated at the clinic
health.tired:
slave's level of exhaustion
0 - 30 - No effect
31 - 60 - Tired, increase in devotion or trust, depending on circumstances
61 - 90 - Fatigued, penalty to productivity and health and increase in devotion/fear
91 - 100 - Exhausted, major penalty to productivity, health and devotion/trust unless handled
health.health:
slave's overall health taking into account condition minus damages
-90- - On the edge of death
-90 - -51 - Extremely unhealthy
-50 - -21 - Unhealthy
-20 - 20 - Healthy
21 - 50 - Very healthy
50 - 90 - Extremely healthy
90 - Unnaturally healthy
minorInjury:
slave has a minor injury
accepts string
"black eye"
"bruise"
"split lip"
trust:
slave's trust
-96- - abjectly terrified
-95 - -51 - terrified
-50 - -21 - frightened
-20 - 20 - fearful
21 - 50 - careful
51 - 95 - trusting
96+ - profoundly trusting
oldTrust:
used to calculate trust loss/gain
set to trust to start
devotion:
slave's devotion
-96- - hate-filled
-95 - -51 - hateful
-50 - -21 - reluctant
-20 - 20 - careful
21 - 50 - accepting
51 - 95 - devoted
96+ - worshipful
oldDevotion:
used to calculate devotion loss/gain
set to devotion to start
weight:
slave's weight
191+ - dangerously obese
190 - 161 - super obese
160 - 131 - obese
130 - 96 - fat
95 - 31 - overweight
30 - 11 - curvy
10 - -10 - neither too fat nor too skinny
-11 - -30 - thin
-31 - -95 - very thin
-96- - emaciated
muscles:
slave's muscles
96+ - extremely muscular
51 - 95 - muscular
31 - 50 - fit
6 - 30 - toned
-5 - 5 - none
-30 - -6 - weak
-95 - -31 - very weak
-96- - frail
height:
accepts int
slave's height in cm
<150 - petite
150-159 - short
160-169 - average
170-185 - tall
186+ - very tall
heightImplant:
slave has height implant
-1 - -10 cm
0 - none
1 - +10 cm
nationality:
slave's nationality
accepts string
"slave"
"Afghan"
"Albanian"
"Algerian"
"American"
"Andorran"
"Angolan"
"Antiguan"
"Argentinian"
"Armenian"
"Aruban"
"Australian"
"Austrian"
"Azerbaijani"
"Bahamian"
"Bahraini"
"Bangladeshi"
"Barbadian"
"Belarusian"
"Belgian"
"Belizean"
"Beninese"
"Bermudian"
"Bhutanese"
"Bissau-Guinean"
"Bolivian"
"Bosnian"
"Brazilian"
"British"
"Bruneian"
"Bulgarian"
"Burkinabé"
"Burmese"
"Burundian"
"Cambodian"
"Cameroonian"
"Canadian"
"Cape Verdean"
"Catalan"
"Central African"
"Chadian"
"Chilean"
"Chinese"
"Colombian"
"Comorian"
"Congolese"
"a Cook Islander"
"Costa Rican"
"Croatian"
"Cuban"
"Curaçaoan"
"Cypriot"
"Czech"
"Danish"
"Djiboutian"
"Dominican"
"Dominiquais"
"Dutch"
"East Timorese"
"Ecuadorian"
"Egyptian"
"Emirati"
"Equatoguinean"
"Eritrean"
"Estonian"
"Ethiopian"
"Fijian"
"Filipina"
"Finnish"
"French"
"French Guianan"
"French Polynesian"
"Gabonese"
"Gambian"
"Georgian"
"German"
"Ghanan"
"Greek"
"Greenlandic"
"Grenadian"
"Guamanian"
"Guatemalan"
"Guinean"
"Guyanese"
"Haitian"
"Honduran"
"Hungarian"
"I-Kiribati"
"Icelandic"
"Indian"
"Indonesian"
"Iranian"
"Iraqi"
"Irish"
"Israeli"
"Italian"
"Ivorian"
"Jamaican"
"Japanese"
"Jordanian"
"Kazakh"
"Kenyan"
"Kittitian"
"Korean"
"Kosovan"
"Kurdish"
"Kuwaiti"
"Kyrgyz"
"Laotian"
"Latvian"
"Lebanese"
"Liberian"
"Libyan"
"a Liechtensteiner"
"Lithuanian"
"Luxembourgian"
"Macedonian"
"Malagasy"
"Malawian"
"Malaysian"
"Maldivian"
"Malian"
"Maltese"
"Marshallese"
"Mauritanian"
"Mauritian"
"Mexican"
"Micronesian"
"Moldovan"
"Monégasque"
"Mongolian"
"Montenegrin"
"Moroccan"
"Mosotho"
"Motswana"
"Mozambican"
"Namibian"
"Nauruan"
"Nepalese"
"New Caledonian"
"a New Zealander"
"Ni-Vanuatu"
"Nicaraguan"
"Nigerian"
"Nigerien"
"Niuean"
"Norwegian"
"Omani"
"Pakistani"
"Palauan"
"Palestinian"
"Panamanian"
"Papua New Guinean"
"Paraguayan"
"Peruvian"
"Polish"
"Portuguese"
"Puerto Rican"
"Qatari"
"Romanian"
"Russian"
"Rwandan"
"Sahrawi"
"Saint Lucian"
"Salvadoran"
"Sammarinese"
"Samoan"
"São Toméan"
"Saudi"
"Scottish"
"Senegalese"
"Serbian"
"Seychellois"
"Sierra Leonean"
"Singaporean"
"Slovak"
"Slovene"
"a Solomon Islander"
"Somali"
"South African"
"South Sudanese"
"Spanish"
"Sri Lankan"
"Sudanese"
"Surinamese"
"Swazi"
"Swedish"
"Swiss"
"Syrian"
"Taiwanese"
"Tajik"
"Tanzanian"
"Thai"
"Tibetan"
"Togolese"
"Tongan"
"Trinidadian"
"Tunisian"
"Turkish"
"Turkmen"
"Tuvaluan"
"Ugandan"
"Ukrainian"
"Uruguayan"
"Uzbek"
"Vatican"
"Venezuelan"
"Vietnamese"
"Vincentian"
"Yemeni"
"Zairian"
"Zambian"
"Zimbabwean"
race:
slave's race
accepts string
"white"
"asian"
"latina"
"black"
"pacific islander"
"southern european"
"amerindian"
"semitic"
"middle eastern"
"indo-aryan"
"mixed race"
origRace:
slave's original race
accepts string
pubicHColor:
pubic hair color
accepts string
skin:
skin color
accepts string
"pure white"
"ivory"
"white"
"extremely pale"
"very pale"
"pale"
"extremely fair"
"very fair"
"fair"
"light"
"light olive"
"tan"
"olive"
"bronze"
"dark olive"
"dark"
"light beige"
"beige"
"dark beige"
"light brown"
"brown"
"dark brown"
"black"
"ebony"
"pure black"
origSkin:
Slave's original skin color.
accepts string
markings:
slave markings
accepts string
"beauty mark"
"birthmark"
"freckles"
"heavily freckled"
eye:
Object, for easy read/write access see "devNotes/eye functions.md"
eye.origColor:
genetic eye color
left/right interchangeable in the following:
eye.left.vision:
0: blind
1: nearsighted
2: normal
eye.left.type:
1: normal
2: glass
3: cybernetic
eye.left.iris:
basic eye color:
"blue"
"black"
"brown"
"green"
"turquoise"
"sky-blue"
"hazel"
"pale-grey"
"white"
"pink"
"amber"
"red"
eye.left.pupil:
shape of pupil
"catlike"
"serpent-like"
"devilish"
"demonic"
"hypnotic"
"heart-shaped"
"wide-eyed"
"almond-shaped"
"bright"
"teary"
"vacant"
"circular"
"star-shaped"
"goat-like"
eye.left.sclera:
color of sclera
"white"
"blue"
"black"
"brown"
"green"
"turquoise"
"sky-blue"
"hazel"
"pale-grey"
"pink"
"amber"
"red"
"yellow"
"orange"
eyewear:
accepts string
"none"
"glasses"
"blurring glasses"
"corrective glasses"
"blurring contacts"
"corrective contacts"
hears:
slave hearing
-2 - deaf
-1 - hard of hearing
0 - normal
earwear:
accepts string
"none"
"hearing aids"
"muffling ear plugs"
"deafening ear plugs"
earImplant:
is there an inner ear implant device
0 - no
1 - yes
earShape:
the shape of their outer ears
"none"
"damaged"
"normal"
"pointy"
"elven"
"ushi"
earT:
type of kemonomimi ears if any
"none"
"neko"
"inu"
"kit"
"tanuki"
"normal"
"usagi"
earTColor:
kemonomimi ear color
accepts hColor strings
"hairless"
smells:
sense of smell
-1 - no
0 - yes
tastes:
sense of taste
-1 - no
0 - yes
horn:
horn type if any
"none"
"curved succubus horns"
"backswept horns"
"cow horns"
"one long oni horn"
"two long oni horns"
"small horns"
hornColor:
horn color
accepts string
PTail:
Does she have a tail interface installed
0: no
1: yes
tail:
type of tail installed
"none"
"mod"
"combat"
"sex"
tailShape:
the current shape of their modular tail
"none"
"neko"
"inu"
"kit"
"kitsune"
"tanuki"
"ushi"
"usagi"
"risu"
"uma"
tailColor:
tail color
accepts hColor strings
origHColor:
slave's original hair color, defaults to their initial hair color.
hColor:
hair color
accepts string
"blonde"
"golden"
"platinum blonde"
"strawberry-blonde"
"copper"
"ginger"
"red"
"green"
"blue"
"pink"
"dark brown"
"brown"
"auburn"
"burgundy"
"chocolate brown"
"chestnut"
"hazel"
"black"
"grey"
"silver"
"white"
hLength:
hair length
accepts int
150 - calf-length
149-100 - ass-length
99-30 - long
29-15 - shoulder-length
14-0 - short
hStyle:
hair style
accepts string
"shaved"
"buzzcut"
"trimmed"
"afro"
"cornrows"
"bun"
"neat"
"strip"
"tails"
"up"
"ponytail"
"braided"
"dreadlocks"
"permed"
"curled"
"luxurious"
"bald"
"messy bun"
"messy"
pubicHStyle:
pubic hair style
accepts string
"hairless"
"waxed"
"in a strip"
"neat"
"bushy"
"very bushy"
"bushy in the front and neat in the rear"
"bald"
waist:
slave waist
96+ - masculine
95 - 41 - ugly
40 - 11 - unattractive
10 - -10 - average
-11 - -40 - feminine
-40 - -95 - hourglass
-96- - absurd
corsetPiercing:
series of rings up the back that can be tied together
0 - no
1 - yes
(leg|arm).(right|left).type:
individual limb state
0 - missing limb
1 - natural
2 - simple prosthetic
3 - advanced - Sex
4 - advanced - Beauty
5 - advanced - Combat
6 - cybernetic
PLimb:
What level of prosthetic interface she has installed
0 - no interface
1 - basic interface
2 - advanced interface
heels:
are heels clipped
0 - no
1 - yes
voice:
slave voice
0 - mute
1 - deep
2 - feminine
3 - high, girly
voiceImplant:
has voice implant
0 - no
1 - yes, high
-1 - yes, low
electrolarynx:
has cybernetic voicebox
0 - no
1 - yes
accent:
slave accent
0 - none
1 - cute accent
2 - accent
3 - bad accent
4 - no language skills
shoulders:
shoulder width
-2 - very narrow
-1 - narrow
0 - feminine
1 - broad
2 - very broad
shouldersImplant:
has shoulder implant
-1 - shoulders -1
0 - none
1 - shoulders +1
boobs:
slave boob size
0-299 - flat
300-399 - A-cup
400-499 - B-cup
500-649 - C-cup
650-799 - D-cup
800-999 - DD-cup
1000-1199 - F-cup
1200-1399 - G-cup
1400-1599 - H-cup
1600-1799 - I-cup
1800-2049 - J-cup
2050-2299 - K-cup
2300-2599 - L-cup
2600-2899 - M-cup
2900-3249 - N-cup
3250-3599 - O-cup
3600-3949 - P-cup
3950-4299 - Q-cup
4300-4699 - R-cup
4700-5099 - S-cup
5100-10499- massive
boobsMilk:
breast engorgement from unmilked tits
accepts int
boobsImplant:
slave implant size
0 - no implants
1-199 - small implants
200-399 - normal implants
400-599 - large implants
600-799 - huge implants
800-999 - giant implants
1000+ - massive implants
boobsImplantType:
Implant type
"none"
"normal"
"string"
"fillable"
"advanced fillable"
"hyper fillable"
boobShape:
breast shape
accepts string
"normal"
"perky"
"saggy"
"torpedo-shaped"
"downward-facing"
"wide-set"
nipples:
nipple shape
accepts string
"huge"
"puffy"
"inverted"
"tiny"
"cute"
"partially inverted"
"fuckable"
nipplesPiercing:
nipple are pierced
0 - none
1 - yes
2 - heavily
nipplesAccessory:
what accessory, if any, or on her nipples
"none"
areolae:
slave areolae
0 - normal
1 - large
2 - unusually wide
3 - huge
4 - massive
areolaeShape:
slave areolae shape
accepts string
"heart"
"star"
"circle"
areolaePiercing:
edge of areolae are pierced
0 - none
1 - yes
2 - heavy
boobsTat:
boobs tattoo
takes one of the following strings or 0
"tribal patterns"
"flowers"
"scenes"
"Asian art"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
lactation:
slave lactation
0 - none
1 - natural
2 - implant
lactationDuration:
how many more weeks until lactation dries up
usually 2 as interactions and lactation implant reset it to 2
accepts int
induceLactation:
odds of inducing lactation
begins trying on breast play if over 10
accepts int
lactationAdaptation:
0 - 10 - not used to producing milk (no bonuses)
11 - 50 - used to producing milk
51 - 100 - heavily adapted to producing milk (big bonus)
hips:
hip size
-2 - very narrow
-1 - narrow
0 - normal
1 - wide hips
2 - very wide hips
3 - inhumanly wide hips
hipsImplant:
slave has hip implant
-1 - hips -1
0 - none
1 - hips +1
butt:
butt size
0 - flat
1 - small
2 - plump*
3 - big bubble butt
4 - huge
5 - enormous
6 - gigantic
7 - ridiculous
8 - 10 - immense
11 - 20- inhuman
*Descriptions vary for just how big 2 is, as such, it may be better to just go with 3
buttImplant:
butt implant size
0 - none
1 - butt implant
2 - big butt implant
3+ - massive butt implant
buttImplantType:
Implant type
"none"
"normal"
"string"
"fillable"
"advanced fillable"
"hyper fillable"
buttTat:
butt tattoo
takes one of the following strings or 0
"tribal patterns"
"flowers"
"scenes"
"Asian art"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
face:
face attractiveness
-96- - very ugly
-95 - -41 - ugly
-40 - -11 - unattractive
-10 - 10 - attractive
11 - 40 - very pretty
41 - 95 - gorgeous
96+ - mind blowing
faceImplant:
facial surgery degree
0 - 14 - none
15 - 34 - Subtle Improvements
35 - 64 - Noticeable Work
65 - 99 - Heavily Reworked
100 - Uncanny Valley
faceShape:
accepts string (will be treated as "normal")
"normal"
"masculine"
"androgynous"
"cute"
"sensual"
"exotic"
lips:
lip size (0-100)
0 - 10 - thin
11 - 20 - normal
21 - 40 - pretty
41 - 70 - plush
71 - 95 - huge (lisps)
96 - 100- facepussy (mute)
lipsImplant:
how large her lip implants are
See .lips
lipsPiercing:
lips pierced
0 - no
1 - yes
2 - heavy
lipsTat:
lip tattoo
takes one of the following strings or 0
"tribal patterns"
"flowers"
"permanent makeup"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
teeth:
teeth type
accepts string
"normal"
"crooked"
"gapped"
"straightening braces"
"cosmetic braces"
"removable"
"pointy"
"baby"
"mixed"
tonguePiercing:
has tongue piercing
0 - no
1 - yes
2 - heavy
vagina:
vagina type
-1 - no vagina
0 - virgin
1 - tight
2 - reasonably tight
3 - loose
4 - cavernous
10 - ruined
vaginaLube:
how wet she is
0 - dry
1 - wet
2 - soaking wet
vaginaPiercing:
has vagina piercing
0 - no
1 - yes
2 - heavy
vaginaTat:
vagina tattoo
takes one of the following strings or 0
"tribal patterns"
"flowers"
"scenes"
"Asian art"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
preg:
pregnancy time or state. See Pregnancy Control section for more.
-3 - sterilized
-2 - sterile
-1 - contraceptives
0 - fertile
1-10 - pregnant, not showing
11-20 - showing
21-30 - pregnant
30-35 - very pregnant
pregSource:
accepts ID. See Pregnancy Control section for more.
Who sired her pregnancy
0 - unknown
-1 - player
-2 - citizen of your arcology
-3 - player's former master
-4 - male arc owner
-5 - player's client
-6 - Societal Elite
-7 - designer baby
-8 - an animal
-9 - futanari sister
pregType:
Number of children. Warning! Should be not changed after initial impregnation setup. See Pregnancy Control section for more.
readyOva:
Number of ready to be impregnated ova (override normal cases), default - 0. For delayed impregnations with multiples. Used onetime on next call of the SetPregType widget. After SetPregType use it to override .pregType, it set back to 0 automatically.
fertKnown:
Menstrual cycle known variable. To be used for fertility cycle discover and things like pregnancy without a first period
0 - no
1 - yes
fertPeak:
Menstrual cycle control variable.
0 - Danger week
1+ - safe week
ovaImplant:
Ovary implant type.
0 - no implants
"fertility" - higher chance of twins (or more)
"sympathy" - doubles eggs released
"asexual" - self-fertilizing
wombImplant:
Womb focused enhancements.
"none"
"restraint" - Provides structural support for extremely oversized pregnancies
broodmother:
has the slave been turned into a broodmother
0 - no
1 - standard 1 birth/week
2 - black market 12 births/week
3 - black market upgrade for implant firmware, to allow change weekly number of ova in range of 1 to 12 in remote surgery block. (broodmotherFetuses change through remote surgery). (future usage)
broodmotherFetuses:
count of ova that broodmother implant force to release. Should be set with "broodmother" property together. If broodmother == 0 has no meaning.
broodmotherOnHold:
If broodmother implant set to pause it's work.
1 - implant on pause
!= 1 - working.
If broodmother birth her last baby and her implant is on pause, she will be in contraception like state.
broodmotherCountDown:
Number of weeks left until last baby will be birthed. Mainly informative only. Updated automatically at birth process based on remaining fetuses.
0-37
labor:
variable used to set off the birth events
1 - birth this week
0 - not time yet
bellyAccessory:
may accept strings, use at own risk
"none"
"a small empathy belly"
"a medium empathy belly"
"a large empathy belly"
"a huge empathy belly"
"a corset"
"an extreme corset"
"a support band"
labia:
labia type
0 - minimal
1 - big
2 - huge
3 - huge dangling
clit:
clit size
0 - normal
1 - large
2 - huge
3 - enormous
4 - penis-like
5 - like a massive penis
clitPiercing:
is clit pierced
0 - no
1 - yes
2 - heavy
3 - smart
clitSetting:
smart piercing setting
"off"
"none"
"all"
"no default setting"
"women"
"men"
"vanilla"
"oral"
"anal"
"boobs"
"submissive"
"humiliation"
"pregnancy"
"dom"
"masochist"
"sadist"
dick:
dick size
0 - none
1 - tiny
2 - little
3 - normal
4 - big
5 - huge
6 - gigantic
7 - massive/gigantic
8 - truly imposing/titanic
9 - monstrous/absurd
10 - awe-inspiring/inhuman
11+- hypertrophied
foreskin:
0 - circumcised
1+ - uncut*
*also affects foreskin size
anus:
anus size
0 - virgin
1 - tight
2 - loose
3 - very loose
4 - gaping
analArea:
used to calculate size of area around anus.
accepts int
dickPiercing:
is dick pierced
0 - no
1 - yes
2 - heavy
dickTat:
dick tattoo
takes one of the following strings or 0
"tribal patterns"
"flowers"
"scenes"
"Asian art"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
prostate:
does the slave have a prostate?
0 - no
1 - normal
2 - hyperstimulated +20%
3 - modified hyperstimulated +50%
balls:*
ball size
0 - none
1 - vestigial
2 - small
3 - average
4 - large
5 - massive
6 - huge
7 - giant
8 - enormous
9 - monstrous
10 - inhuman
11+ - hypertrophied
scrotum:*
scrotum size
function relative to .balls
*If .balls gt 0 and .scrotum is 0, balls are internal
ovaries:
has ovaries
0 - no
1 - yes
anusPiercing:
has anus piercing
0 - no
1 - yes
2 - heavy
anusTat:
anus tattoo
takes one of the following strings or 0
"bleached"
"tribal patterns"
"flowers"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
makeup:
has makeup
0 - none
1 - minimal
2 - expensive, luxurious
3 - color-coordinated with hair
4 - heavy
5 - neon
6 - color-coordinated neon
7 - metallic
8 - color-coordinated metallic
nails:
nail type
0 - neatly clipped
1 - long and elegant
2 - color-coordinated with hair
3 - sharp and claw-like
4 - bright and glittery
5 - very long and garish
6 - neon
7 - color-coordinated neon
8 - metallic
9 - color-coordinated metallic
brand:
is an object
keys include any place on a slave body that can receive a brand, values are a string for the brand.
earPiercing:
has pierced ears
0 - no
1 - yes
2 - heavy
nosePiercing:
has pierced nose
0 - no
1 - yes
2 - heavy
eyebrowPiercing:
has eyebrow piercing
0 - no
1 - yes
2 - heavy
navelPiercing:
has navel piercing
0 - no
1 - yes
2 - heavy
shouldersTat:
shoulder tattoo
takes one of the following strings or 0
"tribal patterns"
"flowers"
"scenes"
"Asian art"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
armsTat:
arm tattoo
takes one of the following strings or 0
"tribal patterns"
"flowers"
"scenes"
"Asian art"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
legsTat:
leg tattoo
takes one of the following strings or 0
"tribal patterns"
"flowers"
"scenes"
"Asian art"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
backTat:
back tattoo
takes one of the following strings or 0
"tribal patterns"
"flowers"
"scenes"
"Asian art"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
stampTat:
tramp stamp
takes one of the following strings or 0
"tribal patterns"
"flowers"
"scenes"
"Asian art"
"degradation"
"counting"
"advertisements"
"rude words"
"bovine patterns"
"sacrament"
"Sacrilege"
"Possessive"
"Paternalist"
skill:
Encapsulates all the skills
skill.vaginal:
0-10 - unskilled
11-30 - basic
31-60 - skilled
61-99 - expert
100+ - master
skill.oral:
0-10 - unskilled
11-30 - basic
31-60 - skilled
61-99 - expert
100+ - master
skill.anal:
0-10 - unskilled
11-30 - basic
31-60 - skilled
61-99 - expert
100+ - master
skill.whoring:
0-10 - unskilled
11-30 - basic
31-60 - skilled
61-99 - expert
100+ - master
skill.entertainment:
0-10 - unskilled
11-30 - basic
31-60 - skilled
61-99 - expert
100+ - master
skill.combat:
0 - unskilled
1 - skilled
skill.headGirl:
Her skill as a Head Girl
accepts int
default cap is 200
skill.recruiter:
Her skill as a recruiter
accepts int
default cap is 200
skill.bodyguard:
Her skill as a bodyguard
accepts int
default cap is 200
skill.madam:
Her skill as a brothel madam
accepts int
default cap is 200
skill.DJ:
Her skill as a DJ
accepts int
default cap is 200
skill.nurse:
Her skill as a nurse
accepts int
default cap is 200
skill.teacher:
Her skill as a teacher
accepts int
default cap is 200
skill.attendant:
Her skill as an attendant
accepts int
default cap is 200
skill.matron:
Her skill as a matron
accepts int
default cap is 200
skill.stewardess:
Her skill as a stewardess
accepts int
default cap is 200
skill.milkmaid:
Her skill as a milk maid
accepts int
default cap is 200
skill.farmer:
Her skill as a farmer
accepts int
default cap is 200
skill.wardeness:
Her skill as a wardeness
accepts int
default cap is 200
skill.servant:
Her skill as a servant.
accepts int
default cap is 200
skill.entertainer:
Her skill as an entertainer.
accepts int
default cap is 200
skill.whore:
Her skill as a whore.
accepts int
default cap is 200
useRulesAssistant:
follows rules or is exempt from them
0 - exempt
1 - obeys
diet:
"healthy"
"restricted"
"muscle building"
"fattening"
"slimming"
"corrective"
"XX"
"XY"
"XXY"
"cum production"
"cleansing"
"fertility"
dietCum:
how much of her diet is cum
0 - none
1 - supplemented
2 - nearly entirely
dietMilk:
how much of her diet is milk
0 - none
1 - supplemented
2 - nearly entirely
hormones:
-2 - heavy male hormones
-1 - male hormones
0 - none
1 - female hormones
2 - heavy female hormones
drugs:
"no drugs"
"breast injections"
"butt injections"
"lip injections"
"fertility drugs"
"penis enhancement"
"testicle enhancement"
"psychosuppressants"
"psychostimulants"
"steroids"
"hormone enhancers"
"hormone blockers"
"super fertility drugs"
"hyper breast injections"
"hyper butt injections"
"hyper penis enhancement"
"hyper testicle enhancement"
"female hormone injections"
"male hormone injections"
"anti-aging cream"
"appetite suppressors"
"penis atrophiers"
"testicle atrophiers"
"clitoris atrophiers"
"labia atrophiers"
"nipple atrophiers"
"lip atrophiers"
"breast redistributors"
"butt redistributors"
"sag-B-gone"
"growth stimulants"
"priapism agents"
aphrodisiacs:
-1 - anaphrodisiacs
0 - none
1 - standard
2 - powerful
curatives:
0 - none
1 - preventatives
2 - curatives
chem:
if greater than 10 triggers side effects from drug use.
accepts int
addict:
how addict to aphrodisiacs slave is
0 - not
1-2 - new addict
3-9 - confirmed addict
10+ - dependent
fuckdoll:
fuckdoll degree
0 - not
1+ - fuckdoll
choosesOwnClothes:
0 - no
1 - yes
clothes:
may accept strings, use at own risk
"a ball gown"
"a bimbo outfit"
"a biyelgee costume"
"a bra"
"a bunny outfit"
"a burkini"
"a burqa"
"a button-up shirt"
"a button-up shirt and panties"
"a chattel habit"
"a cheerleader outfit"
"a comfortable bodysuit"
"a courtesan dress"
"a cybersuit"
"a dirndl"
"a fallen nuns habit"
"a Fuckdoll suit"
"a gothic lolita dress"
"a halter top dress"
"a hanbok"
"a hijab and abaya"
"a hijab and blouse"
"a huipil"
"a kimono"
"a klan robe"
"a latex catsuit"
"a leotard"
"a long qipao"
"a maternity dress"
"a military uniform"
"a mini dress"
"a monokini"
"a mounty outfit"
"a nice maid outfit"
"a nice nurse outfit"
"a nice pony outfit"
"a niqab and abaya"
"a one-piece swimsuit"
"a penitent nuns habit"
"a police uniform"
"a red army uniform"
"a Santa dress"
"a scalemail bikini"
"a schoolgirl outfit"
"a schutzstaffel uniform"
"a skimpy loincloth"
"a slave gown"
"a slutty klan robe"
"a slutty maid outfit"
"a slutty nurse outfit"
"a slutty outfit"
"a slutty pony outfit"
"a slutty qipao"
"a slutty schutzstaffel uniform"
"a sports bra"
"a string bikini"
"a striped bra"
"a succubus outfit"
"a sweater"
"a sweater and cutoffs"
"a sweater and panties"
"a t-shirt"
"a t-shirt and jeans"
"a t-shirt and panties"
"a t-shirt and thong"
"a tank-top"
"a tank-top and panties"
"a thong"
"a toga"
"a tube top"
"a tube top and thong"
"an apron"
"an oversized t-shirt"
"an oversized t-shirt and boyshorts"
"attractive lingerie"
"attractive lingerie for a pregnant woman"
"battlearmor"
"Imperial Plate"
"a tight Imperial bodysuit"
"battledress"
"body oil"
"boyshorts"
"chains"
"choosing her own clothes"
"clubslut netting"
"conservative clothing"
"cutoffs"
"cutoffs and a t-shirt"
"harem gauze"
"jeans"
"kitty lingerie"
"leather pants"
"leather pants and a tube top"
"leather pants and pasties"
"lederhosen"
"nice business attire"
"no clothing"
"overalls"
"panties"
"panties and pasties"
"pasties"
"restrictive latex"
"shibari ropes"
"slutty business attire"
"slutty jewelry"
"spats and a tank top"
"sport shorts"
"sport shorts and a sports bra"
"sport shorts and a t-shirt"
"stretch pants and a crop-top"
"striped panties"
"striped underwear"
"uncomfortable straps"
"Western clothing"
collar:
may accept strings, use at own risk
"none"
"ancient Egyptian"
"cruel retirement counter"
"uncomfortable leather"
"tight steel"
"shock punishment"
"heavy gold"
"pretty jewelry"
"nice retirement counter"
"bell collar"
"leather with cowbell"
"bowtie"
"neck tie"
"neck corset"
"stylish leather"
"satin choker"
"preg biometrics"
"silk ribbon"
faceAccessory:
"none"
"porcelain mask"
"cat ears"
mouthAccessory:
"none"
"ball gag"
"bit gag"
"ring gag"
"massive dildo gag"
"dildo gag"
shoes:
may accept strings, use at own risk
"none"
"heels"
"platform heels"
"pumps"
"extreme heels"
"extreme platform heels"
"boots"
"flats"
"platform shoes"
vaginalAccessory:
may accept strings, use at own risk
"none"
"bullet vibrator"
"smart bullet vibrator"
"dildo"
"large dildo"
"huge dildo"
"long dildo"
"long, large dildo"
"long, huge dildo"
vaginalAttachment:
may accept strings, use at own risk
"none"
"vibrator"
dickAccessory:
may accept strings, use at own risk
"none"
chastityAnus:
whether the slave has a chastity device on their anus
0 - no
1 - yes
chastityPenis:
whether the slave has a chastity device on their penis
0 - no
1 - yes
chastityVagina:
whether the slave has a chastity device on their vagina
0 - no
1 - yes
armAccessory:
may accept strings, use at own risk
"none"
"hand gloves"
"elbow gloves"
legAccessory:
may accept strings, use at own risk
"none"
"short stockings"
"long stockings"
buttplug:
may accept strings, use at own risk
"none"
"plug"
"large plug"
"huge plug"
"long plug"
"long, large plug"
"long, huge plug"
buttplugAttachment:
Does the slave have an attachment on their buttplug
may accept strings, use at own risk
"none"
"tail"
"fox tail"
"cat tail"
"cow tail"
intelligence:
slave intelligence
-100 - -96 - borderline retarded
-95 - -51 - very slow
-50 - -16 - slow
-15 - 15 - average
16 - 50 - smart
51 - 95 - very smart
96 - 100 - brilliant
intelligenceImplant:
Degree of slave's education
-15+ - miseducated (slave appears to be dumber than they really are)
0 - uneducated
1+ - partial education (not really used)
15+ - educated
30 - well educated
energy:
sex drive
0-20 - no sex drive
21-40 - poor sex drive
41-60 - average sex drive
61-80 - good sex drive
81-95 - powerful sex drive
96+ - nymphomaniac
need:
how badly she needs sex.
0 - sated
attrXX:
attraction to women
0-5 - disgusted by women
6-15 - turned off by women
15-35 - not attracted to women
36-65 - indifferent to women
66-85 - attracted to women
86-95 - aroused by women
96+ - passionate about women
attrXY:
attraction to men
0-5 - disgusted by men
6-15 - turned off by men
15-35 - not attracted to men
36-65 - indifferent to men
66-85 - attracted to men
86-95 - aroused by men
96+ - passionate about men
*if both attrXX and attrXY > 95, slave will be omnisexual*
*if energy > 95 and either attrXX or attrXY > 95, slave will be nymphomaniac
attrKnown:
0 - no
1 - yes
fetish:
"none"
"mindbroken"
"submissive"
"cumslut"
"humiliation"
"buttslut"
"boobs"
"sadist"
"masochist"
"dom"
"pregnancy"
fetishStrength:
how strong her fetish is (10-100)
10+ - enjoys fetish
60+ - likes fetish
95+ - loves fetish
fetishKnown:
is fetish known to player
0 - no
1 - yes
behavioralFlaw:
"none"
"arrogant" - clings to her dignity, thinks slavery is beneath her
"bitchy" - can't keep her opinions to herself
"odd" - says and does odd things
"hates men" - hates men
"hates women" - hates women
"gluttonous" - likes eating, gains weight
"anorexic" - dislikes eating and being forced to eat, loses weight
"devout" - resistance through religious faith
"liberated" - believes slavery is wrong
behavioralQuirk:
"none"
"confident" - believes she has value as a slave
"cutting" - often has as witty or cunning remark ready, knows when to say it
"funny" - is funny
"adores women" - likes spending time with women
"adores men" - likes spending time with men
"fitness" - loves working out
"insecure" - defines herself on the thoughts of others
"sinful" - breaks cultural norms
"advocate" - advocates slavery
sexualFlaw:
"none"
"hates oral" - hates oral sex
"hates anal" - hates anal sex
"hates penetration" - dislikes penetrative sex
"shamefast" - nervous when naked
"idealistic" - believes sex should be based on love and consent
"repressed" - dislikes sex
"apathetic" - inert during sex
"crude" - sexually crude and has little sense of what partners find disgusting during sex
"judgemental" - sexually judgemental and often judges her sexual partners' performance
"neglectful" - disregards herself in sex
"cum addict" - addicted to cum
"anal addict" - addicted to anal
"attention whore" - addicted to being the center of attention
"breast growth" - addicted to her own breasts
"abusive" - sexually abusive
"malicious" - loves causing pain and suffering
"self hating" - hates herself
"breeder" - addicted to being pregnant
sexualQuirk:
"none"
"gagfuck queen" - can take a facefucking
"painal queen" - knows how far she can go without getting hurt
"strugglefuck queen" - knows how much resistance her partners want
"tease" - is a tease
"romantic" - enjoys the closeness of sex
"perverted" - enjoys breaking sexual boundaries
"caring" - enjoys bring her partners to orgasm
"unflinching" - willing to do anything
"size queen" - prefers big cocks
geneticQuirks:
0 - does not have
1 - carrier
2 - active
3 - inactive (used for triggering macromastia and kin to start growing)
{
macromastia - Oversized breasts. Breasts try to return to oversized state if reduced.
gigantomastia - Greatly oversized breasts. Increased growth rate, reduced shrink rate. Breasts try to return to oversized state if reduced.
macromastia + gigantomastia - Breasts never stop growing. Increased growth rate, no shrink rate.
fertility - slave is prone to having twins, shorter pregnancy recovery rate
hyperFertility - slave is prone to having multiples, even shorter pregnancy recovery rate
fertility + hyperFertility - slave will have multiples, even shorter pregnancy recovery rate
superfetation - pregnancy does not block ovulation, slave can become pregnant even while pregnant
gigantism - slave is abnormally tall
dwarfism - slave is abnormally short
gigantism + dwarfism - slave is very average
pFace - slave has a flawless face
uFace - slave has a hideous face
pFace + uFace - Depends on carrier status, may swing between average and above/below depending on it
albinism - slave has pale skin, white hair and red eyes
heterochromia - slave may have mismatched eye colors (Takes a string if not zero!)
rearLipedema - slave's ass never stops growing. Increased growth rate, reduced shrink rate.
wellHung - slave has (or will have) a huge dong
wGain - slave constantly gains weight unless dieting, easier to gain weight
wLoss - slave constantly loses weight unless gaining, easier to lose weight
wGain + wLoss - slave weight gain/loss fluctuates randomly
mGain - slave constantly gains muscle mass, easier to gain muscle.
mLoss - slave constantly loses muscle mass, easier to lose muscle.
mGain + mLoss - slave muscle gain/loss amplified, passively lose muscle unless building
androgyny - slave's body attempts to normalize to an androgynous state
}
counter:
Tracks slave participation in various actions and their outcomes
counter.milk:
amount of milk given
accepts int
counter.cum:
amount of cum given
accepts int
counter.births:
number of births as your slave
accepts int
counter.birthsTotal:
How many known times the slave has given birth.
accepts int
counter.abortions:
number of abortions as your slave
accepts int
counter.miscarriages:
number of miscarriage as your slave
accepts int
counter.oral:
oral sex count
accepts int
counter.vaginal:
vaginal sex count
accepts int
counter.anal:
anal sex count
accepts int
counter.mammary:
breast sex count
accepts int
counter.penetrative:
penetrative sex count
accepts int
counter.publicUse:
How many times the slave has had public sex in your arcology. Used to determine if she is your private toy or a lusted after slut.
accepts int
counter.pitKills:
number of slaves killed in pit fights
accepts int
counter.pitWins:
number of pit fights won
accepts int
counter.pitLosses:
number of pit fights lost
accepts int
counter.slavesFathered:
How many slaves she has sired under your ownership.
counter.PCChildrenFathered:
How many children she has fucked into you that you later birthed.
counter.slavesKnockedUp:
How many of your slaves she has knocked up.
counter.PCKnockedUp:
How many times she has knocked you up.
custom:
Encapsulates various custom properties, set by users
custom.tattoo:
adds a custom tattoo
accepts string
custom.label:
seems to just be a label appended after the slave's name
accepts string
custom.desc:
adds a custom description
accepts string
custom.title:
What the slave refers to you as.
accepts string
default ""
custom.titleLisp:
What the slave refers to you as, with a lisp.
accepts string
default ""
rudeTitle:
Does this slave refer to you rudely?
0 - not being rude
1 - insists on calling you a rude title
custom.image:
Custom slave image or null
default is null (no custom image)
custom.image.filename
holds the custom slave image file name (used if images are enabled)
accepts string
custom.image.format:
holds the custom slave image file format.
one of "png", "jpg", "gif" or "webm"
default "png"
custom.hairVector:
holds the custom hair vector base file name (used if vector images are enabled)
accepts string
default 0 (use hardcoded hair styles)
currentRules: []
array that holds active rules for the slave
wouldn't mess with it
bellyTat:
Slave has a tattoo that is only recognizable when she has a big belly.
"a heart"
"a star"
"a butterfly"
abortionTat:
Slave has a series of tattoos to denote how many abortions she has had.
-1: no tattoo
0: assigned to have tattoo, may not have one yet
1+: number of abortion tattoos she has
birthsTat:
Slave has a series of tattoos to denote how many times she has given birth.
-1: no tattoo
0: assigned to have tattoo, may not have one yet
1+: number of birth tattoos she has
bellySag:
How saggy her belly is after being distended for too long.
1+ changes belly description
bellySagPreg:
How saggy her belly is from being too pregnant.
1+ changes belly description and overrides/coincides with bellySag
induce:
Slave will give birth this week.
1 - true
0 - false
mpreg:
Male slave has an anal womb and can get pregnant.
1 - true
0 - false
inflation:
How much fluid is distending the slave.
1 - 2L
2 - 4L
3 - 8L
inflationType:
What kind of fluid is in the slave.
accepts string
"none"
"water"
"cum"
"milk"
"food"
"aphrodisiac"
"curative"
"tightener"
"urine"
inflationMethod:
How she is being filled.
0 - not
1 - oral
2 - anal
3 - orally by another slave
milkSource:
If inflationMethod 3, ID of the slave filling her with milk.
accepts ID
cumSource:
If inflationMethod 3, ID of the slave filling her with cum.
accepts ID
burst:
Slave's internals have ruptured. Used with poor health and over inflation.
1 - true
0 - false
pregKnown:
Do you and the slave know she is pregnant.
0 - no
1 - yes
pregWeek:
How long she has been pregnant (used in place of .preg when pregnancy speed up and slow down are used on a slave) (if negative, designates postpartum.)
accepts int
belly:
how big their belly is in CCs
thresholds
100 - bloated
1500 - early pregnancy
5000 - obviously pregnant
10000 - very pregnant
15000 - full term
30000 - full term twins
45000 - full term triplets
60000 - full term quads
75000 - full term quints
90000 - full term sextuplets
105000 - full term septuplets
120000 - full term octuplets
150000 - oversized pregnancy
300000 - hyperpreg state 1
450000 - hyperpreg state 2
600000 - hyperpreg state 3
750000 - hyperpreg state 4
bellyPreg:
how big their belly is in CCs (pregnancy only)
thresholds
100 - bloated
1500 - early pregnancy
5000 - obviously pregnant
10000 - very pregnant
15000 - full term
30000 - full term twins
45000 - full term triplets
60000 - full term quads
75000 - full term quints
90000 - full term sextuplets
105000 - full term septuplets
120000 - full term octuplets
150000 - oversized pregnancy (9+ babies)
300000 - hyperpreg state 1 (20+ babies)
450000 - hyperpreg state 2 (30+ babies)
600000 - hyperpreg state 3 (40+ babies)
750000 - hyperpreg state 4 (50+ babies)
bellyFluid: 0
how big their belly is in CCs (fluid distension only)
thresholds
100 - bloated
2000 - clearly bloated (2L)
5000 - very full (~1gal)
10000 - full to bursting (~2gal)
bellyImplant:
Does the slave have a fillable abdominal implant.
-1 - no
0+ - yes
2000+ - Early pregnancy
4000+ - looks pregnant
8000+ - looks full term
16000+ - hyperpregnant 1
32000+ - hyperpregnant 2
bellyPain:
Has the slave's belly implant been filled this week. Causes health damage for overfilling.
0 - no pain
1 - will experience pain
2 - cannot be filled this week
cervixImplant:
Does the slave have a cervical implant that slowly feeds cum from being fucked into a fillable implant.
0 - no
1 - vaginal version only
2 - anal version only
3 - both vaginal and anal
counter.birthsTotal:
How many known times the slave has given birth.
accepts int
pubertyAgeXX:
Target .physicalAge for female puberty to occur.
accepts int
pubertyXX:
Has the slave gone through female puberty.
0 - no
1 - yes
pubertyAgeXY:
Target .physicalAge for male puberty to occur.
accepts int
pubertyXY:
Has the slave gone through male puberty.
0 - no
1 - yes
scar:
is an object
keys include any place on a slave body that can receive a scar, values are an object. This sub-object's keys are the kind of scar, and the property is an int showing how bad it is.
breedingMark:
In a eugenics society, this slave is a designated breeder.
1 - yes
0 - no
underArmHColor:
color of armpit hair
accepts string
underArmHStyle:
armpit hair style
accepts string
"hairless"
"waxed"
"shaved"
"neat"
"bushy"
"bald"
eyebrowHColor:
color of eyebrows
accepts string
eyebrowHStyle:
eyebrow hair style
accepts string
"bald"
"shaved"
"straight"
"rounded"
"natural"
"slanted inwards"
"slanted outwards"
"high-arched"
"elongated"
"shortened"
"curved"
eyebrowFullness:
eyebrow thickness
accepts string
"pencil-thin"
"thin"
"threaded"
"natural"
"tapered"
"thick"
"bushy"
bodySwap:
Slave is in original body.
0 - yes
1+ number of swaps (increases upkeep each time)
mother:
Slave's mother's ID
Accepts ID
Values between 0 and -20 are reserved.
0 - unknown
-1 - player
-2 - citizen of your arcology
-3 - player's former master
-4 - male arc owner
-5 - player's client
-6 - Societal Elite
-7 - designer baby
-9 - Futanari Sister
father:
Slave's father's ID
Accepts ID
Values between 0 and -20 are reserved.
0 - unknown
-1 - player
-2 - citizen of your arcology
-3 - player's former master
-4 - male arc owner
-5 - player's client
-6 - Societal Elite
-7 - designer baby
-9 - Futanari Sister
sisters:
How many sisters the slave has, do not tamper with.
daughters:
How many daughters the slave has, do not tamper with.
canRecruit:
Can the slave recruit. Non-random slaves should be left off.
0 - no
1 - yes
PCExclude:
Is the PC permitted to fuck this slave pregnant.
0 - no
1 - yes
HGExclude:
Is the Head Girl permitted to fuck this slave pregnant.
0 - no
1 - yes
StudExclude:
Is the Stud permitted to fuck this slave pregnant.
0 - no
1 - yes
ballType:
What species of sperm she produces.
"human"
"sterile"
"dog"
"pig"
"horse"
"cow"
eggType:
What species of ovum she produces.
"human"
"dog"
"pig"
"horse"
"cow"
reservedChildren:
How many of her children are tagged to be incubated. Carefully balanced, do not manually touch.
! Secondary|legacy. Can be used for caching only, use JS:
WombSetGenericReserve(slave, "incubator", reservedChildren) to setup primary data. Not add count, but set it to reservedChildren
WombCleanGenericReserve(slave, "incubator", reservedChildren) to remove reserve. To clean all incubator reserve use 9999 for reservedChildren.
reservedChildrenNursery:
How many of her children are tagged to be put in the Nursery. Highly likely to break.
! Secondary|legacy. Can be used for caching only, use JS:
WombSetGenericReserve(slave, "nursery", reservedChildren) to setup primary data. Not add count, but set it to reservedChildren
WombCleanGenericReserve(slave, "nursery", reservedChildren) to remove reserve. To clean all nursery reserve use 9999 for reservedChildren.
Reserve type ("incubator", "nursery", etc) do not affect each other types, and can be safely used without any checks.
Also if you try to reserve more then available and not already reserved fetuses in slave womb, will be reserved only actually existing free fetuses. If you try to clean reserve more then present - will be cleaned only actually existing reserve.
These reserve functions always use first available fetus(es) - this will be most ready to birth fetuses (older).
WombCleanAllReserve(slave) - will clean all reserves for slave (any type).
x = WombReserveCount(slave, reserveType) - x will be set to count of fetuses that have reserveType. (reserveType is "incubator", "nursery", etc.)
x = FetusGlobalReserveCount(reserveType) - x will be set to global count of reserved fetuses of reserveType. Also count PC.womb fetuses.
choosesOwnChastity:
Eugenics variable. Is the slave allowed to choose to wear chastity.
0 - no
1 - yes
pregControl:
Is she on gestation altering drugs?
"none"
"slow gestation"
"speed up"
"labor suppressors"
readyLimbs:
Array that holds an amputee's constructed limbs for anon's hotswap mod. Elements of the array should be objects.
.type - type of prosthetic limb, ranges from -1 to -5, see .amp for more information
.armsTat - any string, see .armsTat for standard strings
.legsTat - any string, see .legsTat for standard strings
bald:
Slave has undergone hair removal surgery
0 - no
1 - yes
origBodyOwner:
accepts string
Who, if relevant, the body belonged to.
death:
Cause of slave death.
hormoneBalance:
Slave's current hormonal balance, directs saHormones changes
-500 - -400 - overwhelmingly masculine
-399 - -300 - extremely masculine
-299 - -200 - heavily masculine
-199 - -100 - very masculine
-99 - -21 - masculine
-20 - 20 - neutral
21 - 99 - feminine
100 - 199 - very feminine
200 - 299 - heavily feminine
300 - 399 - extremely feminine
400 - 500 - overwhelmingly feminine
onDiet:
Whether a slave is permitted to eat Hedonistic Decadence's specialized slave food.
0 - no
1 - yes
breastMesh:
Does the slave have the breast shape maintaining mesh implant.
0 - no
1 - yes
prematureBirth:
Used to denote a slave giving birth prematurely.
0 - no
1 - yes
premature:
Was the slave born prematurely?
0 - no
1 - yes
vasectomy:
Has the slave had a vasectomy?
0 - no
1 - yes
haircuts:
Is the slave's hair under constant maintenance?
0 - no
1 - yes
newGamePlus:
Used to tell if the slave is from this game or a previous.
0 - no
1 - yes
tankBaby:
Whether she was put in the incubator at birth
accepts int
0 - no
1 - yes, comforting
2 - yes, terrifying
3 - yes, vegetable (do not use outside of incubator!)
clone:
Is she a clone?
0 - yes
1 - no
cloneID:
If she is a clone, the ID of her source
geneMods:
NCS:
Does slave have induced NCS?
0 - no
1 - yes
rapidCellGrowth:
Has the slave undergone the elasticity (plasticity) treatment?
0 - no
1 - yes
immortality:
Has the slave undergone treatment to block aging?
0 - no
1 - yes
weightDirection:
erratic weight gain, used by (.geneticQuirks.wGain == 2 && .geneticQuirks.wLoss == 2)
0 - stable
1 - gaining weight
-1 - losing weight
slaveCost:
Amount of cash paid to acquire the slave
accepts negative numbers, 0, or 1.
1 - unknown price
0 - free
negative - amount paid
lifetimeCashExpenses:
Amount of cash you have spent because of this slave
accepts negative numbers or 0
lifetimeCashIncome:
Total amount of cash you have earned because of this slave
accepts positive numbers or 0
lastWeeksCashIncome:
Amount of cash you have earned because of this slave last week
accepts positive numbers or 0
lifetimeRepExpenses:
lifetimeRepIncome:
lastWeeksRepIncome:
Not currently used, will work similarly to the cash variables above
How to set up your own hero slave.
-The default slave template used is defined in src/js/SlaveState.js
Making your slave; add their name to the following, then go down the documentation adding in your changes.
-each variable must be separated from the last by a comma
-if your slave's variable matches the default, you do not have to list it
-strings MUST be in " or your slave will not compile properly
Once finished, add it into "src/npc/databases/customSlavesDatabase.js".
To test if your slave is functioning, start up a normal game, swap to cheat mode, max your rep, and view other slaveowner's stock in the slave market. If you cannot find your slave in the list, and you didn't start the game with your slave, you should double check your slave for errors. If a slave named "Blank" is present, then you likely messed up. Once you find your slave, check their description to make sure it is correct. If it is not, you messed up somewhere in setting them up.
@@.green; - something good or health/libido/attraction gain
@@.red; - something bad or health/libido/attraction loss
@@.hotpink; - devotion gain
@@.mediumorchid; - devotion loss
@@.mediumaquamarine; - trust gain with higher devotion
@@.orangered; - trust gain with lower devotion
@@.gold; - trust loss
@@.coral; - notable change and fetish loss
@@.lightcoral; - fetish strength gain, fetish acquisition and fetish discovery
@@.lime; - growth/improvement to a body part (reversed in some cases)
@@.orange; - shrinking/degradation of a body part (reversed in some cases)
@@.lightsalmon; - rivalry
@@.lightgreen; - relationship
wombJS.tw subsystem:
This is a womb processor/simulator script. It takes care of calculation of belly sizes based on individual fetus sizes, with full support of broodmothers implant random turning on and off possibility. Also this can be expanded to store more parents data in each individual fetus in future.
Should be initialized for all slaves not female only. Currently it's not affect pregnancy mechanic in game directly - it's addon for better sizes calculation, and optional mechanics for future usage.
Design limitations:
- Mother can't gestate children with different speeds at same time. All speed changes apply to all fetuses.
- Sizes of individual fetuses updated only on call of WombGetVolume - not every time as called WombProgress. This is for better overall code speed.
- For broodmothers we need actual "new ova release" code now. But it's possible to control how many children will be added each time, and so - how much children is ready to birth each time.
For new generated slaves automatically called WombInit function to do initial setup. But it's can be called at any time "just in case", if code need to be completely sure that womb exists and correctly initialized. If .preg and pregType is set above 0 at time of call with empty womb array - fetuses will be generated too.
Pregnancy control, best practices ($activeSlave used as sample, can be any slave related variable or $PC for player character):
Impregnation:
<<set WombImpregnate($activeSlave, 3, -1, 15)>>
$activeSlave, 3 fetuses, -1 - player is father, 15 week is initial time for fetuses. Can be used on already pregnant slaves (broodmothers use it).
<<SetSlaveBelly $activeSlave>>
Last line needed only if you need to show description with changed state immediately, an advanced initial pregnancy time set (showing already).
Advancing pregnancy:
<<set WombProgress($activeSlave, 1)>>
Advancing 1 week. Normally it's called by End Week processing for all slaves. Old method with using .preg++ on slave supported too, but better to use this new.
Birth checking:
<<if WombBirthReady($activeSlave, 40) > 0>>
Check if we have any babies in womb with is at minimum 40 week of gestation age? Age can be any.
Birthing:
<<set _babies = WombBirth($activeSlave, 34)>>
In array _babies will be placed all babies from womb of $activeSlave who gestation age at least 34 weeks (can be any). Others will be leaved in womb.
Optionally:
<<set WombFlush($activeSlave)>>
Will empty womb. You also still should set .preg .pregType .pregSource .pregWeek to 0, or call WombNormalizePreg.
_babies here become normal array - we can do with it as with any other array in SugarCube. _babies.length - size, _babies[0] - first element, etc. Contains all babies object, with their age, sex, volume/size, and father ID. Right now - not used anywhere but useful for possible incubator improvements in future at least.
Usage reference without SugarCube code (samples):
WombInit($slave) - before first pregnancy, at slave creation, of as backward compatibility update. Can generate proper pregnancy based on preg, pregType, and pregSource properties too. Can be little glitchy with broodmothers in this case, if their preg != pregType (or pregType can't be divided by preg with integer result).
WombImpregnate($Slave, $fetus_count, $fatherID, $initial_age) - should be added after normal impregnation code, with already calculated fetus count. ID of father - can be used in future for processing children from different fathers in one pregnancy. Initial age normally 1 (as .preg normally set to 1), but can be raised if needed. Also should be called at time as broodmother implant add another fetus(es), or if new fetuses added from other sources in future (transplanting maybe?)
WombProgress($slave, $time_to_add_to_fetuses) - after code that update $slave.preg, time to add should be the same.
$isReady = WombBirthReady($slave, $birth_ready_age) - how many children ready to be birthed if their time to be ready is $birth_ready_age (40 is for normal length pregnancy). Return int - count of ready to birth children, or 0 if no ready exists.
$children = WombBirth($slave, $birth_ready_age) - for actual birth. Return array with fetuses objects that birthed (can be used in future) and remove them from womb array of $slave. Should be called at actual birth code in SugarCube. fetuses that not ready remained in womb (array).
WombFlush($slave) - clean womb (array). Can be used at broodmother birthstorm or abortion situations in game. But birthstorm logically should use WombBirth($slave, 35) or so before - some children in this event is live capable, others is not.
$slave.bellyPreg = WombGetVolume($slave) - return double, with current womb volume in CC - for updating $slave.bellyPreg, or if need to update individual fetuses sizes.
_time = WombMinPreg($activeSlave) - age of most young fetus in womb.
_time = WombMaxPreg($activeSlave) - age of most old fetus in womb.
WombUpdatePregVars($activeSlave) - automatically update $activeSlave.preg, $activeSlave.pregType, $activeSlave.bellyPreg to actual values based on womb fetuses.
WombNormalizePreg($activeSlave) - automatically correct all pregnancy related properties of given $activeSlave. Also it advances pregnancy if detected old .preg++ method used on slave and womb simulation is late. Can be called at any time without conditions checks - function do all needed checks by itself. Call of this function do NOT advance pregnancy by itself.
WombZeroID($activeSlave, _SlaveID) - automatically scan all fetuses and if their father ID matched - it will be replaced with zero. After it actor pregnancy related variables (like .pregSource) will be updated. Used mainly in process of removing slaves from game, to clean father's ID of unborn children of remaining slaves.
All this womb system can be much more automated (.preg .pregType .pregSource .pregWeek may have to be done in a way, that they will have no need to be controlled manually anywhere at all. Just will be set fully automatically). But in this case many changes in present game code needed, to REMOVE legacy code.
Right now they are set correctly, based on state of .womb object through pregnancy, but not outside. Also old style pregnancy initiation (setting only .preg to >0 and .pregType to >=1 ) working too - WombImpregnation function for proper setup of .womb will be called on next SetBellySize call. Also old style pregnancy progression through using .preg++ is supported too, but can have minor issues with character descriptions in some cases, if SetBellySize widget not called before descriptions widgets.
Advanced pregnancy control structure:
Now, with support of human-animal pregnancy, there is need for ability to change values that been constant before. New structure designed for it.
.pregData property for slave should now contain object with describable pregnancy process. By default it will be set to human data. Templates stored in setup.pregData.x where "x" - name of species.
<<set slave.pregData = setup.pregData.human>>
In code at any time properties that contain data can be accessed now. Properties is RW, so slaves can be changed individually later. Example:
<<if slave.pregData.type == "human">>
or
<<set slave.pregData.normalOvaMin = 2, slave.pregData.normalOvaMax = 4>> (setting normal ova count 2-4 on every ovulation).
Property list:
type - name of species. Should math slave.ovaType
normalOvaMin - normal/base ova count on ovulation (minimal)
normalOvaMax - normal/base ova count on ovulation (maximal)
normalBirth - typical normal pregnancy length in weeks
minLiveBirth - typical weeks that guarantee at least 90% chance to fetus survival if normal birth occur.
fetusWeek - array with weeks control points.
fetusSize - array with size control points.
fetusCTR - array with CTR control points.
These three array is linked, and values in second and third should be in the same order as in first. (Week of .fetusWeek[i] is correspond to .fetusSize[i] and fetusCTR[i])
Control points - it's points of graph as if it built on paper (one axis - fetusWeek, other - fetusSize/fetusCTR). This graph data is used to get actual size of fetus, so no need for manual setting of every week data in array.
What is CTR? In most medical data, human fetus size (length) measured as "crown to rump" from 1 to 20 weeks, and "crown to heel" later. Formula that calculate volume of womb should get data in single format. So there is need CTR rate - value that describe difference between full "crown to heel" and "crown to rump" length of fetus (also it's can be used to control approximation of legs, hands and tails volume). For most animal fetus data it's always 1 as they are not bipedal and "crown to rump" is natural measurements for them. But CTR rate changes might be needed to get more accurate results for volume calculations, as fetus is not sphere and length - not always have the same relation to it's volume.
|
MonsterMate/fc
|
slave variables documentation - Pregmod.txt
|
Text
|
mit
| 71,360 |
/* mousetrap v1.5.3 craig.is/killing/mice */
(function(C,r,g){function t(a,b,h){a.addEventListener?a.addEventListener(b,h,!1):a.attachEvent("on"+b,h)}function x(a){if("keypress"==a.type){var b=String.fromCharCode(a.which);a.shiftKey||(b=b.toLowerCase());return b}return l[a.which]?l[a.which]:p[a.which]?p[a.which]:String.fromCharCode(a.which).toLowerCase()}function D(a){var b=[];a.shiftKey&&b.push("shift");a.altKey&&b.push("alt");a.ctrlKey&&b.push("ctrl");a.metaKey&&b.push("meta");return b}function u(a){return"shift"==a||"ctrl"==a||"alt"==a||
"meta"==a}function y(a,b){var h,c,e,g=[];h=a;"+"===h?h=["+"]:(h=h.replace(/\+{2}/g,"+plus"),h=h.split("+"));for(e=0;e<h.length;++e)c=h[e],z[c]&&(c=z[c]),b&&"keypress"!=b&&A[c]&&(c=A[c],g.push("shift")),u(c)&&g.push(c);h=c;e=b;if(!e){if(!k){k={};for(var m in l)95<m&&112>m||l.hasOwnProperty(m)&&(k[l[m]]=m)}e=k[h]?"keydown":"keypress"}"keypress"==e&&g.length&&(e="keydown");return{key:c,modifiers:g,action:e}}function B(a,b){return null===a||a===r?!1:a===b?!0:B(a.parentNode,b)}function c(a){function b(a){a=
a||{};var b=!1,n;for(n in q)a[n]?b=!0:q[n]=0;b||(v=!1)}function h(a,b,n,f,c,h){var g,e,l=[],m=n.type;if(!d._callbacks[a])return[];"keyup"==m&&u(a)&&(b=[a]);for(g=0;g<d._callbacks[a].length;++g)if(e=d._callbacks[a][g],(f||!e.seq||q[e.seq]==e.level)&&m==e.action){var k;(k="keypress"==m&&!n.metaKey&&!n.ctrlKey)||(k=e.modifiers,k=b.sort().join(",")===k.sort().join(","));k&&(k=f&&e.seq==f&&e.level==h,(!f&&e.combo==c||k)&&d._callbacks[a].splice(g,1),l.push(e))}return l}function g(a,b,n,f){d.stopCallback(b,
b.target||b.srcElement,n,f)||!1!==a(b,n)||(b.preventDefault?b.preventDefault():b.returnValue=!1,b.stopPropagation?b.stopPropagation():b.cancelBubble=!0)}function e(a){"number"!==typeof a.which&&(a.which=a.keyCode);var b=x(a);b&&("keyup"==a.type&&w===b?w=!1:d.handleKey(b,D(a),a))}function l(a,c,n,f){function e(c){return function(){v=c;++q[a];clearTimeout(k);k=setTimeout(b,1E3)}}function h(c){g(n,c,a);"keyup"!==f&&(w=x(c));setTimeout(b,10)}for(var d=q[a]=0;d<c.length;++d){var p=d+1===c.length?h:e(f||
y(c[d+1]).action);m(c[d],p,f,a,d)}}function m(a,b,c,f,e){d._directMap[a+":"+c]=b;a=a.replace(/\s+/g," ");var g=a.split(" ");1<g.length?l(a,g,b,c):(c=y(a,c),d._callbacks[c.key]=d._callbacks[c.key]||[],h(c.key,c.modifiers,{type:c.action},f,a,e),d._callbacks[c.key][f?"unshift":"push"]({callback:b,modifiers:c.modifiers,action:c.action,seq:f,level:e,combo:a}))}var d=this;a=a||r;if(!(d instanceof c))return new c(a);d.target=a;d._callbacks={};d._directMap={};var q={},k,w=!1,p=!1,v=!1;d._handleKey=function(a,
c,e){var f=h(a,c,e),d;c={};var k=0,l=!1;for(d=0;d<f.length;++d)f[d].seq&&(k=Math.max(k,f[d].level));for(d=0;d<f.length;++d)f[d].seq?f[d].level==k&&(l=!0,c[f[d].seq]=1,g(f[d].callback,e,f[d].combo,f[d].seq)):l||g(f[d].callback,e,f[d].combo);f="keypress"==e.type&&p;e.type!=v||u(a)||f||b(c);p=l&&"keydown"==e.type};d._bindMultiple=function(a,b,c){for(var d=0;d<a.length;++d)m(a[d],b,c)};t(a,"keypress",e);t(a,"keydown",e);t(a,"keyup",e)}var l={8:"backspace",9:"tab",13:"enter",16:"shift",17:"ctrl",18:"alt",
20:"capslock",27:"esc",32:"space",33:"pageup",34:"pagedown",35:"end",36:"home",37:"left",38:"up",39:"right",40:"down",45:"ins",46:"del",91:"meta",93:"meta",224:"meta"},p={106:"*",107:"+",109:"-",110:".",111:"/",186:";",187:"=",188:",",189:"-",190:".",191:"/",192:"`",219:"[",220:"\\",221:"]",222:"'"},A={"~":"`","!":"1","@":"2","#":"3",$:"4","%":"5","^":"6","&":"7","*":"8","(":"9",")":"0",_:"-","+":"=",":":";",'"':"'","<":",",">":".","?":"/","|":"\\"},z={option:"alt",command:"meta","return":"enter",
escape:"esc",plus:"+",mod:/Mac|iPod|iPhone|iPad/.test(navigator.platform)?"meta":"ctrl"},k;for(g=1;20>g;++g)l[111+g]="f"+g;for(g=0;9>=g;++g)l[g+96]=g;c.prototype.bind=function(a,b,c){a=a instanceof Array?a:[a];this._bindMultiple.call(this,a,b,c);return this};c.prototype.unbind=function(a,b){return this.bind.call(this,a,function(){},b)};c.prototype.trigger=function(a,b){if(this._directMap[a+":"+b])this._directMap[a+":"+b]({},a);return this};c.prototype.reset=function(){this._callbacks={};this._directMap=
{};return this};c.prototype.stopCallback=function(a,b){return-1<(" "+b.className+" ").indexOf(" mousetrap ")||B(b,this.target)?!1:"INPUT"==b.tagName||"SELECT"==b.tagName||"TEXTAREA"==b.tagName||b.isContentEditable};c.prototype.handleKey=function(){return this._handleKey.apply(this,arguments)};c.init=function(){var a=c(r),b;for(b in a)"_"!==b.charAt(0)&&(c[b]=function(b){return function(){return a[b].apply(a,arguments)}}(b))};c.init();C.Mousetrap=c;"undefined"!==typeof module&&module.exports&&(module.exports=
c);"function"===typeof define&&define.amd&&define(function(){return c})})(window,document);
|
MonsterMate/fc
|
src/001-lib/mousetrap/0_mousetrap.js
|
JavaScript
|
mit
| 4,696 |
!function(n){var t=[],e=null,r=[],i=!1,o=null,l=n.prototype.handleKey;function u(n){var t;for(t=0;t<r.length;++t)if(r[t]===n)return;r.push(n),1===n.length&&(i=!0)}function p(){t.push(r),i=!(r=[]),clearTimeout(o),o=setTimeout(h,1e3)}function h(){e&&(function(n){var t;for(t=0;t<n.length;++t)n[t].sort(function(n,t){return!(1<n.length&&1===t.length)&&(1===n.length&&1<t.length||t<n)?1:-1}),n[t]=n[t].join("+")}(t),e(t)),t=[],e=null,r=[]}n.prototype.record=function(n){var t=this;t.recording=!0,e=function(){t.recording=!1,n.apply(t,arguments)}},n.prototype.handleKey=function(){(function(n,t,e){var o;if(this.recording)if("keydown"===e.type){for(e.preventDefault(),1===n.length&&i&&p(),o=0;o<t.length;++o)u(t[o]);u(n)}else"keyup"===e.type&&0<r.length&&p();else l.apply(this,arguments)}).apply(this,arguments)},n.init()}(Mousetrap);
|
MonsterMate/fc
|
src/001-lib/mousetrap/1_mousetrap-record.min.js
|
JavaScript
|
mit
| 830 |
/**
* The basic class for all classes that can be saved and loaded, i.e. serialized and deserialized.
*
* All subclasses HAVE to implement get className(), _cleanUpConfigScheme() and clone(),
* in the SAME WAY they are implemented here.
*/
App.Entity.Serializable = class {
/**
* Returns the name of the class including namespaces
*
* @returns {string}
*/
get className() { return "App.Entity.Serializable"; }
/**
* Updates saved data in case of changes to the class.
*
* NOTE: new attributes do NOT need to be added here, as they are automatically added with default values.
*
* @param {object} config
* @protected
*/
static _cleanupConfigScheme(config) {
// in subclasses _cleanupConfigScheme() must call
// super._cleanupConfigScheme(config)
// BC code
}
/**
* @returns {App.Entity.Serializable}
*/
clone() {
return (new App.Entity.Serializable())._init(this);
}
/**
* @param {object} config
* @param {boolean} clean
* @returns {this}
* @protected
*/
_init(config, clean = false) {
if (clean) {
this.constructor._cleanupConfigScheme(config);
}
// Clone the given object's own properties into our own properties.
deepAssign(this, config);
// Return `this` to make usage easier.
return this;
}
/**
* @returns {[]}
*/
toJSON() {
// Return a code string that will create a new instance containing our
// own data.
//
// NOTE: Supplying `this` directly as the `reviveData` parameter to the
// `JSON.reviveWrapper()` call will trigger out of control recursion in
// the serializer, so we must pass it a clone of our own data instead.
const ownData = {};
deepAssign(ownData, this);
return JSON.reviveWrapper(`(new ${this.className}())._init($ReviveData$, true)`, ownData);
}
};
|
MonsterMate/fc
|
src/002-config/Serializable.js
|
JavaScript
|
mit
| 1,780 |
:root {
--button-color: #252525;
--button-border-color: #333333;
--button-selected-color: #050505;
--button-hover-color: #414141;
--button-disabled-color: #1a1a1a;
--link-color: #68D;
}
|
MonsterMate/fc
|
src/002-config/colors.css
|
CSS
|
mit
| 211 |
App.Version = {
base: "0.10.7.1", // The vanilla version the mod is based off of, this should never be changed.
pmod: "3.8.0",
commitHash: null,
release: 1109 // When gettting close to 2000, please remove the check located within the onLoad() function defined at line five of src/js/eventHandlers.js.
};
|
MonsterMate/fc
|
src/002-config/fc-version.js
|
JavaScript
|
mit
| 309 |
// Use release as save version
// We need to do this in a file after fc-version.js because the commit hash gets appended to it during compiling
Config.saves.version = `${App.Version.release}${App.Version.commitHash ? (`#${App.Version.commitHash}`) : ''}`;
|
MonsterMate/fc
|
src/002-config/fc-version.js_after.js
|
JavaScript
|
mit
| 256 |
/* change some SC2 styles */
/* make the sidebar more compact by reducing the space between major parts */
#ui-bar-body {
/* height: calc(100% - 2.5em); */
/* margin: 2.5em 0; */
height: calc(100% - 1.5em);
margin: 1.5em 0;
}
#ui-bar-body > :not(:first-child) {
/* margin-top: 2em; */
margin-top: 1.5em;
}
#story-author {
/* margin-top: 2em; */
margin-top: 0;
}
|
MonsterMate/fc
|
src/002-config/modSC.css
|
CSS
|
mit
| 395 |
/**
* Expand mousetrap with multiple binds per key, passage dependent bindings and a menu for custom rebinding.
*/
App.UI.Hotkeys = (function() {
/**
* @typedef action
* @property {Function} callback
* @property {Array<string>} combinations 0 <= length <= 2
* @property {Array<string>} [passages] not existing means everywhere
* @property {string|function(): string} [uiName] allow different name in hotkey settings
*/
/**
* The key is used in the hotkey settings to describe the action
* @type {Object.<string, action>}
*/
const actions = {};
/**
* Contains the default combinations for every action
* @type {Object.<string, Array<string>>}
*/
const defaultCombinations = {};
/**
* References a key combination to a set of actions
* @type {Object.<string, Array<string>>}
*/
const bindings = {};
/**
* To ensure we only record one at a time
* @type {boolean}
*/
let recording = false;
/**
* @param {string} name used as key
* @param {action} action
*/
function addDefault(name, action) {
actions[name] = action;
for (const binding of action.combinations) {
addBinding(name, binding);
}
defaultCombinations[name] = [...action.combinations];
}
/**
* @param {string} actionKey
* @param {string} combination
*/
function addBinding(actionKey, combination) {
if (bindings[combination]) {
bindings[combination].push(actionKey);
} else {
bindings[combination] = [actionKey];
Mousetrap.bind(combination, e => {
e.preventDefault();
for (const binding of bindings[combination]) {
const action = actions[binding];
// only activate callback if we are on the right passage
if (!action.passages || action.passages.includes(State.passage)) {
action.callback();
}
}
});
}
}
/**
* @param {string} actionKey
* @param {string} combination
*/
function removeBinding(actionKey, combination) {
if (bindings[combination]) {
const index = bindings[combination].indexOf(actionKey);
if (index > -1) {
bindings[combination].splice(index, 1);
if (bindings[combination].length === 0) {
delete bindings[combination];
Mousetrap.unbind(combination);
}
}
}
}
/**
* @param {string} name
* @returns {string}
*/
function hotkeysForAction(name) {
if (!actions[name]) {
return "";
}
const c = actions[name].combinations;
if (c.length === 0) {
return "";
}
if (c.length === 1) {
return `[${formatHotkey(c[0])}]`;
}
return `[${formatHotkey(c[0])},${formatHotkey(c[1])}]`;
}
/**
* @param {string} combination
* @returns {string}
*/
function formatHotkey(combination) {
const parts = combination.split("+");
for (let i = 0; i < parts.length; i++) {
parts[i] = capFirstChar(parts[i]);
}
return parts.join("+");
}
/**
* @returns {HTMLDivElement}
*/
function settingsMenu() {
const div = document.createElement("div");
div.className = "hotkey-settings";
for (const actionsKey in actions) {
settingsRow(div, actionsKey);
}
return div;
}
/**
* @param {HTMLDivElement} container
* @param {string} actionKey
*/
function settingsRow(container, actionKey) {
const action = actions[actionKey];
// get correct name
let name = actionKey;
if (action.uiName) {
if (typeof action.uiName === "string") {
name = action.uiName;
} else {
name = action.uiName();
}
}
App.UI.DOM.appendNewElement("div", container, name, "description");
settingsCell(container, actionKey, 0);
settingsCell(container, actionKey, 1);
const button = App.UI.DOM.appendNewElement("button", container, "Reset");
if (isDefault(actionKey)) {
button.className = "inactive";
} else {
button.onclick = () => {
action.combinations = [...defaultCombinations[actionKey]];
saveToStorage();
App.UI.reload();
};
}
}
/**
* Checks if the combinations assigned to an action are the default ones.
* @param {string} actionKey
* @returns {boolean}
*/
function isDefault(actionKey) {
if (defaultCombinations[actionKey].length !== actions[actionKey].combinations.length) {
return false;
}
if (defaultCombinations[actionKey].length === 0) {
return true;
}
if (defaultCombinations[actionKey][0] !== actions[actionKey].combinations[0]) {
return false;
}
if (defaultCombinations[actionKey].length === 1) {
return true;
}
return defaultCombinations[actionKey][1] === actions[actionKey].combinations[1];
}
/**
* @param {HTMLDivElement} container
* @param {string} actionKey
* @param {number} index
*/
function settingsCell(container, actionKey, index) {
const action = actions[actionKey];
const button = App.UI.DOM.appendNewElement("button", container,
action.combinations[index] ? formatHotkey(action.combinations[index]) : "", "combination");
button.onclick = () => {
if (recording) { return; }
recording = true;
$(button).empty();
Mousetrap.record(function(sequence) {
// sequence is an array like ['ctrl+k', 'c']
const combination = sequence.join(" ");
if (action.combinations[index]) {
removeBinding(actionKey, action.combinations[index]);
}
action.combinations[index] = combination;
addBinding(actionKey, combination);
saveToStorage();
App.UI.reload();
recording = false;
});
};
}
/**
* Saves custom hotkeys to browser storage
*/
function saveToStorage() {
const save = {};
for (const actionsKey in actions) {
if (!isDefault(actionsKey)) {
save[actionsKey] = actions[actionsKey].combinations;
}
}
SugarCube.storage.set("hotkeys", save);
}
/**
* Loads custom hotkeys from browser storage
*/
function loadFromStorage() {
const save = SugarCube.storage.get("hotkeys");
for (const saveKey in save) {
// discard obsolete hotkeys
if (actions[saveKey]) {
actions[saveKey].combinations = save[saveKey];
addBinding(saveKey, save[saveKey]);
}
}
}
/**
* Initialize custom hotkeys
*/
function init() {
loadFromStorage();
// :storyready is to late to influence the page, but it's the earliest where SugarCube.storage is available so
// we refresh the passage if we happen to be on the settings passage.
if (State.passage === "Hotkey Settings") {
App.UI.reload();
}
}
return {
add: addDefault,
hotkeys: hotkeysForAction,
init: init,
settings: settingsMenu,
};
})();
// add hotkeys
App.UI.Hotkeys.add("endWeek", {
callback: function() {
$("#story-caption #endWeekButton").trigger("click");
}, combinations: ["enter"], uiName: "Next Week"
});
App.UI.Hotkeys.add("nextLink", {
callback: function() {
$("#story-caption #nextButton").trigger("click");
}, combinations: ["space"], uiName: "Continue/Back"
});
App.UI.Hotkeys.add("prev-slave", {
callback: function() {
$("#prev-slave a").trigger("click");
}, combinations: ["left", "q"], uiName: "Previous Slave"
});
App.UI.Hotkeys.add("next-slave", {
callback: function() {
$("#next-slave a").trigger("click");
}, combinations: ["right", "e"], uiName: "Next Slave"
});
App.UI.Hotkeys.add("prev-child", {
callback: function() {
$("#prev-child a.macro-link").trigger("click");
}, combinations: ["left", "q"], uiName: "Previous Child"
});
App.UI.Hotkeys.add("next-child", {
callback: function() {
$("#next-child a.macro-link").trigger("click");
}, combinations: ["right", "e"], uiName: "Next Child"
});
App.UI.Hotkeys.add("Previous Tab", {
callback: function() {
App.UI.tabBar.openLeftTab();
}, combinations: []
});
App.UI.Hotkeys.add("Next Tab", {
callback: function() {
App.UI.tabBar.openRightTab();
}, combinations: []
});
App.UI.Hotkeys.add("walkpast", {
callback: function() {
$("#walkpast a.macro-link").trigger("click");
}, combinations: []
});
App.UI.Hotkeys.add("HG Select", {
callback: function() {
$("#manageHG a").trigger("click");
}, combinations: ["h"]
});
|
MonsterMate/fc
|
src/002-config/mousetrapConfig.js
|
JavaScript
|
mit
| 7,884 |
:: StoryData
{
"ifid":"18DFC483-910E-4D3B-AC31-71AE10C5015A"
}
:: Start [nobr]
:: StoryTitle
Free Cities
|
MonsterMate/fc
|
src/002-config/start.tw
|
tw
|
mit
| 108 |
/* eslint-disable no-undef */
"use strict";
/* Main SugarCube configuration file. */
/* Change the starting passage from the default 'start' to 'Alpha disclaimer'. */
Config.passages.start = "init";
/* Set description used by Save, for all passages, to give some decent information about game state. */
Config.passages.descriptions = function () {
let sv = State.variables;
if (sv.arcologies === undefined || sv.arcologies.length === 0)
return "New Game Setup, Week 0"; // no arcology yet...
else
return sv.arcologies[0].name + ", Week " + sv.week + ", " + sv.slaves.length + " Slaves, " + cashFormat(sv.cash);
};
/* Disable forward/back buttons in panel. */
Config.history.controls = false;
/* Set Autosaves. */
Config.saves.autosave = "autosave";
/* Save only one game state. */
Config.history.maxStates = 1;
/* Set to 'true' to enable SugarCube's debug mode.
Note: This is an 'engine level' debug mode, completely separate from the game's debug mode. */
Config.debug = false;
/* Set maximum loop iterations. Among other things, this controls the maximum number of slaves the player can own. */
Config.macros.maxLoopIterations = 5000;
|
MonsterMate/fc
|
src/002-config/sugarCubeConfig.js
|
JavaScript
|
mit
| 1,151 |
.ra-onoffswitch {
display: inline-block;
position: relative; width: 4em;
vertical-align: middle;
-webkit-user-select:none; -moz-user-select:none; -ms-user-select: none;
}
.ra-onoffswitch-checkbox {
display: none;
}
.ra-onoffswitch-label {
display: block; overflow: hidden; cursor: pointer;
border: 2px solid #999999; border-radius: 2px;
}
.ra-onoffswitch-inner {
display: block; width: 200%; margin-left: -100%;
transition: margin 0.3s ease-in 0s;
}
.ra-onoffswitch-inner:before, .ra-onoffswitch-inner:after {
display: block; float: left; width: 50%; height: 3.5ex; padding: 0; line-height: 3.5ex;
font-size: x-small; color: white; font-family: FreeSans, sans-serif; font-weight: bold;
box-sizing: border-box;
}
.ra-onoffswitch-inner:before {
content: "ON";
padding-left: 7px;
background-color: #111111; color: #FFFFFF;
}
.ra-onoffswitch-inner:after {
content: "OFF";
padding-right: 7px;
background-color: #111111; color: #D9D9D9;
text-align: right;
}
.ra-onoffswitch-switch {
display: block; width: 1.5em; margin: 1px;
background: #8A8A8A;
position: absolute; top: 0; bottom: 0;
right: 2.1em;
border: 2px solid #414141; border-radius: 2px;
transition: all 0.3s ease-in 0s;
}
.ra-onoffswitch-checkbox:checked + .ra-onoffswitch-label .ra-onoffswitch-inner {
margin-left: 0;
}
.ra-onoffswitch-checkbox:checked + .ra-onoffswitch-label .ra-onoffswitch-switch {
right: 0px;
background-color: #2D80E0;
}
.ra-radio-label {
margin: 0.5em;
}
.ra-container {
display: grid;
grid-template-columns: minmax(100px, max-content) auto;
grid-row-gap: 0.5ex;
}
.ra-label {
grid-column: 1;
}
.ra-label::after {
content: ":";
margin-right: 0.5em;
}
.ra-sub-label {
font-style: italic;
margin-left: 2.5em;
}
.ra-sub-label::after {
content: ":";
margin-right: 0.5em;
}
.ra-inline-label {
margin-right: 0.5em;
}
.ra-inline-label::after {
content: ":";
}
.ra-setters {
margin-top: 3ex;
}
|
MonsterMate/fc
|
src/003-assets/CSS/RAoptions.css
|
CSS
|
mit
| 1,914 |
.building {
display: flex;
flex-direction: column;
width: 100%;
}
.building.basement {
border-top: solid 1px #333333;
margin-top: -1px;
background-image: repeating-linear-gradient(135deg, transparent, transparent 20px, #333333 20px, #333333 30px);
}
.building .row {
display: flex;
flex-direction: row;
width: 95%;
margin: 0 auto;
justify-content: center;
}
@media only screen and (min-width: 1600px) {
.building .row {
width: 70%;
}
}
.building .outerCell {
/* fill cell fully, part 1: trick to fill the full height even if content is smaller */
display: flex;
flex-direction: row;
}
.building .innerCell {
margin: 3px;
border: 5px solid;
padding: 2px;
text-align: center;
/* fill cell fully, part 2: full width */
width: 100%;
/* overwriting with the default background color to hide the basement indicator */
background-color: #111;
}
.building .decorative {
outline: white solid 5px;
outline-offset: -8px;
height: 2em;
}
/* introduction special formatting */
/* makes all links unusable */
.intro .building a {
color: white;
pointer-events: none;
cursor: default;
}
.intro .building .hotkey {
display: none;
}
/* penthouse formatting */
.building .gridWrapper {
display: grid;
}
.building .gridWrapper.grid1 {
grid-template-columns: 100%;
}
.building .gridWrapper.grid2 {
grid-template-columns: repeat(2, 50%);
}
.building .gridWrapper.grid3 {
grid-template-columns: repeat(3, 33.3%);
}
.building .gridWrapper div {
display: inline flow-root;
line-height: 1.1;
padding-bottom: 0.3em;
}
.building .collapsed {
display: inline flow-root;
margin: 0 0.2em;
}
/* border color for each cell */
.building .row .apartments {
border-color: limegreen;
}
.building .row .arcade {
border-color: deeppink;
}
.building .row .brothel {
border-color: violet;
}
.building .row .barracks {
border-color: olivedrab;
}
.building .row .club {
border-color: orchid;
}
.building .row .corporateMarket {
border-color: purple;
}
.building .row .dairy {
border-color: white;
}
.building .row .denseApartments {
border-color: seagreen;
}
.building .row .empty {
border-color: lightgray;
}
.building .row .farmyard {
border-color: brown;
}
.building .row .fsShops {
border-color: mediumpurple;
}
.building .row .manufacturing {
border-color: slategray;
}
.building .row .markets {
border-color: mediumorchid;
}
.building .row .nursery {
border-color: deepskyblue;
}
.building .row .luxuryApartments {
border-color: palegreen;
}
.building .row .pens {
border-color: goldenrod;
}
.building .row .penthouse {
border-color: teal;
}
.building .row .pit {
border-color: orangered;
}
.building .row .private {
border-color: red;
}
.building .row .shops {
border-color: thistle;
}
.building .row .sweatshops {
border-color: gray;
}
.building .row .transportHub {
border-color: magenta;
}
.building .row .weaponsManufacturing {
border-color: springgreen;
}
|
MonsterMate/fc
|
src/003-assets/CSS/arcologyBuilding.css
|
CSS
|
mit
| 2,926 |
div.card {
border-radius: 8px;
border-top: 2px #333333;
border-left: 2px #333333;
border-bottom: 0;
border-right: 0;
border-style: solid;
background-color: #1a1a1a;
box-shadow: 10px 10px 5px black;
padding: 10px;
margin-bottom: 15px;
}
|
MonsterMate/fc
|
src/003-assets/CSS/cardStyle.css
|
CSS
|
mit
| 246 |
#init-screen > div.endweek-titleblock {
display: block;
margin-top: 5%;
}
div.endweek-maintitle {
display: block;
margin-bottom: 0.5em;
}
div.endweek-subtitle {
display: block;
font-size: smaller;
font-weight: lighter;
}
|
MonsterMate/fc
|
src/003-assets/CSS/endWeekAnim.css
|
CSS
|
mit
| 230 |
input:invalid{
border-color: #900;
background-color: rgba(255, 0, 0, 0.25);
}
input:focus:invalid {
outline: none;
}
input:out-of-range {
background-color: rgba(255, 0, 0, 0.25);
border: 2px solid #900;
}
|
MonsterMate/fc
|
src/003-assets/CSS/general.css
|
CSS
|
mit
| 212 |
/* general use */
div.grid-2columns-auto {
display: grid;
grid-template-columns: max-content auto;
}
/* specific uses */
/* limb selector in limbs.js */
div.limb-selector {
display: grid;
grid-template-columns: 200px 100px 100px 100px 100px;
}
div.limb-selector div.full {
grid-column-start: 1;
grid-column-end: 6;
text-align: center;
}
/* prostheticConfig.tw */
div.eyeContainer {
display: grid;
grid-template-columns: 80px 50px 70px 50px;
}
div.buyProsthetics {
display: grid;
grid-template-columns: 300px 140px 150px 150px;
}
div.buyProsthetics div.full {
grid-column-start: 2;
grid-column-end: 5;
}
div.buyProsthetics div.research {
grid-column-start: 3;
grid-column-end: 5;
text-align: center;
}
|
MonsterMate/fc
|
src/003-assets/CSS/gridTemplates.css
|
CSS
|
mit
| 722 |
.textWithTooltip {
position: relative;
display: inline-block;
text-decoration: underline;
text-decoration-color: lightblue;
}
.textWithTooltip .tooltip {
visibility: hidden;
display: block;
font-size: smaller;
width: 20em;
margin-left: -10em;
background-color: rgb(29, 30, 32);
text-align: center;
border-radius: 3px;
padding: 3px;
position: absolute;
z-index: 1;
bottom: 100%;
left: 50%;
}
.textWithTooltip .tooltip ul {
margin-left: 5px;
margin-right: 0px;
padding-left: 10px;
padding-right: 0px;
text-align: left;
}
.textWithTooltip .tooltip::after {
content: "";
position: absolute;
top: 100%;
left: 50%;
margin-left: -5px;
border-width: 5px;
border-style: solid;
border-color: #555 transparent transparent transparent;
}
.textWithTooltip:hover .tooltip {
visibility: visible;
opacity: 1;
transition-delay: 0.3s;
}
ul.choicesStrip {
display: inline;
list-style-type: none;
padding: 0mm;
margin-left: 0em;
}
ul.choicesStrip li {
display: inline;
}
ul.choicesStrip li + li:before {
content: " | ";
}
a.disabled {
color: white;
pointer-events: none;
cursor: default;
}
|
MonsterMate/fc
|
src/003-assets/CSS/links.css
|
CSS
|
mit
| 1,123 |
div.quick-links {
/* Give quick links as much space as possible, any more and it start looking wrong. */
margin: 0 -7px;
/* the last menu link has a bottom outline, make enough space for it */
margin-bottom: 2px;
}
div.quick-links div.toggle {
position: relative; /* so ::before/::after works in relation to this element */
background-color: #444444;
cursor: pointer;
}
div.quick-links div.toggle:hover {
background-color: #5f5f5f;
}
div.quick-links div.toggle::before {
font-family: "tme-fa-icons";
position: absolute;
left: 5px;
content: "\e818";
}
div.quick-links div.collapsed div.toggle::before {
content: "\e81a";
}
div.quick-links div.content {
margin: 0 5px;
}
div.quick-links div.collapsed div.content {
display: none
}
div.quick-links div.menu-link {
background-color: #2b2b2b;
border: solid #3c3c3c;
border-width: 0 2px;
margin: 0 2px;
/* we cannot detect if an element has something after it, so we just add a shadow to every element. Only for the
last element the shadow is not hidden behind another element. */
box-shadow: 0 2px 0 0 #3c3c3c;
/* make sure the notification is relative to the correct element */
position: relative;
}
div.quick-links > div.menu-link:first-child, /* give the very first link an upper border */
div.quick-links div:not(.menu-link):not(.collapsed) + div.menu-link /* give the link directly after an opened toggle an upper border */
{
border-top-width: 2px;
}
/* notification */
div.quick-links div.notification:not(.category)::after /* notification for entry */,
div.quick-links div.category.notification.collapsed > div.toggle::after /* notification for category, disable when uncollapsed */
{
font-family: "tme-fa-icons";
position: absolute;
right: 5px;
top: 0;
content: "\e80c";
color: yellow;
}
|
MonsterMate/fc
|
src/003-assets/CSS/quicklinks.css
|
CSS
|
mit
| 1,878 |
div.slaveSummary {
clear: both;
}
/* slave summary paragraph when "see images" is enabled */
p.si {
margin-bottom: 0;
margin-top: 0;
text-indent: 1.5em;
}
span.freeAssignment {
color: lawngreen;
text-decoration: underline;
font-weight: bold;
}
/* Slave Summary Block */
.ssb {
margin-right: 2em;
}
.strong {
font-weight: bold;
}
|
MonsterMate/fc
|
src/003-assets/CSS/slaveList.css
|
CSS
|
mit
| 342 |
table.wardrobe {
text-align: left;
border-collapse: separate;
border-spacing: 5px;
/*border-style: hidden;*/
/*empty-cells: hide;*/
width: 900px
}
table.wardrobe td {
width: 50%;
border: 1px solid white;
}
table.budget {
text-align: right;
border-collapse: separate;
width: 90%;
border-style: solid;
border-width: 1px;
border-color: white;
padding: 5px;
font-family: "monospace";
}
table.budget .colored {
background-color: #001700;
}
table.budget .accordion:not(.closed) .cash {
color: gray;
}
table.budget .accordion > :first-child {
position: relative;
}
table.budget .accordion > :first-child::before {
font-family: "tme-fa-icons";
position: absolute;
left: 10px;
content: "\e81c";
}
table.budget .accordion.closed > :first-child::before {
content: "\e81e";
}
|
MonsterMate/fc
|
src/003-assets/CSS/table.css
|
CSS
|
mit
| 792 |
div.tab-bar {
overflow: hidden;
}
div.tab-bar button {
background-color: var(--button-color);
border: solid 2px var(--button-color);
color: var(--link-color);
float: left;
outline: none;
cursor: pointer;
padding: 1ex 1ex;
transition: 0.2s;
font-size: large;
}
div.tab-bar button.card {
border-top-left-radius: 15px;
border-top-right-radius: 15px;
border: none;
}
div.tab-bar button.card.active {
background-color: #1a1a1a;
}
div.tab-bar button:hover {
background-color: var(--button-hover-color);
}
div.tab-bar button.active {
background-color: var(--button-selected-color);
color: #c7cedf;
}
div.tab-bar button.show-warning { /* dumb name, but warning and error already exist */
background-color: #b30000;
border-color: #b30000;
}
div.tab-bar button.show-warning:hover {
background-color: #e60000
}
div.tab-bar button.show-warning.active {
background-color: #4d0000;
}
div.tab-bar a.active {
color: white;
pointer-events: none;
cursor: default;
}
.tab-content:not(.noFade) {
display: none;
padding: 6px 12px;
-webkit-animation: fadeEffect 0.3s;
animation: fadeEffect 0.3s;
}
.tab-content.card {
border-radius: 0 8px 8px 8px;
background-color: #1a1a1a;
border: 0;
}
.tab-content.card .slaveSummary.card {
background-color: #252525;
}
@-webkit-keyframes fadeEffect {
from {
opacity: 0;
}
to {
opacity: 1;
}
}
@keyframes fadeEffect {
from {
opacity: 0;
}
to {
opacity: 1;
}
}
|
MonsterMate/fc
|
src/003-assets/CSS/tabs.css
|
CSS
|
mit
| 1,438 |
(function() {
const readOnlySymbol = Symbol("readonly proxy");
globalThis.createReadonlyProxy = function(target) {
if (target == null) { return target; } // intentionally ==
if (target[readOnlySymbol]) { return target; }
if (_.isArray(target)) {
return new Proxy(target, {
get:function(o, prop) {
if(prop === readOnlySymbol) { return true; }
const val = o[prop];
if (typeof val === 'function') {
if (['push', 'unshift', 'pop'].includes(prop)) {
return function() {
throw Error("Cannot modify a readonly array");
};
}
return val.bind(target);
}
return createReadonlyProxy(val);
},
set:function(o, prop, value) {
return true;
},
deleteProperty:function(o, prop) {
return true;
}
});
}
if (_.isObject(target)) {
return new Proxy(target, {
get:function(o, prop) {
if(prop === readOnlySymbol) { return true; }
return createReadonlyProxy(o[prop]);
},
set:function(o, prop, value) {
return true;
},
deleteProperty:function(o, prop) {
return true;
}
});
}
return target;
};
const cheaterSymbol = Symbol("cheating proxy");
globalThis.createCheatProxy = function(target) {
if (target == null) { return target; } // intentionally ==
if (target[cheaterSymbol]) { return target; }
if (_.isArray(target)) {
return new Proxy(target, {
get:function(o, prop) {
if(prop === cheaterSymbol) { return true; }
const val = o[prop];
if (typeof val === 'function') {
if (['push', 'unshift', 'pop'].includes(prop)) {
return function(el) {
const retval = Array.prototype[prop].apply(o, arguments);
// Make sure we set cheater after calling the function
State.variables.cheater = 1;// Can't use `V` because it probably points to a proxy.
return retval;
};
}
return val.bind(target);
}
return createCheatProxy(val);
},
set:function(o, prop, value) {
o[prop] = value;
State.variables.cheater = 1;// Can't use `V` because it probably points to a proxy.
return true;
},
deleteProperty:function(o, prop) {
delete o[prop];
State.variables.cheater = 1;// Can't use `V` because it probably points to a proxy.
return true;
}
});
}
if (_.isObject(target)) {
return new Proxy(target, {
get:function(o, prop) {
if(prop === cheaterSymbol) { return true; }
return createCheatProxy(o[prop]);
},
set:function(o, prop, value) {
o[prop] = value;
State.variables.cheater = 1;
return true;
},
deleteProperty:function(o, prop) {
delete o[prop];
State.variables.cheater = 1;
return true;
}
});
}
return target;
};
})();
Object.defineProperty(window, "V", {
get: function() {
if (window.storyProxy != null) { return window.storyProxy; }
return State.variables;
}
});
// This should be used if the user might use V under normal, non-cheating circumstances but shouldn't be punished for accidentally setting the value. The attempt to make the change will simply be disregarded.
globalThis.runWithReadonlyProxy = function(callback) {
globalThis.storyProxy = createReadonlyProxy(State.variables);
try {
return callback();
} finally {
globalThis.storyProxy = null;
}
};
// This should be used if setting values would constitute cheating. For example, a debug view that shows all variables in an editable form; showing isn't cheating, but making a change would be.
globalThis.runWithCheatProxy = function(callback) {
globalThis.storyProxy = createCheatProxy(State.variables);
try {
return callback();
} finally {
globalThis.storyProxy = null;
}
};
|
MonsterMate/fc
|
src/004-base/000-proxies.js
|
JavaScript
|
mit
| 3,722 |
App.Arcology.Cell.BaseCell = class extends App.Entity.Serializable {
/**
* @param {number} owner
*/
constructor(owner) {
super();
/**
* 0: private
* 1: player
* @type {number}
*/
this.owner = owner;
/**
* List of classes this cell can be converted to.
* Format: "BaseCell" stands for App.Arcology.Cell.BaseCell
* Note: The current class needs to be included as well, otherwise converting back is not possible.
* @type {string[]}
*/
this.allowedConversions = [];
}
/**
* @returns {string}
*/
static get cellName() {
return "baseCell";
}
/**
* @returns {string}
*/
get colorClass() {
return "empty";
}
/**
* @returns {number}
*/
get width() {
return 1;
}
/**
* @returns {boolean}
*/
isBaseType() {
return true;
}
renderCell(path, width) {
const outerCell = document.createElement("div");
outerCell.classList.add("outerCell");
outerCell.style.width = `${width * this.width}%`;
const innerCell = document.createElement("div");
innerCell.classList.add("innerCell");
innerCell.classList.add(this.owner === 1 ? this.colorClass : "private");
innerCell.append(this.cellContent(path));
outerCell.append(innerCell);
return outerCell;
}
/**
* @param {Array<number>} path
* @returns {Node}
*/
cellContent(path) {
return document.createDocumentFragment();
}
/**
* @param {App.Arcology.Building} containingBuilding
* @returns {Node}
*/
cellPassage(containingBuilding) {
const fragment = document.createDocumentFragment();
const scene = document.createElement("p");
scene.classList.add("scene-intro");
scene.append(this._setting());
if (this.canBeSold()) {
scene.append(' ', ownership(this));
}
fragment.append(scene);
if (this.owner === 1) {
const upgrades = document.createElement("p");
upgrades.append(this._body());
fragment.append(upgrades);
if (this.allowedConversions.length > 0 && this.isBaseType()) {
const p = document.createElement("p");
if (V.rep < 5000) {
fragment.append(App.UI.DOM.makeElement("p", "You don't have the reputation required to convert the sector base type."));
} else {
for (const ac of this.allowedConversions) {
const cellClass = App.Arcology.Cell[ac];
if (!(this instanceof cellClass)) {
p.append(this._makeUpgrade(`Convert sector to ${cellClass.cellName}.`, () => {
const newCell = new cellClass(1);
newCell.allowedConversions = this.allowedConversions;
containingBuilding.replaceCell(this, newCell);
repX(-5000, "capEx");
}, 50000, "and 5000 reputation as many citizens will lose most of what they own."));
}
}
}
fragment.append(p);
}
}
return fragment;
/**
* @returns {DocumentFragment}
*/
function ownership(cell) {
const fragment = document.createDocumentFragment();
const A = V.arcologies[0];
const allCells = V.building.findCells(cell => !(cell instanceof App.Arcology.Cell.Filler));
const ownedCells = allCells.filter(cell => cell.owner === 1).length;
const oneCellPercentage = ((1 / allCells.length) * 100).toPrecision(3);
const price = 1000 * Math.trunc(A.prosperity * (1 + (A.demandFactor / 100)));
if (cell.owner === 1) {
fragment.append(`Selling this sector would relinquish a ${oneCellPercentage}% interest in ${A.name}. Such an interest is worth ${cashFormat(price)}.`);
if (ownedCells > 1) {
const span = document.createElement("span");
span.classList.add("clear-formatting");
span.append(App.UI.DOM.passageLink("Sell", "Main",
() => {
cashX(price, "capEx");
App.Arcology.updateOwnership();
A.demandFactor -= 20;
cell.owner = 0;
}));
fragment.append(" ", span);
}
} else {
fragment.append(`You will have to acquire an additional ${oneCellPercentage}% interest in ${A.name} to take control of this sector. Such an interest is worth ${cashFormat(price)} and will require a transaction cost of ${cashFormat(10000)} to acquire for a total cost of ${cashFormat(price + 10000)}.`);
const availableCells = allCells.length * ((100-A.minority)/100) - ownedCells;
if (availableCells >= 1) {
const buySpan = document.createElement("span");
buySpan.classList.add("clear-formatting");
buySpan.append(App.UI.DOM.passageLink("Buy", "Main",
() => {
cashX(-(price + 10000), "capEx");
A.demandFactor += 20;
App.Arcology.updateOwnership();
cell.owner = 1;
}));
fragment.append(" ", buySpan);
if (V.rep >= 18000) {
const repDiv = document.createElement("div");
repDiv.classList.add("clear-formatting");
const repPrice = Math.clamp(price / 2, 0, 18000);
repDiv.append("You have so much political capital that you can spend reputation to acquire ownership by spending reputation. ",
App.UI.DOM.passageLink("Use reputation", "Main",
() => {
repX(-(repPrice), "capEx");
A.demandFactor += 20;
App.Arcology.updateOwnership();
cell.owner = 1;
}));
fragment.append(repDiv);
}
} else {
fragment.append("Too much of the arcology is owned by a single minority holder for you to force a purchase of this sector right now. Your control of the arcology should naturally resolve this situation in a few weeks.");
}
}
return fragment;
}
}
/**
* @returns {string|Node}
* @protected
*/
_setting() {
return "baseCell";
}
/**
* @returns {Node}
* @protected
*/
_body() {
return document.createDocumentFragment();
}
/**
* @param {string} name
* @param {function(): void} action
* @param {number} cost
* @param {string} [note]
* @param {Node} [domNote]
* @returns {HTMLDivElement}
* @protected
*/
_makeUpgrade(name, action, cost, note, domNote) {
const div = document.createElement("div");
div.append(App.UI.DOM.passageLink(name, "Main",
() => {
cashX(-cost, "capEx");
action();
}));
if (cost > 0 || note === undefined) {
note = ` Costs ${cashFormat(cost)}${note !== undefined ? ` ${note}` : ""}.`;
}
App.UI.DOM.appendNewElement("span", div, note, "detail");
if (domNote !== undefined) {
div.append(domNote); // this only exists for the farmyard, remove once that is out of alpha
}
return div;
}
/**
* @returns {boolean}
*/
canBeSold() {
return false;
}
static _cleanupConfigScheme(config) {
super._cleanupConfigScheme(config);
// BC code
}
/** @return {App.Arcology.Cell.BaseCell} */
clone() {
return new App.Arcology.Cell.BaseCell(this.owner)._init(this);
}
get className() { return "App.Arcology.Cell.BaseCell"; }
};
|
MonsterMate/fc
|
src/004-base/arcologyBuilding.js
|
JavaScript
|
mit
| 6,694 |
App.Data.FacilityDesc = class {
constructor() {
/** Base name for state variables */
this.baseName = "";
/** Generic name for UI (Brothel, Club, etc.)
* If null, baseName is used instead
*/
this.genericName = "";
/** @type {Object.<string, FC.Data.JobDesc>} */
this.jobs = {};
this.defaultJob = "";
/** @type {FC.Data.ManagerJobDesc} */
this.manager = null;
}
};
App.Data.Facilities = {};
App.Entity.Facilities = {};
App.Entity.Facilities.Job = class {
constructor() {
/** @type {FC.Data.JobDesc} */
this.desc = null;
/** @type {App.Entity.Facilities.Facility} */
this.facility = null;
}
/**
* Does slave meet the requirements for this job
* @param {App.Entity.SlaveState} slave
* @returns {string[]}
*/
checkRequirements(slave) {
let r = [];
if (this.desc.publicSexUse &&
(slave.breedingMark === 1 && V.propOutcome === 1 && V.eugenicsFullControl !== 1 && V.arcologies[0].FSRestart !== "unset")) {
r.push(`${slave.slaveName} is for private use only.`);
}
if (!this.desc.fuckdollAccepted && slave.fuckdoll > 0) {
r.push(`Fuckdolls can't ${this.desc.assignment} at ${this.facility.name}.`);
}
if (!this.desc.broodmotherAccepted && slave.preg > 37 && slave.broodmother === 2) {
r.push(`Birthing broodmothers can't ${this.desc.assignment}.`);
}
return r;
}
/**
* Can slave be employed at this position
* @param {App.Entity.SlaveState} slave
* @returns {string[]}
*/
canEmploy(slave) {
if (this.isEmployed(slave)) {
return [`${slave.slaveName} is already assigned to ${this.desc.assignment} at ${this.facility.name}.`];
}
if (!this._facilityHasFreeSpace) {
return [`Capacity of ${this.facility.name} exceeded.`];
}
if (slave.assignment === this.desc.assignment) {
return [`${slave.slaveName} is already assigned to ${this.desc.assignment}.`];
}
return this.checkRequirements(slave);
}
/**
* Is slave with the given ID already assigned to this job
* @param {number} id
* @returns {boolean}
*/
hasEmployeeWithId(id) {
return this.employeesIDs().has(id);
}
/**
* Is slave already assigned to this job
* @param {App.Entity.SlaveState} slave
* @returns {boolean}
*/
isEmployed(slave) {
return this.hasEmployeeWithId(slave.ID);
}
/**
* @callback assignmentCallback
* @param {App.Entity.SlaveState} slave the slave whose assignment changes
* @param {FC.Assignment} assignment new assignment
* @returns {void}
*/
/**
* Returns link text for the penthouse assignment
* @param {number} ID slave ID
* @param {string} [passage] passage to go to
* @param {assignmentCallback} [callback]
* @param {string} [linkText]
* @returns {HTMLAnchorElement}
*/
assignmentLinkElement(ID, passage, callback, linkText) {
linkText = linkText || this.desc.position;
return App.UI.DOM.assignmentLink(slaveStateById(ID), this.desc.assignment, passage, callback, linkText);
}
/**
* all slaves that are employed at this job
* @returns {App.Entity.SlaveState[]}
*/
employees() {
return [...this.employeesIDs()].map(id => slaveStateById(id));
}
/**
* IDs for all slaves that are employed at this job
* @returns {Set<number>}
*/
employeesIDs() {
return V.JobIDMap[this.desc.assignment];
}
/**
* assignment string but the generic facility name replaced with its in-game name
*/
get assignment() {
return this.desc.assignment.replace("the " + this.facility.desc.baseName, this.facility.name);
}
/**
* Tests if slave is broken enough
* @protected
* @param {App.Entity.SlaveState} slave
* @param {number} [pureDevotion=50] Minimal devotion level to pass test with any trust
* @param {number} [devotion=-50] Minimal devotion for slaves with enough fear
* @param {number} [trust=-21] Maximal trust (i.e. minimal fear) for the less devotional (see above)
* @param {number} [pureFear=-51] Maximal low trust to pass test with any devotion (because of the fear)
* @param {number} [pureTrust=101] Minimal high trust level to pass test without devotion
* @returns {boolean}
*/
static _isBrokenEnough(slave, pureDevotion, devotion, trust, pureFear, pureTrust) {
if ((slave.devotion < (pureDevotion || 50)) &&
(slave.trust < (pureTrust || 101)) && (slave.trust > (pureFear || -51)) &&
((slave.devotion <= (devotion || -51)) || (slave.trust >= (trust || -21)))) {
return false;
}
return true;
}
/**
* @protected
* Standard message that slave is not broken enough
* @param {App.Entity.SlaveState} slave
* @returns {string}
*/
static _stdBreakageMessage(slave) {
return `${slave.slaveName} must be either more fearful of you or devoted to you.`;
}
/** @protected */
get _facilityHasFreeSpace() {
return this.facility.hasFreeSpace;
}
};
App.Entity.Facilities.ManagingJob = class extends App.Entity.Facilities.Job {
constructor() {
super();
/** @type {FC.Data.ManagerJobDesc} */
this.desc = null;
}
/**
* Can slave be employed at this position
* @param {App.Entity.SlaveState} slave
* @returns {string[]}
*/
checkRequirements(slave) {
let r = super.checkRequirements(slave);
if (slave.devotion < this.desc.requiredDevotion) {
r.push(`${slave.slaveName} must be more devoted to you.`);
}
if (this.desc.shouldWalk && !canWalk(slave)) {
r.push(`${slave.slaveName} must be able to walk.`);
}
if (this.desc.shouldHold && !canHold(slave)) {
r.push(`${slave.slaveName} must be able to hold on to objects.`);
}
if (this.desc.shouldSee && !canSee(slave)) {
r.push(`${slave.slaveName} must have working eyes.`);
}
if (this.desc.shouldHear && !canHear(slave)) {
r.push(`${slave.slaveName} must be able to hear.`);
}
if (this.desc.shouldTalk && !canTalk(slave)) {
r.push(`${slave.slaveName} must be able to talk.`);
}
if (this.desc.shouldThink && slave.fetish === "mindbroken") {
r.push(`${slave.slaveName} must possess cognition.`);
}
return r;
}
/**
* Returns true if slave has enough applicable skill or career
* @param {App.Entity.SlaveState} slave
* @returns {boolean}
*/
slaveHasExperience(slave) {
return (this.desc.skill !== null && slave.skill[this.desc.skill] >= V.masteredXP) ||
(typeof slave.career === 'string' && this.desc.careers.includes(slave.career));
}
/** @returns {App.Entity.SlaveState} */
get currentEmployee() {
const employees = this.employees();
return employees.length > 0 ? employees[0] : null;
}
/** @protected */
get _facilityHasFreeSpace() {
return true;
}
/** @returns {string} */
get positionAbbreviation() {
return this.desc.positionAbbreviation || "L";
}
};
App.Entity.Facilities.Facility = class {
/**
* @param {FC.Data.FacilityDesc} desc defines state variable for this facility
* @param {Object.<string, App.Entity.Facilities.Job>} [jobs] job object that are not default
* @param {App.Entity.Facilities.ManagingJob} [manager]
*/
constructor(desc, jobs, manager) {
this.desc = desc;
jobs = jobs || {};
/** @private @type {Object.<string, App.Entity.Facilities.Job>} */
this._jobs = {};
for (const jn in this.desc.jobs) {
if (jobs[jn] !== undefined) {
this._jobs[jn] = jobs[jn];
} else {
this._jobs[jn] = this._createJob(jn);
}
this._jobs[jn].facility = this;
this._jobs[jn].desc = desc.jobs[jn];
}
if (manager === undefined) {
// default manager job implementation
manager = (this.desc.manager !== null) ? new App.Entity.Facilities.ManagingJob() : null;
}
/** @private */
this._manager = manager;
if (this._manager !== null) {
this._manager.facility = this;
this._manager.desc = this.desc.manager;
}
}
/** Facility display name
* @returns {string} */
get name() {
const stateObj = V[this.desc.baseName];
const res = (stateObj && typeof stateObj === "object") ? stateObj.name : V[this.desc.baseName + "Name"];
return res !== undefined ? res : 'the ' + this.genericName;
}
/** @returns {string} */
get nameCaps() {
return capFirstChar(this.name);
}
/** @returns {string} */
get UIName() {
return capFirstChar(this.genericName);
}
/** Facility generic name ("Brothel", "Schoolroom", etc.)
* @returns {string} */
get genericName() {
return this.desc.genericName !== null ? this.desc.genericName : capFirstChar(this.desc.baseName);
}
/** All jobs at this facility
* @returns {string[]}
*/
get jobsNames() {
return Object.keys(this.desc.jobs);
}
/**
* Returns job description
* @param {string} [name] job name; the default job will be used if omitted
* @returns {App.Entity.Facilities.Job}
*/
job(name) {
return this._jobs[name || this.desc.defaultJob];
}
get jobs() {
return Object.values(this._jobs);
}
get manager() {
return this._manager;
}
/** Facility slave capacity
* @returns {number} */
get capacity() {
return (typeof V[this.desc.baseName] === "object") ? V[this.desc.baseName].capacity : V[this.desc.baseName];
}
get established() {
return this.capacity > 0;
}
/** Number of already hosted slaves
* @returns {number} */
get hostedSlaves() {
return this.jobs.reduce((acc, job) => { return acc + job.employeesIDs().size; }, 0);
}
/**
* Count of employees plus manager altogether
* @returns {number}
*/
get totalEmployeesCount() {
return this.hostedSlaves + ((this.manager && this.manager.currentEmployee) ? 1 : 0);
}
/**
* @returns {number} count of non slave occupants (e.g. bioreactors in the dairy)
*/
get nonEmployeeOccupantsCount() {
return 0;
}
/**
* @returns {number} total count of facility places taken by employees and other beings (e.g. bioreactors in the dairy)
*/
get totalOccupants() {
return this.hostedSlaves + this.nonEmployeeOccupantsCount;
}
get hasEmployees() {
return this.jobs.some(j => j.employeesIDs().size > 0);
}
get hasFreeSpace() {
return this.capacity > this.totalOccupants;
}
get freeSpace() {
return this.capacity > 0 ? this.capacity - this.totalOccupants : 0;
}
/**
* @param {string} name
* @returns {number}
*/
option(name) {
return (typeof V[this.desc.baseName] === "object") ? V[this.desc.baseName][name] : V[this.desc.baseName + name];
}
/**
* @param {string} name
* @returns {number}
*/
upgrade(name) {
return this.option("Upgrade" + name);
}
/**
* Can this facility host the given slave
* @param {App.Entity.SlaveState} slave
* @param {string} [job]
* @returns {string[]} array with rejection reasons. Slave can be hosted if this is empty.
*/
canHostSlave(slave, job) {
job = job || this.desc.defaultJob;
const j = this.job(job);
if (j === undefined) {
if (this.jobs.length === 0) {
const err = `${this.genericName} facility has no jobs for slaves`;
console.warn(err);
return [err];
} else {
console.warn(`Can't find job ${job} at ${this.name}.`); // eslint-disable-line no-console
}
}
// if there are more than one job at this facility, test them too
if (Object.keys(this.desc.jobs).length > 1 && this.isHosted(slave)) {
return [`${slave.slaveName} is already assigned to ${slave.assignment} at ${this.name}.`];
}
return j.canEmploy(slave);
}
/**
* Does the given slave work at this facility
* @param {App.Entity.SlaveState} slave
* @returns {boolean}
*/
isHosted(slave) {
return this.jobs.some(job => job.isEmployed(slave));
}
/**
* Returns link text for the job assignments
* @param {number} ID slave ID
* @param {string} [job] generate link only for this job
* @param {string} [passage]
* @param {assignmentCallback} [callback]
* @returns {HTMLElement[]}
*/
assignmentLinkElements(ID, job, passage, callback) {
/** @type {App.Entity.SlaveState} */
const slave = slaveStateById(ID);
const jobs = job === undefined ? this._jobs : {job: this._jobs[job]};
let res = [];
for (const jn in jobs) {
const j = jobs[jn];
let rejects = j.canEmploy(slave);
if (rejects.length === 0) {
res.push(j.assignmentLinkElement(ID, passage, callback));
} else {
res.push(App.UI.DOM.disabledLink(j.desc.position, rejects));
}
}
return res;
}
/**
* Returns link text for the facility transfer
* @param {number} ID slave ID
* @param {string} [job] transfer to this job (uses default job if this is undefined)
* @param {string} [passage]
* @param {assignmentCallback} [callback]
* @returns {HTMLElement}
*/
transferLinkElement(ID, job, passage, callback) {
job = job || this.desc.defaultJob;
return this._jobs[job].assignmentLinkElement(ID, passage, callback, this.genericName);
}
/**
* all slaves that are employed at this job
* @returns {App.Entity.SlaveState[]}
*/
employees() {
const jobArray = this.jobs;
if (jobArray.length === 1) {
return jobArray[0].employees();
}
return V.slaves.filter(s => jobArray.some(j => j.isEmployed(s)));
}
/**
* IDs for all slaves that are employed at this facility (excluding the manager)
* @returns {Set<number>}
*/
employeesIDs() {
const jobArray = Object.values(this._jobs);
if (jobArray.length === 1) {
return this.job().employeesIDs();
}
const res = new Set();
for (const j of jobArray) {
const ids = j.employeesIDs();
for (const id of ids) {
res.add(id);
}
}
return res;
}
/**
* @param {boolean} long
* @returns {string}
*/
occupancyReport(long) {
if (this.jobs.length === 0) {
return this.manager && this.manager.currentEmployee ? this.manager.positionAbbreviation : "";
}
const nonEmployees = this.nonEmployeeOccupantsCount;
const managerStr = this.manager && this.manager.currentEmployee ? (
long ? `, ${this.manager.desc.position}` : `, ${this.manager.positionAbbreviation}`) : "";
const slavesStr = long ? ` ${this.job().desc.position}${this.capacity !== 1 ? 's' : ''}` : "";
return `${this.hostedSlaves}${nonEmployees ? `+${nonEmployees}` : ""}/${this.capacity}${slavesStr}${managerStr}`;
}
/**
* @protected
* @param {string} jobName
* @returns {App.Entity.Facilities.Job}
*/
_createJob(jobName) { /* eslint-disable-line no-unused-vars*/
return new App.Entity.Facilities.Job();
}
};
/**
* Job for a facility with a single job option
*/
App.Entity.Facilities.FacilitySingleJob = class extends App.Entity.Facilities.Job {
/**
* @param {number} ID slave ID
* @param {string} [targetPassage] passage to go to
* @param {assignmentCallback} [callback]
* @param {string} [linkText]
* @returns {HTMLAnchorElement}
*/
assignmentLinkElement(ID, targetPassage, callback, linkText) {
linkText = linkText || this.desc.position;
return App.UI.DOM.assignmentLink(slaveStateById(ID), this.desc.assignment, "",
(slave, assignment) => {
if (callback) {
callback(slave, assignment);
}
assignmentTransition(slave, assignment, targetPassage || passage());
}, linkText);
}
};
App.Entity.Facilities.SingleJobFacility = class extends App.Entity.Facilities.Facility {
/**
* @param {FC.Data.FacilityDesc} desc defines state variable for this facility
* @param {Object.<string, App.Entity.Facilities.Job>} [jobs] job object that are not default
* @param {App.Entity.Facilities.ManagingJob} [manager]
*/
constructor(desc, jobs, manager) {
super(desc, jobs, manager);
if (this.jobs.length !== 1) {
throw `SingleJobFacility accepts only a single job, but ${this.jobs.length} were provided`;
}
this._job = this.job(); // cache the only job
}
/**
* @override
* @protected
* @returns {App.Entity.Facilities.FacilitySingleJob}
*/
_createJob() {
return new App.Entity.Facilities.FacilitySingleJob();
}
get facilityJob() {
return this._job;
}
};
/** Instances of all facility objects */
App.Entity.facilities = {};
|
MonsterMate/fc
|
src/004-base/facility.js
|
JavaScript
|
mit
| 15,663 |
App.Medicine.OrganFarm.Organ = class {
/**
* @param {Object} params
* @param {string} params.type - unique type of organ, used as key
* @param {string} params.name - display name
* @param {string|function(App.Entity.SlaveState):string} [params.tooltip] - full sentence, uncapitalized and unpunctuated
* @param {number} params.cost - how much it costs to grow the organ
* @param {number} params.time - how long it takes to grow the organ (without upgrades)
* @param {function(App.Entity.SlaveState):boolean} [params.canGrow]
* @param {string[]} [params.dependencies] - organs that are implanted first if possible, use type of other organs as values
* @param {App.Medicine.OrganFarm.OrganImplantAction[]} [params.actions]
* @param {boolean} [params.displayMultipleActions=false] allow multiple implant links to be displayed
*/
constructor({
type, name, tooltip = "", cost, time, canGrow = () => true, dependencies = [],
displayMultipleActions = false, actions = []
}) {
this.type = type;
this.name = name;
this.tooltip = tooltip;
this.cost = cost;
this.time = time;
/** @type {function(App.Entity.SlaveState):boolean} */
this.canGrow = canGrow;
/** @type {string[]} */
this.dependencies = dependencies;
this.displayMultipleActions = displayMultipleActions;
/** @type {App.Medicine.OrganFarm.OrganImplantAction[]} */
this.implantActions = actions;
App.Medicine.OrganFarm.Organs[type] = this;
}
};
App.Medicine.OrganFarm.OrganImplantAction = class {
/**
* @param {object} params
* @param {string} params.name - display name
* @param {string} [params.tooltip] - full sentence, uncapitalized and unpunctuated
* @param {number} params.healthImpact
* @param {string} params.surgeryType - for use with surgery degradation
* @param {boolean} [params.autoImplant]
* @param {function(App.Entity.SlaveState):boolean} params.canImplant
* @param {function(App.Entity.SlaveState):string} params.implantError - message to show if this action cannot be used
* @param {function(App.Entity.SlaveState):void} params.implant
*/
constructor({
name, tooltip = "", healthImpact, surgeryType, autoImplant = true, canImplant, implantError, implant
}) {
this.name = name;
this.tooltip = tooltip;
this.healthImpact = healthImpact;
this.surgeryType = surgeryType;
this.autoImplant = autoImplant;
/**
* True if this action can implant the organ
* @type {function(App.Entity.SlaveState):boolean}
*/
this.canImplant = canImplant;
/**
* Error message if the organ cannot be implanted.
* @type {function(App.Entity.SlaveState):string}
*/
this.implantError = implantError;
/**
* Implant the organ
* @type {function(App.Entity.SlaveState):void}
*/
this.implant = implant;
}
};
|
MonsterMate/fc
|
src/004-base/organFarmBase.js
|
JavaScript
|
mit
| 2,773 |
App.SpecialSlavesProxy = class SpecialSlavesProxy {
constructor() {
}
get Attendant() {
return slaveStateById(V.AttendantID);
}
get Bodyguard() {
return slaveStateById(V.BodyguardID);
}
get Concubine() {
return slaveStateById(V.ConcubineID);
}
get DJ() {
return slaveStateById(V.djID);
}
get Farmer() {
return slaveStateById(V.FarmerID);
}
get HeadGirl() {
return slaveStateById(V.HeadGirlID);
}
get Lurcher() {
return slaveStateById(V.LurcherID);
}
get Madam() {
return slaveStateById(V.MadamID);
}
get Matron() {
return slaveStateById(V.MatronID);
}
get Milkmaid() {
return slaveStateById(V.MilkmaidID);
}
get Nurse() {
return slaveStateById(V.NurseID);
}
get Recruiter() {
return slaveStateById(V.RecruiterID);
}
get Schoolteacher() {
return slaveStateById(V.SchoolteacherID);
}
get Stewardess() {
return slaveStateById(V.StewardessID);
}
get Stud() {
return slaveStateById(V.StudID);
}
get Wardeness() {
return slaveStateById(V.WardenessID);
}
get activeSlave() {
return V.activeSlave;
}
};
globalThis.S = new App.SpecialSlavesProxy();
|
MonsterMate/fc
|
src/004-base/specialSlavesProxy.js
|
JavaScript
|
mit
| 1,112 |
App.Corporate.InitConstants = function() {
App.Corporate.payoutMinimumCash = 1000000;
App.Corporate.payoutCorpValueMultiplier = 0.05;
App.Corporate.dividendOptions = [0.75, 0.5, 0.25, 0.1, 0.05];
App.Corporate.stockSplits = [
{
'newStocks': 3,
'oldStocks': 2,
'weeks': 1,
'cost': 7.5
},
{
'newStocks': 2,
'weeks': 1,
'cost': 10
},
{
'newStocks': 3,
'weeks': 2,
'cost': 12.5
},
{
'newStocks': 4,
'weeks': 3,
'cost': 15
},
{
'oldStocks': 4,
'weeks': 1,
'cost': 15
},
{
'oldStocks': 10,
'weeks': 2,
'cost': 25
},
];
/*
center/range object: The center value is the average or center value of the property, while range is the value range (centered on center). So if center is 1 and range is 0.5, the value can be anything from 0.75 to 1.25.
== Base ==
id: The variable ID for identifying the department.
name: The display name of the department.
focusDescription: The descriptive phrase of what the department does:
The department focuses on {breaking slaves}.
sizeCost: How much a single development of the department costs in thousands.
maintenance: (object) Defines the amount paid each week.
linear: How much a single development costs to maintain each week in thousands.
quadratic: Development maintenance increases quadratically; this is the multiplier on the squared development component.
category: Which division maintenance category this division belongs to. Multiple divisions in a category increase overhead costs exponentially.
founding: (object) Defines information regarding the founding of the division.
corporateCash: Defines how much it costs the player to *found the corporation* with this department with a 2-to-1 split, in thousands. This will be the corporation's starting cash, from which the development and slaves will be purchased.
startingSize: How developed the department is upon founding, including how many active slaves the department starts with (Note that acquiring divisions don't start with slaves)
merger: A list of companies that can be purchased during the merger event. The event will collect all of these company objects associated with owned divisions and pick some at random.
name: The generic name of the company that is being purchased. This will have "the" put in front of it, so it must fit with the sentence "The {name} will be bought."
cost: How much, in thousands, it will cost to purchase this company. Default: 50.
text: An object with the flavor text of the event.
trouble: A description of the company and its troubles. Will be in the sentence "The first company is {trouble}"
acquire: The text that will be shown when the player chooses to acquire the company. Will be in the sentence "You acquire the {name}{acquire}".
result: The functional result of acquiring this company.
development: The number of developments that will be added to this division.
slaves: the number of activeSlaves that will be added to this division. If the division doesn't have enough room to store them you will have to purchase more development by the end of the week or they will be sold off. *WARNING* Do not provide this property if the division cannot have activeSlave set (Acquiring divisions, for example)
== Acquiring ==
An acquiring division generates new slaves. It can always sell to the market but cannot buy from the market.
slaveValue: How much value is added to a slave when it becomes a Held slave.
acquiring: (center/range) The percentage of development that can acquire a slave each week.
mercenaryHelp: (object) If present, defines how and when your mercenaries (not SF) assist this division in acquiring slaves.
level: What level the mercenaries must be above in order to assist.
cost: How much each level of mercenary above level costs the department for this assistance, in thousands.
nextDivision: (list) The ids of the divisions that acquired slaves can be sent directly to. Note that if any of these divisions can send slaves to a listed division, that division will block this division from sending to it. For example, if A->[B,C] and B->C, then A->C can only happen if B *has not* been founded. Once B is founded, slaves from A must proceed A->B->C and cannot skip to C.
==Processing==
A processing division enhances the value of slaves. It can always buy from the market and sell to the market.
addedValue: How much value is added to a slave when it becomes a Held slave.
processing: (center/range) The percentage of active slaves that become held slaves each week.
slaveProcessType: (text object) The verb used for the completion of the processing done on slaves. It will be used to explain when a slave moves from processed to held.
present: The department can {break} 5 slaves.
past:The department {broke} 5 slaves.
slaveProcessDescription: The descriptive phrase for what sort of processing is being done to the division's slaves.
present: the department is {breaking} 5 slaves.
future: the department will {break} 5 slaves.
past: Over the past week, the department {broke} 5 slaves.
market: The department bought {fresh slaves} from the market.
nextDivision: (list) The ids of the divisions that improved slaves can be sent directly to. Note that if any of these divisions can send slaves to a listed division, that division will block this division from sending to it. For example, if A->[B,C] and B->C, then A->C can only happen if B *has not* been founded. Once B is founded, slaves from A must proceed A->B->C and cannot skip to C.
==Working==
A working division produces revenue by working slaves. It can always buy from the market but cannot sell to the market.
attrition: (center/range) The percentage of active slaves that become no longer workable
revenue: (center/range) The amount of money generated by a slave.
slaveProcessDescription: The descriptive phrase for what sort of work is being done by the division's slaves and how they are removed from the workforce.
present: the department is {exploiting} 5 slaves.
future: the department will {exploit} 5 slaves.
past: Over the past week, the department {wore out} 5 slaves.
market: The department bought {menials} from the market.
*/
App.Corporate.divisionList = [
new App.Corporate.Division.Acquiring( {
'id': 'Extra',
'name': 'Extralegal Enslavement',
'focusDescription': 'capturing and enslaving prisoners',
'sizeCost': 20,
'slaveValue': 10,
'acquiring': {
'center': 1,
'range': 0.8,
},
'maintenance': {
'linear': 7.5,
'quadratic': 5,
'category': 'acquisition',
},
'founding': {
'corporateCash': 100,
},
'mercenaryHelp': {
'level': 2,
'cost': 0.05
},
'nextDivision': [
"Break",
"Arcade"
],
'merger': [
{
'name': 'mercenary company',
'cost': 50,
'text': {
'trouble': 'a troubled mercenary company. After a spate of failed operations, the rank and file deposed their management and are now looking to merge with a better-run organization. The old leadership did not engage in enslavement activities, but the mercenaries have decided to turn their talents towards slaving for profit in conflict zones.',
'acquire': ' and ease their transition to conflict zone slaving.'
},
'result': {
'development': 5
}
}
]
}),
new App.Corporate.Division.Acquiring( {
'id': 'Legal',
'name': 'Legal Enslavement',
'focusDescription': 'legal enslavement',
'sizeCost': 25,
'slaveValue': 15,
'acquiring': {
'center': 1,
'range': 0.5,
},
'maintenance': {
'linear': 12,
'quadratic': 6,
'category': 'acquisition',
},
'founding': {
'corporateCash': 125,
},
'nextDivision': [
"Train",
"Menial",
"Surgery"
],
'merger': [
{
'name': 'telemarketing firm',
'cost': 50,
'text': {
'trouble': 'an old world telemarketing firm. In an attempt to survive in the changing economy, it turned its focus towards convincing desperate, ignorant, or stupid people from the old world to accept voluntary enslavement, through a variety of entrapment procedures. It failed to make the transition successfully, but you could certainly continue its operations under your aegis.',
'acquire': ' and clean out the deadwood, getting the business in Free Cities shape.'
},
'result': {
'development': 5
}
}
]
}),
new App.Corporate.Division.Processing( {
'id': 'Break',
'name': 'Slave Breaking',
'focusDescription': 'breaking slaves',
'sizeCost': 10,
'addedValue': 5,
'processing': {
'center': 0.3,
'range': 0.3,
},
'maintenance': {
'linear': 0.45,
'quadratic': 0.6,
'category': 'processing',
},
'founding': {
'corporateCash': 25,
},
'slaveProcessType': {
'present': 'break',
'past': 'broke'
},
'slaveProcessDescription': {
'present': 'attempting to break',
'future': 'break',
'past': 'broken',
'market': {
single: 'slave that needs breaking',
plural: 'slaves that need breaking'
}
},
'nextDivision': [
"Train",
"Menial",
"Surgery"
],
'merger': [
{
'name': 'slave breaking facility',
'cost': 50,
'text': {
'trouble': 'a small slave breaking firm. Despite a great need for obedient slaves the owner of this little establishment was unable to turn a profit. The facility has everything a respecting slave breaking could ever need, it seems the owner simply lacked the right character to apply effective breaking techniques. Your corporation knows perfectly well what it takes to achieve obedience and the assets can be put to great use.',
'acquire': ' and staff it with qualified personnel to make use of the new assets.'
},
'result': {
'development': 5,
'slaves': 5
}
}
]
}),
new App.Corporate.Division.Processing( {
'id': 'Surgery',
'name': 'Slave Modifications',
'focusDescription': 'physical slave modifications',
'sizeCost': 20,
'addedValue': 8,
'processing': {
'center': 0.5,
'range': 0.2,
},
'maintenance': {
'linear': 2.4,
'quadratic': 1,
'category': 'processing',
},
'founding': {
'corporateCash': 55,
},
'slaveProcessType': {
'present': 'modify',
'past': 'finished working on'
},
'slaveProcessDescription': {
'present': 'working on',
'future': 'work on',
'past': 'improved',
'market': {
single: 'slave that could use some work done to their body',
plural: 'slaves that could use some work done to their bodies'
}
},
'nextDivision': [
"Train",
"Dairy"
],
'merger': [
{
'name': 'medical clinic',
'cost': 50,
'text': {
'trouble': "a small medical clinic. Medical malpractice continues to be a major source of trouble for surgeons in the old world. A plastic surgeon has just suffered defeat in a major legal case over implant ruptures. He's looking to make the transition to a more enlightened area, along with his inventory and staff.",
'acquire': " and the surgeon decides to retire on the proceeds of the sale, wishing your corporation well. It was a smart decision; he can retire to the Free Cities on that sum of money, and remote surgery is killing surgeons' wages."
},
'result': {
'development': 3,
'slaves': 3
}
}
]
}),
new App.Corporate.Division.Processing( {
'id': 'Train',
'name': 'Slave Training',
'focusDescription': 'training slaves',
'sizeCost': 25,
'addedValue': 11,
'processing': {
'center': 0.2,
'range': 0.3,
},
'maintenance': {
'linear': 0.7,
'quadratic': 1,
'category': 'processing',
},
'founding': {
'corporateCash': 50,
},
'slaveProcessType': {
'present': 'train',
'past': 'trained'
},
'slaveProcessDescription': {
'present': 'training',
'future': 'train',
'past': 'trained',
'market': {
single: 'slave that needs slave training',
plural: 'slaves that need slave training'
}
},
'nextDivision': [
"Whore"
],
'merger': [
{
'name': 'slave training firm',
'cost': 50,
'text': {
'trouble': "a small slave training firm. Slave training is a notoriously difficult business, since the maturation times on the merchandise can be extremely long, and the improvement in price can be marginal if the training does not prove highly successful. There's nothing inherently wrong with the business, they've simply hit a cash flow bottleneck and need to merge with a cash-rich organization like yours.",
'acquire': ". The previous owners are happy they'll be able to continue operations under the aegis of a better-run, richer corporation."
},
'result': {
'development': 3,
'slaves': 3
}
}
]
}),
new App.Corporate.Division.Working( {
'id': 'Arcade',
'name': 'Sex Arcades',
'focusDescription': 'operating sex arcades',
'sizeCost': 5,
'attrition': {
'center': 0.05,
'range': 0.2,
},
'maintenance': {
'linear': 0.2,
'quadratic': 0.125,
'category': 'working',
},
'revenue': {
'center': 1000,
'range': 0.1
},
'founding': {
'corporateCash': 15,
'startingSize': 20,
},
'slaveWorkDescription': {
'present': 'exploiting',
'future': 'exploit',
'past': 'wore out',
'market': 'fresh slave'
},
'merger': [
{
'name': 'café',
'cost': 50,
'text': {
'trouble': "a quaint maid café. The prime location together with a popular concept should make for a bustling business and yet the owner is looking to get out of the business hoping to salvage some of his savings. Sadly there was a lack of capital to employ attractive servant slave maids. While someone might very well be more than willing to come in and invest in some better slaves, the place is so cheap you could easily replace the furniture and use the current assets to create a new arcade location for your corporation instead.",
'acquire': ". The old owner wishes his slaves luck under the new management, not knowing your plans for the place. A new sex arcade under your corporate umbrella will open shortly."
},
'result': {
'development': 5,
'slaves': 5
}
}
]
}),
new App.Corporate.Division.Working( {
'id': 'Menial',
'name': 'Menial Services',
'focusDescription': 'offering menial services',
'sizeCost': 6.5,
'attrition': {
'center': 0.05,
'range': 0.2,
},
'maintenance': {
'linear': 0.2,
'quadratic': 0.1,
'category': 'working',
},
'revenue': {
'center': 1250,
'range': 0.2
},
'founding': {
'corporateCash': 20,
'startingSize': 20,
},
'slaveWorkDescription': {
'present': 'exploiting',
'future': 'exploit',
'past': 'wore out',
'market': 'menial slave'
},
'merger': [
{
'name': 'slaveholding firm',
'cost': 50,
'text': {
'trouble': "a minor slaveholding company. A major deal with a troubled government just fell through, and they had depended on it going through to an unwise degree. They need to merge with a larger slaving concern immediately, but there's nothing at all wrong with their significant inventory of slaves.",
'acquire': ", cash out its hapless staff, and absorb its stock into your corporation."
},
'result': {
'development': 5,
'slaves': 5
}
}
]
}),
new App.Corporate.Division.Working( {
'id': 'Dairy',
'name': 'Dairy',
'focusDescription': 'milking slaves',
'sizeCost': 15,
'attrition': {
'center': 0.05,
'range': 0.2,
},
'maintenance': {
'linear': 0.85,
'quadratic': 0.4,
'category': 'working',
},
'revenue': {
'center': 3000,
'range': 0.2
},
'founding': {
'corporateCash': 25,
},
'slaveWorkDescription': {
'present': 'milking',
'future': 'milk',
'past': 'ran dry',
'market': 'cow'
},
'merger': [
{
'name': 'farm',
'cost': 50,
'text': {
'trouble': "a dairy farm. Why a conventional dairy farm popped up as target confused you for a moment, but it quickly became clear the entire family was so deep in debt it would be a no brainer to buy the farm and start milking the farmer's large-uddered daughters as a great addition to your corporate dairy.",
'acquire': " and your new slaves for the corporation. The family is not happy with your plans, but their approval is not required, you care only for their fluids."
},
'result': {
'development': 3,
'slaves': 3
}
}
]
}),
new App.Corporate.Division.Working( {
'id': 'Whore',
'name': 'Escort Service',
'focusDescription': 'whoring out slaves',
'sizeCost': 20,
'attrition': {
'center': 0.05,
'range': 0.2,
},
'maintenance': {
'linear': 0.7,
'quadratic': 0.25,
'category': 'working',
},
'revenue': {
'center': 3000,
'range': 0.1
},
'founding': {
'corporateCash': 50,
},
'slaveWorkDescription': {
'present': 'whoring out',
'future': 'whore out',
'past': 'lost their appeal',
'market': 'trained whore'
},
'merger': [
{
'name': 'brothel',
'cost': 50,
'text': {
'trouble': "a little brothel. With slave whores becoming the dominant force in sexual services the current madam lost her passion for the business. She's getting up there in age and has run a tight ship for many years so she deemed it the right time to bow out. All you need to do to add a new brothel location for your corporation is sign at the dotted line before anyone else has a chance to bite.",
'acquire': " before anyone else can make an offer. The madam is surprised by your speed, but happily signs over the brothel."
},
'result': {
'development': 3,
'slaves': 3
}
}
]
})
];
// divisionCategoriesList: Division maintenance categories are used to calculate the overhead that occurs from having multiple divisions within the same category.
// id: The identifier that will be used in division.maintenance.category
// freeDivisions: How many divisions must appear in this category before the overhead cost comes into play. For example, if this is 1, then the second division will cost divisionCost, and the third will bring the overhead up to four times divisionCost.
// divisionCost: How much to multiply the overhead by in cash. The first division past the free divisions will cost this much, but the value will increase exponentially.
// freeDevelopment: How many developments, totaled across all divisions in the category, are ignored by this category before overhead comes into play. Note: freeDivisions does *not* affect this; if freeDevelopment is 100 and freeDivisions is 1, if you only have a single division with 110 developments, you will be charged for the 10 developments over.
// developmentCost: How much to multiply the squared developments by, in cash. The first development past the ignored value will cost this much, but the cost increases exponentially.
// corporate: The corporate-wide overhead for divisions, beyond the individual categories.
// freeDivisions: How many total divisions, across all categories, are ignored before charging corporate level overhead.
// divisionCost: How much to multiply the square of counted divisions in cash. The first counted division will cost this much, but the value increases exponentially.
// Equations:
// divisionBaseOverhead = (divisions - freeDivisions) ^ 2 * divisionCost
// divisionOperationOverhead = (sum(development) - freeDevelopment) ^ 2 * developmentCost
// corpOverhead = (divisions - 2) ^ 2 * 10000
App.Corporate.maintenance = {
divisionCategoriesList: [
{
id: 'acquisition',
freeDivisions: 0,
divisionCost: 25000,
freeDevelopment: 100,
developmentCost: 2
},
{
id: 'processing',
freeDivisions: 0,
divisionCost: 25000,
freeDevelopment: 200,
developmentCost: 1
},
{
id: 'working',
freeDivisions: 1,
divisionCost: 15000,
freeDevelopment: 800,
developmentCost: 0.1
},
],
corporate: {
freeDivisions: 2,
divisionCost: 10000
}
};
};
|
MonsterMate/fc
|
src/Corporation/corporate-constants.js
|
JavaScript
|
mit
| 20,360 |
App.Corporate.Init_DivisionAcquiring = function(shared) {
App.Corporate.Division.Acquiring = class extends App.Corporate.Division.Base {
constructor({slaveValue, acquiring, mercenaryHelp, nextDivision}) {
super(arguments[0]);
this._const.slaveValue = slaveValue;
this._const.acquiring = new averageRange(acquiring);
this._const.nextDivisions = nextDivision;
if (mercenaryHelp != null) {
this._const.mercenaryHelp = {
level: mercenaryHelp.level,
cost: mercenaryHelp.cost
};
}
}
// abstract virtual definitions
get fromMarket() { return false; }
get toMarket() { return true; }
get heldSlaves() { return this.getStored("Slaves"); }
set heldSlaves(value) { this.setStored("Slaves", Math.trunc(value)); }
get activeSlaves() { return 0; }
set activeSlaves(value) { throw "Cannot set active slaves for acquiring divisions"; }
get processRate() { return this._const.acquiring.center; }
get purchasedSlaveValue() { return null; }
get initialSlaveValue() { return this.soldSlaveValue; }
get soldSlaveValue() { return this._const.slaveValue; }
get nounFinishedSlave() { return "slave"; }
get nounSlaveFromMarket() { return "slave"; }
messageSlaveCount() {
return `It averages <span class="green">${numberWithPluralNonZero(this.developmentCount, "new slave")}</span> each week.`;
}
messageSlaveOutput() {
return shared.MessageSlaveToMarket(this);
}
message_endWeek_Slaves(divLedger) {
let newSlaves = divLedger.slaves.value;
if (newSlaves > 0) {
return `<span class="green">acquired ${numberWithPlural(newSlaves, "slave")}`
+ (this.hadMercenaryHelp ? "</span> with the help of your mercenaries." : ".</span>");
} else {
return `<span class="red">failed to acquire any slaves`
+ (this.hadMercenaryHelp ? "</span> even with the help of your mercenaries." : ".</span>");
}
}
endWeek_Slaves(divLedger) {
let slaves = shared.EndWeekProcessing_Slaves(this.developmentCount, this._const.acquiring);
this.heldSlaves += slaves.value;
return divLedger.slaves.apply(slaves);
}
// virtual overrides
get nextDivisions() { return this._const.nextDivisions; }
dissolve() {
App.Corporate.sellSlaves(this, this.heldSlaves);
super.dissolve();
delete V.corp[`${this._const.corpId}Slaves`];
}
getAutoBuyFromMarket() {
return false;
}
setAutoBuyFromMarket(value) {
throw "Acquiring divisions cannot acquire from the market";
}
get availableRoom() { return 0; }
get maintenanceSlaves() { return this.developmentCount; }
get maintenanceCost() {
// If it makes sense to have mercenaries help with other types of divisions, this code and the mercenaryHelp property will need to be moved into the super class.
let baseCost = super.maintenanceCost;
if (this.hadMercenaryHelp) {
const mercHelpCost = Math.trunc((V.mercenaries - this._const.mercenaryHelp.level) * this._const.mercenaryHelp.cost * 1000);
baseCost += mercHelpCost;
}
return baseCost;
}
create() {
super.create();
this.heldSlaves = 0;
shared.FoundingSetupAutoSell(this);
}
get hadMercenaryHelp() { return this._const.mercenaryHelp != null && V.mercenariesHelpCorp === 1 && V.mercenaries > this._const.mercenaryHelp.level; }
};
};
|
MonsterMate/fc
|
src/Corporation/corporate-divisionAcquiring.js
|
JavaScript
|
mit
| 3,254 |
App.Corporate.Init_DivisionBase = function(shared) {
App.Corporate.Division.Base = class {
constructor({id, name, focusDescription, sizeCost, maintenance, founding, merger}) {
this._const = {};
this._const.id = id;
this._const.corpId = `Div${capFirstChar(id)}`;
this._const.cost = sizeCost;
this._const.name = name;
this._const.focusDescription = focusDescription;
this._const.maintenance = {
quadratic: maintenance.quadratic,
linear: maintenance.linear,
category: maintenance.category
};
if (founding != null) {
this._const.founding = new shared.FoundingType(this, founding);
}
if (merger != null && _.isObject(merger) || (Array.isArray(merger) && merger.length > 0)) {
if (!Array.isArray(merger)) {
merger = [merger];
}
this._const.merger = merger;
}
this.relatedDivisions = new shared.RelatedDivisionType();
}
// initialized data
get id() { return this._const.id; }
get sizeCost() { return this._const.cost; }
get name() { return this._const.name; }
get focusDescription() { return this._const.focusDescription; }
get founding() { return this._const.founding; }
get nextDivisions() { return null; }
get hasMergers() { return this._const.merger != null; }
get mergerChoices() { return this._const.merger; }
get maintenanceCategory() { return this._const.maintenance.category; }
// stored variables
get founded() { return this.getStored('') == 1; }
get foundedDate() { return this.getStored('Founded'); }
get developmentCount() { return this.getStored("Dev"); }
set developmentCount(value) {
if (value < 0) { throw "Cannot set development count to less than 0"; }
// dissolve is the only function that sets founded to false.
if (value === 0 && this.founded) { throw "Cannot set development count to 0; use dissolve instead."; }
this.setStored("Dev", value);
}
// calculated
get availableRoom() { return Math.max(0, this.developmentCount - this.activeSlaves); }
get maintenanceCost() {
return Math.trunc( this._const.maintenance.linear * 1000 * this.developmentCount + this._const.maintenance.quadratic * Math.pow(this.activeSlaves, 2));
}
get foundingCostDivision() { return this._const.founding.size * this.sizeCost; }
get foundingCost() { return this.foundingCostDivision; }
get canFoundCorporation() { return this._const.founding != null; }
get foundingCash() {
if (!this.canFoundCorporation) { throw `${this.name} is not set up found a corporation`; }
return 1000 * this._const.founding.startingPrice;
}
get value() {
const developmentValue = this.developmentCount * this.sizeCost * 800;
let slaveProcValue = 0;
let slaveHeldValue = 0;
if (this.activeSlaves > 0) { slaveProcValue = this.activeSlaves * this.purchasedSlaveValue * 1000; }
if (this.heldSlaves > 0) { slaveHeldValue = this.heldSlaves * this.soldSlaveValue * 1000; }
return developmentValue + slaveProcValue + slaveHeldValue;
}
// abstract virtual
get fromMarket() { throw "Must be defined"; }
get toMarket() { throw "Must be defined"; }
/** @returns {number} */ // eslint-disable-line
get heldSlaves() { throw "Must be defined"; }
set heldSlaves(value) { throw "Must be defined"; }
/** @returns {number} */ // eslint-disable-line
get activeSlaves() { throw "Must be defined"; }
set activeSlaves(value) { throw "Must be defined"; }
/** @returns {number} */ // eslint-disable-line
get processRate() { throw "Must be defined"; }
get initialSlaveValue() { throw "Must be defined"; }
/** @returns {number} */ // eslint-disable-line
get soldSlaveValue() { throw "Must be defined"; }
get slaveAction() { throw "Must be defined"; }
get nounFinishedSlave() { throw "Must be defined"; }
get nounSlaveFromMarket() { throw "Must be defined"; }
messageSlaveCount() { throw "Must be defined"; }
messageSlaveOutput() { throw "Must be defined"; }
message_endWeek_Slaves(divLedger) { throw "Must be defined"; }
endWeek_Slaves(ledger, divLedger) { throw "Must be defined"; }
// The value of a slave ignoring enhancements from founded divisions
// The actual value of a slave after all improvements
get purchasedSlaveValue() {
let cheapest = {'value': Number.MAX_VALUE, 'div': null};
let expensive = {'value': 0, 'div': null};
for (let fromDiv of this.relatedDivisions.from) {
let initialValue = fromDiv.initialSlaveValue;
if (initialValue < cheapest.value) {
cheapest.value = initialValue;
cheapest.div = fromDiv;
}
if (fromDiv.founded) {
let soldValue = fromDiv.soldSlaveValue;
if (soldValue > expensive.value) {
expensive.value = soldValue;
expensive.div = fromDiv;
}
}
}
if (expensive.div != null && expensive.value != cheapest.value) {
// The added value of an owned intermediary takes time to work its way through this division to the next
let expensiveDiv = expensive.div;
let valueDiff = expensive.value - cheapest.value;
let weeksSinceFounding = V.week - (expensiveDiv.foundedDate || 0);
let weeksToProcess = 10 * expensiveDiv.processRate;
let multiplier = Math.min(weeksSinceFounding / weeksToProcess, 1);
let finalAddedValue = valueDiff * multiplier;
return cheapest.value + finalAddedValue;
} else if (cheapest.div != null) {
return cheapest.value;
}
throw "No route to acquisition found.";
}
get maintenanceSlaves() { return this.activeSlaves * this.processRate; }
getDisplayMaintenanceCost() {
const cost = this.maintenanceCost;
const processedCount = this.maintenanceSlaves;
return {cost, perUnit: cost / processedCount};
}
getAutoSendToDivision(division) {
return (!App.Corporate.ownsIntermediaryDivision(this, division) && this.getStored(`To${division.id}`) == 1);
}
setAutoSendToDivision(division, value) {
this.setStored(`To${division.id}`, value ? 1 : 0);
}
getAutoSendToMarket() {
return this.getStored("ToMarket") == 1;
}
setAutoSendToMarket(value) {
this.setStored("ToMarket", value ? 1 : 0);
}
getAutoBuyFromMarket() {
return this.getStored("FromMarket");
}
setAutoBuyFromMarket(value) {
this.setStored("FromMarket", value ? 1 : 0);
}
endweek_Revenue(divLedger) {
// Unless otherwise specified, divisions don't produce revenue directly.
}
endWeek_Transfer(divLedger) {
let divisions = [];
for (let otherDiv of this.relatedDivisions.to.filter(div=> div.founded && this.getAutoSendToDivision(div))) {
const otherLedger = divLedger.weekLedger.getDivision(otherDiv);
const room = otherDiv.availableRoom - otherLedger.transfer.in;
if (room === 0) { continue; }
divisions.push({division: otherDiv, room});
}
const fillDivisions = evenFillArray(divisions, this.heldSlaves, pair=>pair.room);
for (const filled of fillDivisions) {
const division = filled.item.division;
const value = filled.value;
divLedger.transfer.addDivision(division, value);
}
}
endWeek_Market(divLedger) {
if (this.getAutoSendToMarket()) {
divLedger.market.sell = this.heldSlaves - divLedger.transfer.total;
}
if (this.getAutoBuyFromMarket()) {
divLedger.market.buy = this.availableRoom - divLedger.transfer.in;
}
shared.SellUnhousedSlaves(this, divLedger, this.processRate);
}
create() {
if (this.founded) { throw `${this.name} has already been founded.`; }
App.Corporate.expandedDivision();
App.Corporate.chargeAsset(this.foundingCostDivision * 1000, "development");
this.setStored('', 1);
this.developmentCount = this._const.founding.size;
this.setStored('Founded', V.week);
}
dissolve() {
this.setStored('', 0);
App.Corporate.sellDevelopment(this);
App.Corporate.dissolvedDivision();
this.relatedDivisions.to.forEach(nextDep => delete V.corp[`${this._const.corpId}To${nextDep.id}`]);
}
// private helpers
getStored(key ) { return V.corp[this._const.corpId + key]; }
setStored(key, value) { V.corp[this._const.corpId + key] = value; }
};
};
|
MonsterMate/fc
|
src/Corporation/corporate-divisionBase.js
|
JavaScript
|
mit
| 8,015 |
App.Corporate.Init_DivisionProcessing = function(shared) {
App.Corporate.Division.Processing = class extends App.Corporate.Division.Base {
constructor({founding, addedValue, processing, nextDivision, slaveProcessType, slaveProcessDescription}) {
super(arguments[0]);
this._const.addedValue = addedValue;
this._const.processing = new averageRange(processing);
this._const.nextDivisions = nextDivision;
this._const.slaveProcessType = slaveProcessType;
this._const.slaveProcessDescription = slaveProcessDescription;
}
// abstract virtual definitions
get fromMarket() { return true; }
get toMarket() { return true; }
get heldSlaves() { return this.getStored("Slaves2" ); }
set heldSlaves(value) { this.setStored("Slaves2", Math.trunc(value)); }
get activeSlaves() { return this.getStored("Slaves" ); }
set activeSlaves(value) { this.setStored("Slaves", Math.trunc(value)); }
get processRate() { return this._const.processing.center; }
get soldSlaveValue() {
// TODO: find a way to cache this.
return this.purchasedSlaveValue + this._const.addedValue;
}
get slaveAction() {
return this._const.slaveProcessDescription;
}
get nounFinishedSlave() { return `${this._const.slaveProcessDescription.past} slave`; }
get nounSlaveFromMarket() { return this._const.slaveProcessDescription.market; }
messageSlaveCount() {
return shared.MessageProcessedSlaves(this, `can ${this._const.slaveProcessType.present}`, 'green');
}
messageSlaveOutput() {
return shared.MessageSlaveToMarket(this);
}
message_endWeek_Slaves(divLedger) {
let newSlaves = divLedger.slaves.value;
// The division
let retval = this._const.slaveProcessType.past; // exploited
if (newSlaves <= 0) {
retval += " <span class='red'>none of its slaves.</span>";
} else {
retval += ` <span class="green">${numberWithPlural(newSlaves, 'slave')}.</span>`;
}
retval += " The division ";
if (this.activeSlaves) {
retval += `is still ${this._const.slaveProcessDescription.present} ${numberWithPlural(this.activeSlaves, "slave")}.`;
} else {
retval += `doesn't have any slaves to ${this._const.slaveProcessDescription.future}.`;
}
return retval;
}
endWeek_Slaves(divLedger) {
let slaves = shared.EndWeekProcessing_Slaves(this.activeSlaves, this._const.processing);
this.activeSlaves -= slaves.value;
this.heldSlaves += slaves.value;
return divLedger.slaves.apply(slaves);
}
get initialSlaveValue() {
const values = this.relatedDivisions.from.map(fromDiv => fromDiv.initialSlaveValue);
if (values.length === 0) { throw "No route to acquisition found."; }
return Math.min(...values) + this._const.addedValue;
}
// virtual override
get nextDivisions() { return this._const.nextDivisions; }
get developmentCount() { return super.developmentCount; }
set developmentCount(value) {
super.developmentCount = value;
shared.SellOverflowSlaves(this);
}
dissolve() {
App.Corporate.sellSlaves(this, this.heldSlaves);
super.dissolve();
delete V.corp[this._const.corpId + "Slaves"];
delete V.corp[this._const.corpId + "Slaves2"];
}
get foundingCostSlaves() { return this._const.founding.size * this.purchasedSlaveValue; }
get foundingCost() { return this.foundingCostDivision + this.foundingCostSlaves; }
create() {
super.create();
App.Corporate.chargeAsset(this.foundingCostSlaves * 1000, "slaves");
this.activeSlaves = this._const.founding.size;
this.heldSlaves = 0;
shared.FoundingSetupAutoBuy(this);
shared.FoundingSetupAutoSell(this);
}
};
};
|
MonsterMate/fc
|
src/Corporation/corporate-divisionProcessing.js
|
JavaScript
|
mit
| 3,597 |
App.Corporate.Init_DivisionWorking = function(shared) {
App.Corporate.Division.Working = class extends App.Corporate.Division.Base {
constructor({founding, attrition, revenue, slaveWorkDescription}) {
super(arguments[0]);
this._const.attrition = new averageRange(attrition);
this._const.revenue = new averageRange(revenue);
this._const.slaveWorkDescription = slaveWorkDescription;
}
// abstract virtual definitions
get fromMarket() { return true; }
get toMarket() { return false; }
get heldSlaves() { return 0; }
set heldSlaves(value) { throw "Cannot set held slaves of working division"; }
get activeSlaves() { return this.getStored("Slaves"); }
set activeSlaves(value) { this.setStored("Slaves", Math.trunc(value)); }
get processRate() { return this._const.attrition.center; }
get initialSlaveValue() { return null; }
get soldSlaveValue() { return null; }
get slaveAction() {
return this._const.slaveWorkDescription;
}
get nounFinishedSlave() { throw "Cannot get finished slave in working division, since they don't produce finished slaves."; }
get nounSlaveFromMarket() { return this._const.slaveWorkDescription.market; }
messageSlaveCount() {
return shared.MessageProcessedSlaves(this, `has to replace`, 'red');
}
messageSlaveOutput() {
/* TODO: originally some divisions had a slight description for what the work was; ie, "the escorts generate" */
return `The division generates <span class="yellowgreen">${cashFormat(this.slaveRevenue)}</span> per slave on average.`;
}
endWeek_Slaves(divLedger) {
let slaves = shared.EndWeekProcessing_Slaves(this.activeSlaves, this._const.attrition);
this.activeSlaves -= slaves.value;
return divLedger.slaves.apply(slaves);
}
message_endWeek_Slaves(divLedger) {
let lostSlaves = divLedger.slaves.value;
let retval = '';// The division
if (this.activeSlaves <= 0) {
retval += `has <span class="red">no slaves</span> to ${this._const.slaveWorkDescription.future}.`;
} else {
retval += `is ${this._const.slaveWorkDescription.present} <span class="green">${numberWithPlural(this.activeSlaves, 'slave')}.</span> `;
}
if (lostSlaves > 0) {
retval += `During operations <span class="red">${numberWithPlural(lostSlaves, 'slave')}</span> ${this._const.slaveWorkDescription.past}.`;
}
return retval;
}
// virtual override
get developmentCount() { return super.developmentCount; }
set developmentCount(value) {
super.developmentCount = value;
shared.SellOverflowSlaves(this);
}
dissolve() {
super.dissolve();
delete V.corp[this._const.corpId + "Slaves"];
}
getAutoSendToMarket() {
return false;
}
setAutoSendToMarket(value) {
throw "Working divisions cannot sell to market";
}
endweek_Revenue(divLedger) {
let {roll, value} = this._const.revenue.roll();
let revenue = Math.trunc(this.activeSlaves * value);
divLedger.revenue.apply({value: revenue, efficiency: roll});
}
endWeek_Transfer(divLedger) {
// Working divisions don't do transfers
}
get slaveRevenue() {
return this._const.revenue.center;
}
get maintenanceSlaves() {
// maintenance is paid on working slaves, not worked slaves.
return this.activeSlaves;
}
get foundingCostSlaves() { return this._const.founding.size * this.purchasedSlaveValue; }
get foundingCost() { return this.foundingCostDivision + this.foundingCostSlaves; }
create() {
super.create();
App.Corporate.chargeAsset(this.foundingCostSlaves * 1000, "slaves");
this.activeSlaves = this._const.founding.size;
shared.FoundingSetupAutoBuy(this);
}
};
};
|
MonsterMate/fc
|
src/Corporation/corporate-divisionWorking.js
|
JavaScript
|
mit
| 3,624 |
globalThis.averageRange = class {
constructor({center, range}) {
this._const = {
center,
range
};
}
get center() { return this._const.center; }
get range() { return this._const.range; }
roll() {
let roll = Math.clamp(gaussianPair(0, 0.2)[0], -0.5, 0.5);
return {roll, value: (roll * this.range) + this.center};
}
rollInt() {
let retval = this.roll();
retval.value = Math.trunc(retval.value);
return retval;
}
};
globalThis.evenFillArray = function(array, amount, lookupAmount) {
let perItem, changed;
let retval = [];
do {
let newArray = [];
changed = false;
perItem = Math.trunc(amount / array.length);
for (let item of array) {
let itemValue = lookupAmount(item);
if (itemValue >= perItem) {
newArray.push(item);
continue;
}
amount -= itemValue;
retval.push({item, value: itemValue});
changed = true;
}
array = newArray;
} while (changed);
let remainder = amount % array.length;
for (let item of array) {
let extra = 0;
if (remainder > 0) {
remainder--;
extra = 1;
}
retval.push({item, value: perItem + extra});
}
return retval;
};
globalThis.typeHiddenMembers = class {
constructor() {
this._const = {};
this._var = {};
this._cache = {};
}
};
App.Corporate.Init = function() {
const Ledger = class {
constructor(corp, suffix = "") {
this.corp = corp;
this.suffix = suffix;
}
get operations() { return this.getStored('OpCost'); }
set operations(value) { this.setStored('OpCost', value); }
get localRevenue() { return this.getStored('Rev'); }
set localRevenue(value) { this.setStored('Rev', value); }
get development() { return this.getStored('AssetsDev'); }
set development(value) { this.setStored('AssetsDev', value); }
get slaves() { return this.getStored('AssetsSlave'); }
set slaves(value) { this.setStored('AssetsSlave', value); }
get overhead() { return this.getStored('Overhead'); }
set overhead(value) { this.setStored('Overhead', value); }
get economicBoost() { return this.getStored('EconBonus'); }
set economicBoost(value) { this.setStored('EconBonus', value); }
get economy() { return this.getStored('Econ'); }
set economy(value) { this.setStored('Econ', value); }
get foreignRevenue() { return this.getStored('NeighborBonus'); }
set foreignRevenue(value) { this.setStored('NeighborBonus', value); }
copy(ledger) {
this.operations = ledger.operations;
this.localRevenue = ledger.localRevenue;
this.foreignRevenue = ledger.foreignRevenue;
this.development = ledger.development;
this.slaves = ledger.slaves;
this.overhead = ledger.overhead;
this.economicBoost = ledger.economicBoost;
this.economy = ledger.economy;
}
clear() {
this.operations = 0;
this.localRevenue = 0;
this.foreignRevenue = 0;
this.development = 0;
this.slaves = 0;
this.overhead = 0;
this.economicBoost = 0;
this.economy = 0;
}
release() {
this.deleteStored('OpCost');
this.deleteStored('Rev');
this.deleteStored('AssetsDev');
this.deleteStored('AssetsSlave');
this.deleteStored('Overhead');
this.deleteStored('EconBonus');
this.deleteStored('Econ');
this.deleteStored('NeighborBonus');
}
get profit() {
return this.revenue + this.economicBoost
- this.development - this.slaves - this.overhead - this.operations;
}
get revenue() {
return this.localRevenue + this.foreignRevenue;
}
setEconomy(economy) {
this.economy = economy;
// NOTE: Set economicBoost to 0 so it doesn't affect this.profit!
this.economicBoost = 0; // <-- DO NOT delete
this.economicBoost = Math.trunc(this.profit * (economy - 100) / 100);
}
// private access
getStored(key) {
return this.corp.getStored(key + this.suffix);
}
setStored(key, value) {
return this.corp.setStored(key + this.suffix, value);
}
deleteStored(key) {
this.corp.deleteStored(key + this.suffix);
}
};
const WeekProcessingEfficiencyLine = class {
constructor() {
this.value = 0;
this.efficiency = 0;
}
apply(pair) {
this.value = pair.value;
this.efficiency = pair.efficiency;
}
};
const WeekProcessingTransfer = class extends typeHiddenMembers {
constructor(divLedger) {
super();
this._const.divLedger = divLedger;
this._var.divisions = [];
this._var.in = 0;
this._var.out = 0;
}
addDivision(division, fill) {
const otherLedger = this._const.divLedger.weekLedger.getDivision(division);
this._var.out += fill;
otherLedger.transfer.in += fill;
this._var.divisions.push({division, fill});
}
get in() {
return this._var.in;
}
set in(value) {
if (value == this._var.in) { return; }
if (this._const.divLedger.market.canBuy) {
this._const.divLedger.market.buy -= value - this._var.in;
}
this._var.in = value;
}
get total() {
return this._var.out;
}
get divisions() {
return this._var.divisions;
}
};
const WeekProcessingMarket = class extends typeHiddenMembers {
constructor(divLedger) {
super();
this._const.divLedger = divLedger;
this._var.canBuy = false;
this._var.buy = 0;
this._var.sell = 0;
}
get buy() {
return this._var.buy;
}
set buy(value) {
// Note: canBuy merely means we've set buy to some value, even 0.
// Setting to 0 after setting to another value happens when we tried to buy some number, but couldn't afford it.
this._var.canBuy = true;
this._var.buy = value;
this._cache.buyValue = null;
}
get sell() {
return this._var.sell;
}
set sell(value) {
this._var.sell = value;
this._cache.sellValue = null;
}
get sellValue() {
if (this._cache.sellValue == null) { this._cache.sellValue = App.Corporate.slaveMarketSellValue(this.division, this.sell); }
return this._cache.sellValue;
}
get buyValue() {
if (this._cache.buyValue == null) { this._cache.buyValue = App.Corporate.slaveMarketPurchaseValue(this.division, this.buy); }
return this._cache.buyValue;
}
get canBuy() {
return this._var.canBuy;
}
get divisionLedger() {
return this._const.divLedger;
}
get division() {
return this.divisionLedger.division;
}
};
const WeekProcessingDivision = class extends typeHiddenMembers {
constructor(division, weekLedger) {
super();
this._const.division = division;
this._const.ledger = weekLedger;
this._var.slaves = new WeekProcessingEfficiencyLine();
this._var.revenue = new WeekProcessingEfficiencyLine();
this._var.transfer = new WeekProcessingTransfer(this);
this._var.market = new WeekProcessingMarket(this);
}
get slaves() {
return this._var.slaves;
}
get revenue() {
return this._var.revenue;
}
get transfer() {
return this._var.transfer;
}
get market() {
return this._var.market;
}
get division() {
return this._const.division;
}
get weekLedger() {
return this._const.ledger;
}
};
const WeekProcessingOverheadCategory = class extends typeHiddenMembers {
constructor(categoryId) {
super();
this._const.category = App.Corporate.maintenance.divisionCategories[categoryId];
if (this._const.category == null) { throw "Invalid category id: " + categoryId; }
this._var.divisions = [];
}
addDivision(division) {
this._var.divisions.push(division);
}
get cost() {
const category = this._const.category;
const ownedDivisionCount = this._var.divisions.length - category.freeDivisions;
const developmentCount = this._var.divisions.reduce((r, div) => r + div.developmentCount, 0) - category.freeDevelopment;
const divisionCost = Math.trunc(Math.pow(Math.max(ownedDivisionCount, 0), 2) * category.divisionCost );
const developmentCost = Math.trunc(Math.pow(Math.max(developmentCount, 0), 2) * category.developmentCost);
return divisionCost + developmentCost;
}
};
const WeekProcessingLedger = class extends typeHiddenMembers {
constructor() {
super();
this._var.divisions = {};
this._var.maintenanceCategories = {};
this._var.operatingCost = 0;
this._var.canExpandNow = false;
this._var.canSpecializeNow = false;
this._var.dividend = 0;
this._var.payout = 0;
}
getDivision(division) {
if (!(division.id in this._var.divisions)) {
this._var.divisions[division.id] = new WeekProcessingDivision(division, this);
}
return this._var.divisions[division.id];
}
get divisionLedgers() {
return this._var.divisions;
}
registerMaintenanceForDivision(division) {
let categoryId = division.maintenanceCategory;
if (!(categoryId in this._var.maintenanceCategories)) {
this._var.maintenanceCategories[categoryId] = new WeekProcessingOverheadCategory(categoryId);
}
let category = this._var.maintenanceCategories[categoryId];
category.addDivision(division);
}
get maintenanceCategories() {
return this._var.maintenanceCategories;
}
get operatingCost() {
return this._var.operatingCost;
}
set operatingCost(value) {
if (!Number.isFinite(value)) { throw "Operating cost wasn't finite "; }
this._var.operatingCost = Math.trunc(value);
}
get overhead() {
const divCount = App.Corporate.numDivisions;
if (divCount <= 1) { return 0; }
const divisionOverhead = Object.values(this.maintenanceCategories).reduce((r, categoryLedger) => r + categoryLedger.cost, 0);
const corpMaintInfo = App.Corporate.maintenance.corporate;
let corpOverhead = Math.pow(Math.max(divCount - corpMaintInfo.freeDivisions, 0), 2) * corpMaintInfo.divisionCost;
let retval = (divisionOverhead + corpOverhead) * 1 - (5 - V.baseDifficulty) / 8;
return Math.trunc(retval);
}
get canExpandNow() { return this._var.canExpandNow; }
set canExpandNow(value) { this._var.canExpandNow = value; }
get hasDividend() { return this._var.dividend > 0; }
get dividend() { return this._var.dividend; }
set dividend(value) { this._var.dividend = value; }
get hasPayout() { return this._var.payout > 0; }
get payout() { return this._var.payout; }
set payout(value) { this._var.payout = value; }
get canSpecializeNow() { return this._var.canSpecializeNow; }
set canSpecializeNow(value) { this._var.canSpecializeNow = value; }
};
App.Corporate.Division = {};
const shared = {
RelatedDivisionType: class {
constructor() {
this._var = {
to: [],
from: [],
all: []
};
}
get to() { return this._var.to; }
get from() { return this._var.from; }
get all() { return this._var.all; }
addTo(value) {
this._var.to.push(value);
this._var.all.push(value);
}
addFrom(value) {
this._var.from.push(value);
this._var.all.push(value);
}
get anyFounded() { return this.all.some(div=>div.founded); }
},
FoundingType: class {
constructor(division, {corporateCash, startingSize = 10}) {
this._const = {
division,
cash: corporateCash,
size: startingSize
};
}
get cash() { return this._const.cash; }
get size() { return this._const.size; }
get startingPrice() {
let div = this._const.division;
return this._const.cash + div.foundingCost;
}
},
SellOverflowSlaves: function(division) {
const slavesToSell = division.activeSlaves - division.developmentCount;
if (slavesToSell > 0) {
const slaveProcCost = Math.trunc(App.Corporate.slaveMarketPurchaseValue(division, -slavesToSell));
App.Corporate.chargeAsset(slaveProcCost, "slaves");
division.activeSlaves -= slavesToSell;
V.menialDemandFactor -= slavesToSell;
}
},
SellUnhousedSlaves: function(division, divLedger, rate) {
if (divLedger.market.sell != 0) { return; }
let housing = Math.trunc(2 * rate * division.developmentCount);
let unhoused = division.heldSlaves - housing;
if (unhoused <= 0) { return; }
divLedger.market.sell = unhoused;
},
MessageProcessedSlaves: function(division, verbPhrase, color) {
let procCount = Math.trunc(division.developmentCount * division.processRate);
let slaveCountedNoun = numberWithPluralNonZero(procCount, "slave");
return `It ${verbPhrase} approximately <span class="${color}">${slaveCountedNoun}</span> each week when operating at capacity (${division.developmentCount})`;
},
MessageSlaveToMarket: function(division) {
return `The slaves from this division can be sold for <span class='yellowgreen'>${cashFormat(Math.trunc(division.soldSlaveValue * menialSlaveCost()))}</span> each.`;
},
EndWeekProcessing_Slaves: function(processingCount, rate) {
const perDevPair = rate.roll();
let slaveIncrease = perDevPair.value * processingCount;
if (slaveIncrease < 1) {
slaveIncrease = (slaveIncrease > Math.random() ? 1 : 0);
}
return {efficiency: perDevPair.roll, value: Math.trunc(slaveIncrease)};
},
FoundingSetupAutoBuy: function(division) {
let foundedFrom = division.relatedDivisions.from.filter(div=>div.founded);
if (foundedFrom.length === 0) {
division.setAutoBuyFromMarket(true);
} else {
for (let otherDiv of foundedFrom) {
if (otherDiv.getAutoSendToMarket()) {
otherDiv.setAutoSendToDivision(division, true);
}
}
}
},
FoundingSetupAutoSell: function(division) {
let foundedTo = division.relatedDivisions.to.filter(div=>div.founded);
if (foundedTo.length === 0) {
division.setAutoSendToMarket(true);
} else {
for (let otherDiv of foundedTo) {
if (otherDiv.getAutoBuyFromMarket()) {
division.setAutoSendToDivision(otherDiv, true);
}
}
}
}
};
App.Corporate.Init_DivisionBase(shared);
App.Corporate.Init_DivisionAcquiring(shared);
App.Corporate.Init_DivisionProcessing(shared);
App.Corporate.Init_DivisionWorking(shared);
App.Corporate.InitConstants();
let divisions = App.Corporate.divisions = mapIdList(App.Corporate.divisionList);
App.Corporate.maintenance.divisionCategories = mapIdList(App.Corporate.maintenance.divisionCategoriesList);
for (const divInfo of App.Corporate.divisionList.filter(div=>div.nextDivisions != null)) {
const div = divisions[divInfo.id];
for (const nextDepId of divInfo.nextDivisions) {
let nextDiv = divisions[nextDepId];
div.relatedDivisions.addTo(nextDiv);
nextDiv.relatedDivisions.addFrom(div);
}
}
let asDivision = function(division) {
if (_.isObject(division)) { return division; }
return App.Corporate.divisions[division];
};
App.Corporate.getStored = function(key ) { return V.corp[key]; };
App.Corporate.setStored = function(key, value) { V.corp[key] = value; };
App.Corporate.deleteStored = function(key ) { delete V.corp[key]; };
// Integer properties starting with corp
const propertyToStoryInt = {
cash: "Cash",
numDivisions: 'Div',
foundedDate: 'Founded',
dividend: "Dividend",
specializations: "Spec",
specializationTokens: "SpecToken",
specializationTimer: "SpecTimer",
};
for (const property in propertyToStoryInt) {
const key = propertyToStoryInt[property];
Object.defineProperty(App.Corporate, property, {
get: function() { return this.getStored(key); },
set: function(value) {
if (!Number.isFinite(value)) { throw "Unreal number " + key; }
this.setStored(key, Math.trunc(value));
}
});
}
// Boolean properties starting with corp (true == 1, false == 0)
const propertyToStoryBool = {
founded: "Incorporated",
hasMarket: "Market",
payoutCash: "CashDividend",
canExpand: 'ExpandToken',
};
for (const property in propertyToStoryBool) {
const key = propertyToStoryBool[property];
Object.defineProperty(App.Corporate, property, {
get: function() { return this.getStored(key) === 1; },
set: function(value) { this.setStored(key, value ? 1 : 0); }
});
}
// Abnormal properties
Object.defineProperty(App.Corporate, "value", {
get: function() {
if (!this.founded) { return 0; }
let corpAssets = App.Corporate.divisionList
.filter(div=>div.founded)
.reduce((v, div)=>v + div.value, 0);
return corpAssets + this.dividend + this.cash;
}
});
Object.defineProperty(App.Corporate, "dividendRatio", {
get: function() { return V.dividendRatio; },
set: function(value) { V.dividendRatio = value; }
});
Object.defineProperty(App.Corporate, "dividendTimer", {
get: function() { return V.dividendTimer; },
set: function(value) { V.dividendTimer = value; }
});
Object.defineProperty(App.Corporate, "payoutAfterCash", {
get: function() {
return Math.max(Math.trunc(this.payoutCorpValueMultiplier * this.value), this.payoutMinimumCash);
}
});
const SharesType = class {
get personal() { return V.personalShares; }
set personal(value) { V.personalShares = value; }
get public() { return V.publicShares; }
set public(value) { V.publicShares = value; }
get total() { return this.personal + this.public; }
};
App.Corporate.shares = new SharesType();
App.Corporate.ledger = {
current: new Ledger(App.Corporate),
old: new Ledger(App.Corporate, "Old"),
swap: function() {
this.old.copy(this.current);
this.current.clear();
},
clear: function() {
this.old.clear();
this.current.clear();
},
release: function() {
this.old.release();
this.current.release();
}
};
App.Corporate.foundingCostToPlayer = function(division, personalShares, publicShares) {
division = asDivision(division);
let costToPlayer = Math.trunc((division.foundingCash / (personalShares + publicShares)) * personalShares);
return costToPlayer;
};
App.Corporate.create = function(division, personalShares, publicShares) {
this.shares.personal = personalShares;
this.shares.public = publicShares;
V.dividendTimer = 13;
this.founded = true;
this.foundedDate = V.week;
this.dividend = 0;
this.dividendRatio = 0;
this.specializationTimer = 4;
this.ledger.clear();
// this will be updated by division.create
this.numDivisions = 0;
this.expansionTokens = 1;
division = asDivision(division);
cashX(forceNeg(App.Corporate.foundingCostToPlayer(division, personalShares, publicShares)), 'stocksTraded');
this.cash = division.foundingCash;
division.create(this);
App.Corporate.ledger.swap();
};
App.Corporate.dissolve = function() {
for (let division of this.divisionList.filter(x=>x.founded)) {
division.dissolve();
}
this.founded = false;
this.numDivisions = 0;
this.expansionTokens = 0;
this.setStored("Expand", 0);
this.specializations = 0;
this.specializationTokens = 0;
this.setStored("SpecRaces", []);
this.ledger.release();
// Some of these will need to be refactored into App.Corporate.Specialization
const toDeleteGlobal = [
"personalShares",
"publicShares",
"dividendTimer",
];
toDeleteGlobal.forEach(id => delete V[id]);
const toDeleteCorp = [
"Cash",
"Dividend",
"SpecAccent",
"SpecAge",
"SpecNationality",
"SpecAmputee",
"SpecBalls",
"SpecDevotion",
"SpecDick",
"SpecEducation",
"SpecGender",
"SpecGenitalia",
"SpecWeight",
"SpecHeight",
"SpecHormones",
"SpecImplants",
"SpecInjection",
"SpecIntelligence",
"SpecMilk",
"SpecMuscle",
"SpecPussy",
"SpecSexEd",
"SpecTrust",
"SpecVirgin"
];
toDeleteCorp.forEach(id => delete V.corp[id]);
if (this.hasMarket) {
App.Arcology.cellUpgrade(V.building, App.Arcology.Cell.Market, "Corporate Market", "Markets");
this.hasMarket = false;
}
};
App.Corporate.expandedDivision = function() {
this.numDivisions += 1;
this.canExpand = false;
};
App.Corporate.dissolvedDivision = function() {
this.numDivisions -= 1;
};
App.Corporate.chargeAsset = function(cost, type) {
if (!Number.isFinite(cost)) { throw "The cost provided was not a real number"; }
cost = Math.trunc(cost);
if (!(type in this.ledger.current)) { throw `Ledger doesn't record '${type}' category.`; }
if (cost === 0) { return; }
this.ledger.current[type] += cost;
this.cash -= cost;
};
App.Corporate.earnRevenue = function(cost, locality) {
if (!Number.isFinite(cost)) { throw "The cost provided was not real"; }
cost = Math.trunc(cost);
let current = this.ledger.current;
let key = `${locality}Revenue`;
if (!(key in current)) { throw `Unknown locality '${locality}'`; }
current[key] += cost;
this.cash += cost;
};
App.Corporate.chargeDividend = function(cost, weekLedger) {
if (!Number.isFinite(cost)) { throw "The cost provided was not real"; }
cost = Math.trunc(cost);
if (weekLedger == null) {
throw "No weekLedger provided";
}
this.dividend += cost;
this.cash -= cost;
weekLedger.dividend += cost;
};
App.Corporate.creditEconomy = function() {
this.ledger.current.setEconomy(V.localEcon);
this.cash += this.ledger.current.economicBoost;
};
/* Need to prevent skipping intermediaries if they exist, ie break->surgery->train, you can skip surgery only if you don't have it.*/
App.Corporate.ownsIntermediaryDivision = function(fromDivision, toDivision) {
for (let intermediateDiv of toDivision.relatedDivisions
.from
.filter(iDep => iDep.id !== fromDivision.id
&& fromDivision.relatedDivisions.to.includes(iDep))) {
if (intermediateDiv.founded) { return true; }
}
return false;
};
App.Corporate.slaveMarketPurchaseValue = function(division, count) {
division = asDivision(division);
let slaveValue = division.purchasedSlaveValue;
let totalValue = slaveValue * count * menialSlaveCost(count);
return Math.trunc(totalValue);
};
App.Corporate.slaveMarketSellValue = function(division, count) {
division = asDivision(division);
let slaveValue = division.soldSlaveValue;
let totalValue = slaveValue * count * menialSlaveCost(count);
return Math.trunc(totalValue);
};
App.Corporate.buySlaves = function(division, count) {
if (count <= 0) { return 0; }
division = asDivision(division);
let purchasePrice = this.slaveMarketPurchaseValue(division, count);
if (this.cash < purchasePrice) {
throw "Attempted purchase without enough money";
}
this.chargeAsset(purchasePrice, "slaves");
division.activeSlaves += count;
V.menialSupplyFactor -= count;
return purchasePrice;
};
App.Corporate.sellSlaves = function(division, count) {
if (count <= 0) { return 0; }
division = asDivision(division);
if (division.heldSlaves < count) { throw "Attempted to sell more slaves than held."; }
let sellPrice = this.slaveMarketSellValue(division, count);
this.earnRevenue(sellPrice, "local");
division.heldSlaves -= count;
V.menialDemandFactor -= count;
return sellPrice;
};
App.Corporate.transferSlaves = function(fromDivision, toDivision, count) {
fromDivision = asDivision(fromDivision);
toDivision = asDivision(toDivision);
// TODO: validate the from and to departments are directly connected.
if (fromDivision.heldSlaves < count) { throw `Tried to move ${count} slaves out of ${fromDivision.name}, but it only had ${fromDivision.heldSlaves}`; }
fromDivision.heldSlaves -= count;
toDivision.activeSlaves += count;
};
App.Corporate.buyDevelopment = function(division, count) {
division = asDivision(division);
let cost = Math.trunc(division.sizeCost * count * 1000);
this.chargeAsset(cost, "development");
division.developmentCount += count;
};
App.Corporate.sellDevelopment = function(division, count) {
division = asDivision(division);
const devCount = division.developmentCount;
count = count || devCount;
if (count > devCount) { throw `Attempted to sell more of a division ${division.id} than exists (${count} of ${devCount})`; }
const developmentCost = Math.trunc(count * division.sizeCost * 800);
this.chargeAsset(-developmentCost, "development");
division.developmentCount -= count;
};
App.Corporate.setAutoSendToDivision = function(fromDivision, toDivision, value) {
fromDivision = asDivision(fromDivision);
toDivision = asDivision(toDivision);
fromDivision.setAutoSendToDivision(toDivision, value);
};
App.Corporate.setAutoSendToMarket = function(division, value) {
division = asDivision(division);
division.setAutoSendToMarket(value);
};
App.Corporate.setAutoBuyFromMarket = function(division, value) {
division = asDivision(division);
division.setAutoBuyFromMarket(value);
};
App.Corporate.calculateDividend = function(weekLedger) {
let profit = this.ledger.current.profit;
if (this.dividendRatio > 0 && profit > 0) {
this.chargeDividend(profit * this.dividendRatio, weekLedger);
}
// Payout leftover cash should be the last thing the corporation does
// in a week so that its cash will be at the payout amount.
if (this.payoutCash) {
let payoutAfter = this.payoutAfterCash;
if (this.cash > payoutAfter) {
this.chargeDividend(this.cash - payoutAfter, weekLedger);
}
}
if (this.dividendTimer <= 1) {
weekLedger.payout = Math.trunc(this.dividend * this.shares.personal / this.shares.total);
cashX(weekLedger.payout, "stocks");
this.dividendTimer = 14;// 13 for each quarter, but +1 because we're subtracting one below.
this.dividend = 0;
}
this.dividendTimer--;
};
App.Corporate.endWeek = function() {
let ledger = new WeekProcessingLedger();
// Prepare requests
for (let div of this.divisionList.filter(div=>div.founded)) {
let divLedger = ledger.getDivision(div);
ledger.operatingCost += div.maintenanceCost;
ledger.registerMaintenanceForDivision(div);
div.endweek_Revenue(divLedger);
div.endWeek_Slaves(divLedger);
}
for (let divLedger of Object.values(ledger.divisionLedgers)) {
let div = divLedger.division;
div.endWeek_Transfer(divLedger);
div.endWeek_Market(divLedger);
}
this.chargeAsset(ledger.operatingCost, "operations");
this.chargeAsset(ledger.overhead, "overhead");
// Execute sales requests, transfers, and earned revenue
for (let divLedger of Object.values(ledger.divisionLedgers)) {
let div = divLedger.division;
this.earnRevenue(divLedger.revenue.value, "local");
if (div.activeSlaves > 0) {
shared.SellOverflowSlaves(div);
}
for (let otherDivPair of divLedger.transfer.divisions) {
let otherDiv = otherDivPair.division;
let count = otherDivPair.fill;
if (count == 0) { continue; }
this.transferSlaves(div, otherDiv, count);
}
if (divLedger.market.sell > 0) {
divLedger.market.finalSale = this.sellSlaves(div, divLedger.market.sell);
}
}
// Execute purchase requests
// todo: Make a switch to allow the user to control purchasing behavior.
// todo: Expensive first
// todo: Cheapest first
// Even purchase requests:
let purchaseValues = evenFillArray(Object.values(ledger.divisionLedgers)
.filter(divLedger=>divLedger.market.buy > 0)
, this.cash
, divLedger=>divLedger.market.buyValue);
for (let divLedgerPair of purchaseValues) {
let divLedger = divLedgerPair.item;
let purchaseCost = divLedgerPair.value;
let div = divLedger.division;
if (divLedger.market.buyValue > purchaseCost) {
// Estimate how many slaves we can afford within the purchase cost
let perSlaveEstimate = Math.trunc(divLedger.market.buyValue / divLedger.market.buy);
let numSlavesEstimate = Math.trunc(purchaseCost / perSlaveEstimate);
if (numSlavesEstimate < 1) {
divLedger.market.originalBuy = divLedger.market.buy;
divLedger.market.buyShortMoney = divLedger.market.buyValue;
divLedger.market.buyShortSlaves = divLedger.market.buy;
divLedger.market.buy = 0;
} else {
divLedger.market.originalBuy = divLedger.market.buy;
divLedger.market.buyShortMoney = divLedger.market.buyValue - purchaseCost;
divLedger.market.buyShortSlaves = divLedger.market.buy - numSlavesEstimate;
divLedger.market.buy = numSlavesEstimate;
}
}
divLedger.market.finalPurchase = this.buySlaves(div, divLedger.market.buy);
}
this.creditEconomy();
if (this.numDivisions < this.divisionList.length && !this.canExpand) {
let expansionValue = Math.trunc(Math.pow(this.numDivisions, 1.5) + (5 * this.numDivisions + 2) / 4);
if (this.value > expansionValue * 1000000) {
ledger.canExpandNow = true;
this.canExpand = true;
}
}
let specializationExpansion = 1.6 * Math.pow(1.25, this.specializations) - 1.2;
if (this.value > specializationExpansion * 1000000) {
this.specializationTokens++;
this.specializations++;
ledger.canSpecializeNow = true;
}
if (this.specializationTimer > 0) {
this.specializationTimer--;
}
this.calculateDividend(ledger);
return ledger;
};
App.Corporate.cheatCash = function(userCash) {
userCash = Math.trunc(Number(userCash));
if (Number.isFinite(userCash)) {
this.cash = userCash;
V.cheater = 1;
}
};
App.Corporate.Backcompat = function() {
// current foreignRevenue used to be used for old foreignRevenue
let c = this.ledger.current;
App.Corporate.ledger.old.foreignRevenue = c.foreignRevenue;
if (c.operations === undefined) {
c.operations = 0;
c.overhead = 0;
c.economicBoost = 0;
}
};
};
// Corporation Share Price
// A positive q means adding shares to the market, negative means removing them
globalThis.corpSharePrice = function(q = 0, personalShares = null, publicShares = null) {
if (V.corp.Incorporated === 0) {
return 0;
}
personalShares = personalShares || V.personalShares;
publicShares = publicShares || V.publicShares;
return Math.trunc(1000 * (App.Corporate.value / (personalShares + publicShares + q)));
};
// Corporation race blacklisting/whitelisting
// race is the lowercase string representing the race, 'blacklist' is either 1 or 0. 1 means we are blacklisting and 0 means we are whitelisting said race
globalThis.corpBlacklistRace = function(race, blacklist) {
let raceArray = V.corp.SpecRaces;
if (raceArray.length > 0 && blacklist === 1) {
raceArray.delete(race);
} else if (blacklist === 1) {
raceArray = setup.filterRacesLowercase.filter(x => x !== race);
} else {
raceArray.push(race);
}
return raceArray;
};
|
MonsterMate/fc
|
src/Corporation/corporate.js
|
JavaScript
|
mit
| 29,742 |
/** Create the DOM ledger table
* @param {object} ledger - One of the members of App.Corporate.ledger, such as .current or .old
* @param {number} week - Week number (usually V.week, for the current ledger, or V.week-1, for the old one)
* @returns {HTMLTableElement}
*/
App.Corporate.writeLedger = function(ledger, week) {
/** Add a row to the ledger
* @param {HTMLElement} table
* @param {"th" | "td"} cellType
* @param {string} caption
* @param {number} [value]
* @param {string|Node} [note]
*/
function createRow(table, cellType, caption, value, note) {
const row = App.UI.DOM.appendNewElement("tr", table);
/** @type {HTMLTableCellElement} */
const leftCell = App.UI.DOM.appendNewElement(cellType, row, caption);
if (jsDef(value)) {
const rightCell = App.UI.DOM.appendNewElement(cellType, row, App.UI.DOM.makeElement("div", formatCash(value)));
if (note) {
App.UI.DOM.appendNewElement("div", rightCell, note, "minor-note");
}
} else {
leftCell.colSpan = 2;
}
}
/** Format cash with color, DOM style (probably should be a shared function)
* @param {number} cash
* @returns {HTMLSpanElement}
*/
function formatCash(cash) {
let span = App.UI.DOM.makeElement('span', cashFormat(cash));
if (cash === 0) {
span.classList.add("gray");
} else {
span.classList.add("cash");
if (cash < 0) {
span.classList.add("dec");
} else if (cash > 0) {
span.classList.add("inc");
}
}
return span;
}
/** Build the cheat textbox for liquidity
* @param {number} cash - initial value
* @returns {HTMLInputElement}
*/
function makeCheatTextbox(cash) {
return App.UI.DOM.makeTextBox(cash, (v) => {
App.Corporate.cheatCash(v);
updateLedgerTable();
}, true);
}
function buildLedgerTable() {
const table = document.createElement('table');
table.className = "corporate";
table.id = "corporate-ledger";
const thead = App.UI.DOM.appendNewElement('thead', table);
createRow(thead, "th", `Ledger for ${asDateString(week)} - ${asDateString(week + 1)}`);
const tbody = App.UI.DOM.appendNewElement('tbody', table);
createRow(tbody, "td", "Revenue", ledger.revenue);
if (V.cheatMode && ledger.foreignRevenue > 0) {
createRow(tbody, "td", "Including Neighbor Bonus", ledger.foreignRevenue);
}
createRow(tbody, "td", "Operating Expenses", forceNeg(ledger.operations));
createRow(tbody, "td", "Slave Expenses", forceNeg(ledger.slaves));
createRow(tbody, "td", "Asset Expenses", forceNeg(ledger.development));
if (V.cheatMode) {
createRow(tbody, "td", `Economic ${ledger.economicBoost < 0 ? "Expenses" : "Windfall"}`, ledger.economicBoost);
}
createRow(tbody, "td", "Overhead", forceNeg(ledger.overhead));
let econNote = '';
if (ledger.economy > 100) {
econNote = "* Profits benefited from a strong economy.";
} else if (ledger.economy > 60) {
econNote = "* Profits were lowered by the weak economy.";
} else {
econNote = "* Profits were severely depressed by the failing economy.";
}
createRow(tbody, "td", "Profit", ledger.profit, econNote);
createRow(tbody, "th", "Totals");
createRow(tbody, "td", "Liquidity", App.Corporate.cash, V.cheatMode ? makeCheatTextbox(App.Corporate.cash) : undefined);
createRow(tbody, "td", "Corporate Value", App.Corporate.value);
createRow(tbody, "td", "Dividend for Payout", App.Corporate.dividend, `Pays out on ${asDateString(V.week + App.Corporate.dividendTimer, -1)},
${App.Corporate.dividendTimer === 1 ? `the end of this week` : `in ${App.Corporate.dividendTimer} weeks`}
`);
return table;
}
function updateLedgerTable() {
$('#corporate-ledger').replaceWith(buildLedgerTable());
}
return buildLedgerTable();
};
|
MonsterMate/fc
|
src/Corporation/corporateLedger.js
|
JavaScript
|
mit
| 3,704 |
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