@tool class_name CharacterAppearanceProfile extends Resource ## Authored, cosmetic building blocks. Never part of authoritative simulation saves. const SPECIES: Array[StringName] = [&"cat", &"fox", &"rabbit", &"badger", &"otter"] const PART_SPECIES: Array[String] = ["Cat", "Fox", "Rabbit", "Badger", "Otter"] const OUTFITS: Array[String] = ["Vest", "Coat", "Tunic"] const EARS: Array[String] = ["", "Cat", "Fox", "Rabbit", "Lop", "Badger", "Otter"] const HATS: Array[String] = ["", "Beret", "Brim"] const BAGS: Array[String] = ["", "Satchel", "Travel"] @export_enum("Cat", "Fox", "Rabbit", "Badger", "Otter") var species := 0 @export_group("Proportions") @export_range(0.80, 1.15, 0.01) var height := 1.0 @export_range(0.0, 1.0, 0.01) var body_fullness := 0.68 @export_range(0.88, 1.12, 0.01) var head_size := 1.0 @export_range(0.85, 1.15, 0.01) var leg_length := 1.0 @export_range(0.65, 1.20, 0.01) var ear_length := 1.0 @export_group("Building blocks") @export_enum("Vest", "Long coat", "Work tunic") var outfit := 0 @export_enum("Relaxed", "Holding pack straps") var arm_pose := 1 @export_enum("Species default", "Cat", "Fox", "Rabbit", "Lop", "Badger", "Otter") var ears := 0 @export_enum("None", "Beret", "Brimmed hat") var hat := 0 @export_enum("None", "Satchel", "Travel pack") var bag := 2 @export var scarf := true @export var spectacles := false @export_group("Palette") @export var fur_color := Color("c78a4e") @export var muzzle_color := Color("eee4d1") @export var outfit_color := Color("496a9d") @export var linen_color := Color("efe6d4") @export var scarf_color := Color("7295bf") @export var trousers_color := Color("7995b6") @export var leather_color := Color("6f4937") static func for_identity(identity: int) -> CharacterAppearanceProfile: var result := CharacterAppearanceProfile.new() if identity == 0: return result # Integer arithmetic is stable across rebuilds and never consumes an RNG stream. var seed_value := posmod(identity, 100003) result.species = seed_value % SPECIES.size() result.height = 0.85 + float((seed_value * 17) % 29) / 100.0 result.body_fullness = float((seed_value * 37) % 101) / 100.0 result.head_size = 0.94 + float((seed_value * 7) % 15) / 100.0 result.leg_length = 0.90 + float((seed_value * 11) % 22) / 100.0 result.ear_length = 0.80 + float((seed_value * 13) % 36) / 100.0 result.outfit = (seed_value / 3) % OUTFITS.size() result.arm_pose = 0 result.bag = 1 if seed_value % 3 == 0 else 0 result.hat = 1 if seed_value % 4 == 0 else 0 result.scarf = seed_value % 3 != 1 result.spectacles = seed_value % 7 == 0 if result.species == 2 and seed_value % 2 == 0: result.ears = 4 var furs := [ Color("c78a4e"), Color("b77949"), Color("c4b7a4"), Color("c9c4b5"), Color("826c55") ] var coats := [Color("496a9d"), Color("798362"), Color("986347"), Color("686b84")] result.fur_color = furs[result.species] result.outfit_color = coats[(seed_value / 5) % coats.size()] result.scarf_color = coats[(seed_value / 7 + 1) % coats.size()].lightened(0.2) return result func normalized_copy() -> CharacterAppearanceProfile: var result := duplicate() as CharacterAppearanceProfile result.species = clampi(species, 0, SPECIES.size() - 1) result.height = clampf(height, 0.80, 1.15) result.body_fullness = clampf(body_fullness, 0.0, 1.0) result.head_size = clampf(head_size, 0.88, 1.12) result.leg_length = clampf(leg_length, 0.85, 1.15) result.ear_length = clampf(ear_length, 0.65, 1.20) result.outfit = clampi(outfit, 0, OUTFITS.size() - 1) result.arm_pose = clampi(arm_pose, 0, 1) result.ears = clampi(ears, 0, EARS.size() - 1) result.hat = clampi(hat, 0, HATS.size() - 1) result.bag = clampi(bag, 0, BAGS.size() - 1) return result func ear_part() -> String: return PART_SPECIES[species] if ears == 0 else EARS[ears]