code:
# DishCalc
Simple Python script for designing satellite dishes.

repo_name: SpaceBudokan/DishCalc

license: mit


code:
#!/usr/bin/python3
# Copyright (c) 2015 SpaceBudokan
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, version 3.
#
# This program is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#

import numpy
pi = numpy.pi
arcsinh = numpy.arcsinh

N = 0.35 #focal ratio
D = 2 #diameter in meters
p = 16 #number of petals
pl = 20 #number of sections to divide each petal

f = N*D #focal length
r = D/2 #radius

print("Focal length:", f)

for i in range(1,pl+1):
    #print(i)
    #print(i/pl)
    x = (i/pl)*r
    petlen = 0.5 * x * ((0.25 * x**2) / f**2 + 1)**0.5 + f * arcsinh((0.5 * x) / f)
    width = (pi * 2 * x) / p
    print("Length:", petlen)
    print("Width: ", width)
    print()

path: dishcalc


sourceType: module

semi-spacing: warn

semi-style: warn

eqeqeq: error

no-fallthrough: error

camelcase: warn

comma-spacing: error

comma-style: error

object-curly-newline: off

object-curly-spacing: error

no-var: error

spaced-comment: warn

no-undef: off

no-unused-vars: error

block-scoped-var: warn

dot-notation: off

linebreak-style: error unix

eol-last: warn

unicode-bom: error never

repo_name: CheatDude/fc


code:
*.bat	text eol=crlf
*.js	text eol=lf
*.tw	text eol=lf
*.sh	text eol=lf
*.py	text eol=lf
*.txt	text eol=lf

path: .gitattributes


code:
# Byte-compiled / optimized / DLL files
__pycache__/
*.py[cod]
*$py.class
*.swp
*.swo

# C extensions
*.so

# Distribution / packaging
.Python
env/
build/
develop-eggs/
dist/
downloads/
eggs/
.eggs/
lib/
lib64/
parts/
sdist/
var/
*.egg-info/
.installed.cfg
*.egg
bin/*

# PyInstaller
#  Usually these files are written by a python script from a template
#  before PyInstaller builds the exe, so as to inject date/other infos into it.
*.manifest
*.spec

# Installer logs
pip-log.txt
pip-delete-this-directory.txt

# Unit test / coverage reports
htmlcov/
.tox/
.coverage
.coverage.*
.cache
nosetests.xml
coverage.xml
*,cover
.hypothesis/

# Translations
*.mo
*.pot

# Django stuff:
*.log
local_settings.py

# Flask stuff:
instance/
.webassets-cache

# Scrapy stuff:
.scrapy

# Sphinx documentation
docs/_build/

# PyBuilder
target/

# IPython Notebook
.ipynb_checkpoints

# pyenv
.python-version

# celery beat schedule file
celerybeat-schedule

# dotenv
.env

# virtualenv
venv/
ENV/

# Spyder project settings
.spyderproject

# Rope project settings
.ropeproject

# Start.tw
src/config/start.tw

# eslint
node_modules
package-lock.json
package.json

# misc
fc-pregmod
*.outline
*.todo
TODO.txt
.vscode/settings.json
*.code-workspace

path: .gitignore


code:
Common problems:

How do I start the game?
-Run the compile file, go to folder "bin", click the "FC_Pregmod" and play. (Recommendation: Drag it into incognito mode)

I get an error on gamestart reading "Apologies! A fatal error has occurred. Aborting. Error: Unexpected token @ in JSON at position 0. Stack Trace: SyntaxError: Unexpected token @ in JSON at position 0 at JSON.parse (<anonymous>) at JSON.value" or some variant
-clear cookies

Everything is broken!
-Do not copy over your existing download as it may leave old files behind, replace it entirely

I can't save more than once or twice.
-Known issue caused by sugarcube level changes. Save to file doesn't have this problem and will likely avoid the first problem as well.
-It is possible to increase the memory utilized by your browser to delay this

I wish to report a sanityCheck issue.
-Great, however a large majority of the results are false positives coming from those specific sections being split over several lines in the name of readability and git grep's intentionally (http://git.661346.n2.nabble.com/bug-git-grep-P-and-multiline-mode-td7613900.html ) lacking support for multiline. An Attempt to add -Pzl (https://gitgud.io/pregmodfan/fc-pregmod/merge_requests/2108 ) created a sub condition black hole. What follows are examples of common false positives that can safely be ignored;

	[MissingClosingAngleBracket]src/art/vector/Generate_Stylesheet.tw:11:<<print "<style>."+_art_display_class+" {
		<<print "<style>."+_art_display_class+" {
	position: absolute;
	height: 100%;
	margin-left: auto;
	margin-right: auto;
	left: 0;
	right: 0;
	}

How to mod (basic doc):

1. All sources now in the src subdir, in separate files. 1 passage = 1 file.

2. Special files and dir's:
	- src/config		- configuration of the story is here.
	- src/config/start.tw	- contains list of .tw passage files, regenerated automatic, by building scripts. Do not change by hands. (original passage Start from pregmod renamed and moved to src/events/intro/introSummary.tw)
	- src/js/storyJS.tw		- special passage with [script] tag - contain all native JavaScript from pregmod.
	- devTools/tweeGo/targets/sugarcube-2/userlib.js - on original FC JS moved here (I deleted it after moving JS to storyJS.tw). Compare to storyJS.tw but do not copy file here. May conflict with src/js/storyJS.tw if copied.
	- src/pregmod		- I put all pregmod-only passages here.
	- .gitignore		- special file for git - to ignore some files. For example - compilation results.

3. Compilation:

	Windows:
	Run compile.bat - result will be file bin/FC_pregmod.html
	Second run of compile.but will overwrite bin/FC_pregmod.html without prompt.

	Linux:
	Ensure executable permission on file "devTools/tweeGo/tweego" (not tweego.exe!)
	Ensure executable permission on file "compile.sh"
	In the root dir of sources (where you see src, devTools, bin...) run command "./compile.sh" from console

	Mac:
	Not supported directly (I don't have access to Mac for testing).
	But you can use linux compilation script if you download tweego for mac from here: https://bitbucket.org/tmedwards/tweego/downloads/ and replace linux executable with mac executable in ./devTools/tweeGo/ folder. This is not tested though, so be warned.

4. Simple comparing and merging with original FC:

	Use meld tool. Place folder FreeCities (original FC sources tree) near FreeCitiesPregmod (this sources tree) and use command:
	meld FreeCities FreeCitiesPregmod
	or just select these folders in meld's GUI.

5. All modders will be very grateful if anyone who makes some changes to game with .html file also post their resulting src folder tree.

6. For contributors to pregmod: if you don't use git, then you need to post your version of src folder tree, not just produced FC_pregmod.html file!!! This html file can't be reverted to proper sources, and useless as contribution!

7. Git workflow:
	- Master branch is pregmod-master. Only Pregmodder can add something to it directly. Always contain his last public changes.
	- pregmod-dev - branch with experimental code mainly by pregmodfan.
	- Any contributions will be placed in separate branches like pregmod-mod-<something> (if it's ready to merge with master complete feature/mod) or pregmod-contrib-<something> if it's partial work until contributions is reviewed.

	Typical cycle with git:
	1. Make account on gitgud if you don't have usable one.
	2. Fork main repository through gitgud interface. (Or pull changes from main repo if you already have fork.)
	3. Clone your fork to local machine with git client (Or pull changes if already cloned.)
	4. Make you changes as you like, commit, and push result into your forked repository (with git client).
	5. Make merge request through gitgud interface.


code:
Further Development:
- specialized slave schools
- fortifications
- more levels for militia edict (further militarize society)
- conquering other arcologies?

Events:
- famous criminal escapes to the arcology, followed by another arcology's police force

Bugs:
- sometimes troop counts breaks
- sometimes rebel numbers have fractionary parts

Rules Assistant:
- find a way for the new intense drugs to fit in
- everything mentioned in https://gitgud.io/pregmodfan/fc-pregmod/issues/81

main.tw porting:
- slaveart
- createsimpletabs
- displaybuilding
- optionssortasappearsonmain
- resetassignmentfilter
- mainlinks
- arcology description
- office description
- slave summary
- use guard
- toychest
- walk past


code:
# How to vector art

Please read the whole document before starting to work.
Some aspects are not obvious right away.

Note: This does not actually describe how to be an artist.

## TL;DR

	killall inkscape
	artTools/vector_layer_split.py artTools/vector_source.svg tw src/art/vector/layers/
	compile
	python3 artTools/normalize_svg.py artTools/vector_source.svg
	git commit -a

## 1. Be an artist

Make changes to the vector_source.svg.
Inkscape was thoroughly tested.
Adobe Illustrator might work decently, too.

## 2. Respect the structure

While editing, keep the Layers in mind.

* In Inkscape, Layers are special "Inkscape groups".
* In Illustrator, Layers are groups with user-defined IDs.
* All Layers should have an ID that is globally unique
  (not just within their subtree).

* Please use anonymous groups only for the ease of editing. Remove all "helper" groups before finally saving the file.
* Anonymous groups can be used for continuous scaling (of e.g. boobs).

* Every asset that should go into a separate file needs to be in a labelled group
  (even if that is a group with only one shape).
* There are some globally available styles defined as CSS classes (e.g. skin, hair).
  Use them if your asset should be changed upon display.
  Do not set the style directly in the object.

## 3. Normalize the document (before committing)

**THIS IS IMPORTANT**

The various editors out there (Inkscape, Illustrator) may use different variants of formatting the SVG XML.
Use

	python3 normalize_svg.py vector_source.svg

before committing to normalize the format so git will not freak out about the changed indentation.

If you use Inkscape, please use in Edit → Settings → Input/Output → SVG-Output → Path Data → Optimized. This is the default.
In case your Editor uses another path data style which cannot be changed, please contact the other artists and developers via the issue tracker to find a new common ground.

What it does:
* Formats the SVG XML according to Pythons lxml module, regardless of editor.
* Adobe Illustrator uses group IDs as layer labels.
  Inkscape however uses layer labels and a separate, auto-generated group ID.
  normalize_svg.py overwrites the group ID with the Inkscape layer label
  so they are synchronized with Inkscape layer labels.
* Inkscape copies the global style definition into the object *every time*
  the object is edited. If an object references a CSS class AND at the same time
  has a local style, the local style is removed
  so global dynamic styling is possible later on.

Note: Behavior of Adobe Illustrator is untested.

## 4. Split the layers

For NoX original, deepmurk extensions, execute

	python3 vector_layer_split.py vector_deepmurk_primary.svg tw ../src/art/vector/layers/

For faraen revamped art (based on NoX original)

	python3 vector_revamp_layer_split.py vector_revamp_source.svg tw ../src/art/vector_revamp/layers/

. This application reads all groups in `vector_source.svg`.
Each group is stored in a separate file in the target directory `/src/art/vector/layers/`.
The group ID sets the file name. Therefore, the group ID **must not** contain spaces or any other weird characters.

Also consider:
* A group with ID ending in _ is ignored. Use Layers ending in _ to keep overview.
* A group with ID starting with "g" (Inkscape) or "XMLID" (Illustrator) is also ignored.
* Existing files are overwritten **without enquiry**.
* The target directory is not emptied. If a file is no longer needed, you should remove it manually.
* This procedure removes global definitions. This means, SVG filters are currently not supported.

Available output formats are `svg` and `tw`.
`svg` output exists for debug reasons.
`tw` embeds the SVG data into Twine files, but removes the global style definitions so they can be set during display.

## 5. Edit the code

`/src/art/` contains Twine code which shows the assets in the story.
There are many helpful comments in `/src/art/artWidgets.tw`.
The code also generates the previously removed global style definitions on the fly and per display.

## 6. Compile the story

Use the provided compile script (Windows batch or shell) for compiling.

## 7. Advanced usage

You can define multiple CSS classes to one element, e.g. "skin torso". When procedurally generating CSS, you can then set a global "skin" style, and a different one for "torso".

You can put variable text into the image using single quotes, e.g. "'+_tattooText+'". The single quotes *break* the quoting in Twine so the content of the Twine variable `_tattooText` is shown upon display. You can even align text on paths.

An anonymous group can be used for dynamic transformation. However, finding the correct parameters for the affine transformation matrix can be cumbersome. Use any method you see fit. See `src/art/vector/Boob.tw` for one example of the result.


code:
Apron
AttractiveLingerie
AttractiveLingerieForAPregnantWoman
BallGown
Battledress
Blouse
BodyOil
Bunny
Chains
ChattelHabit
Cheerleader
ClubslutNetting
ComfortableBodysuit
Conservative
Cutoffs
Cybersuit
FallenNunsHabit
FuckdollSuit
HalterTopDress
HaremGauze
Hijab
Huipil
Kimono
LatexCatsuit
Leotard
LongQipao
MaternityDress
MilitaryUniform
MiniDress
Monokini
NiceBusinessAttire
NiceMaid
NiceNurse
No
PenitentNunsHabit
RedArmyUniform
RestrictiveLatex
ScalemailBikini
SchoolgirlUniform
SchutzstaffelUniform
ShibariRopes
SlaveGown
Slutty
SluttyBusinessAttire
SluttyJewelry
SluttyMaid
SluttyNurse
SluttyQipao
SluttySchutzstaffelUniform
Spats
StretchPants
StringBikini
Succubus
Toga
UncomfortableStraps
Western


code:
#!/bin/bash

# This script reads all possible values of $slave.clothes as mentioned by the documentation.
# This script uses the actual implementation of the JS clothing2artSuffix function as defined in src/art/vector/Helper_Functions.tw
# This script outputs suffixes to be used in the SVG naming scheme
# This script is meant to be executed at the project root directory.
# This script depends on bash, grep, sed, paste and nodejs (so best executed on Linux, I guess)

# grep -Porh '(?<=\.clothes = )"[^"]+"' src/ | sort | uniq # searches sources for all clothes strings actually used in the game, even undocumented ones

(
  echo 'var window = {};'
  grep -v '^:' src/art/vector/Helper_Functions.tw
  echo -n 'Array('
  sed '/^clothes:/,/:/!d' "slave variables documentation - Pregmod.txt" | grep '"' | paste -sd,
  echo ').forEach(v => {console.log(window.clothing2artSuffix(v));});'
) | nodejs | sort


code:
#!/usr/bin/env python3

'''
Application for "normalizing" SVGs

These problems are addressed:

* Inkscape notoriously copies class styles into the object definitions.
https://bugs.launchpad.net/inkscape/+bug/167937

* Inkscape uses labels on layers. Layers are basically named groups.
  Inkscape does not sync the group id with the layer label.

Usage Example:
python3 inkscape_svg_fixup.py vector_source.svg
'''

import lxml.etree as etree
import sys

def fix(tree):
  # know namespaces
  ns = {
	'svg' : 'http://www.w3.org/2000/svg',
	'inkscape' : 'http://www.inkscape.org/namespaces/inkscape'
  }

  # find document global style definition
  # mangle it and interpret as python dictionary
  style_element = tree.find('./svg:style',namespaces=ns)
  style_definitions = style_element.text
  pythonic_style_definitions = '{'+style_definitions.\
  replace('\t.','"').replace('{','":"').replace('}','",').\
  replace('/*','#')+'}'
  styles = eval(pythonic_style_definitions)

  # go through all SVG elements
  for elem in tree.iter():
	if (elem.tag == etree.QName(ns['svg'], 'g')):
	  # compare inkscape label with group element ID
	  l = elem.get(etree.QName(ns['inkscape'], 'label'))
	  if l:
		i = elem.get('id')
		if (i != l):
		  print("Overwriting ID %s with Label %s..."%(i, l))
		  elem.set('id', l)

	# clean styles (for easier manual merging)
	style_string = elem.get('style')
	if style_string:
	  split_styles = style_string.strip('; ').split(';')
	  styles_pairs = [s.strip('; ').split(':') for s in split_styles]
	  filtered_pairs = [ (k,v) for k,v in styles_pairs if not (
		k.startswith('font-') or
		k.startswith('text-') or
		k.endswith('-spacing') or
		k in ["line-height", " direction", " writing", " baseline-shift", " white-space", " writing-mode"]
	  )]
	  split_styles = [':'.join(p) for p in filtered_pairs]
	  style_string = ';'.join(sorted(split_styles))
	  elem.attrib["style"] = style_string

	# remove all style attributes offending class styles
	s = elem.get('style')
	c = elem.get('class')
	if (c and s):
	  s = s.lower()
	  c = c.split(' ')[0] # regard main style only
	  cs = ''
	  if c in styles:
		cs = styles[c].strip('; ').lower()
	  if (c not in styles):
		print("Object id %s references unknown style class %s."%(i,c))
	  else:
		if (cs != s.strip('; ')):
		  print("Style %s removed from object id %s differed from class %s style %s."%(s,i,c,cs))
		del elem.attrib["style"]

if __name__ == "__main__":
  input_file = sys.argv[1]
  tree = etree.parse(input_file)
  fix(tree)
  # store SVG into file (input file is overwritten)
  svg = etree.tostring(tree, pretty_print=True)
  with open(input_file, 'wb') as f:
	f.write('<?xml version="1.0" encoding="UTF-8" standalone="no"?>\n'.encode("utf-8"))
	f.write(svg)


code:
#!/usr/bin/env python3

'''
Application for procedural content adaption
*THIS IS VERY EXPERIMENTAL*
Contains a very poor man's implementation of spline mesh warping.

This application parses SVG path data of an outfit sample aligned to a body part.
The outfit is then replicated for other shapes of the same body part.

Example data is geared towards generating a strap outfit for boobs and torso
for all sizes of boobs and all shapes of torsos based on a single outfit for
boobs of size 2 and a hourglass torso respectively.

Limitations:
* handles paths only
* only svg.path Line and CubicBezier are tested
* only the aforementioned examples are tested

Usage:
python3 vector_clothing_replicator.py infile clothing bodypart destinationfile

Usage Example:
python3 vector_clothing_replicator.py vector_source.svg Straps Boob vector_destination.svg
python3 vector_clothing_replicator.py vector_source.svg Straps Torso vector_destination.svg
'''

from svg.path import parse_path
import copy
import lxml.etree as etree
import sys

REFERENCE_PATH_SAMPLES = 200
EMBED_REPLICATIONS = True # whether to embed all replications into the input file or output separate files

input_file = sys.argv[1]
clothing = sys.argv[2]
bodypart = sys.argv[3]
output_file_embed = sys.argv[4]

# TODO: make these configurable
output_file_pattern = '%s_%s_%s.svg' #bodypart, target_id, clothing

if ('Torso' == bodypart):
  xpath_shape = './svg:g[@id="Torso_"]/svg:g[@id="Torso_%s"]/svg:path[@class="skin torso"]/@d' # TODO: formulate more general, independent of style
  xpath_outfit_container = '//svg:g[@id="Torso_Outfit_%s_"]'%(clothing)
  xpath_outfit = '//svg:g[@id="Torso_Outfit_%s_%s"]'%(clothing,'%s')
  target_ids = "Unnatural,Hourglass,Normal".split(",")
  reference_id = "Hourglass"
else:
  raise RuntimeError("Please specify a bodypart for clothing to replicate.")

tree = etree.parse(input_file)
ns = {'svg' : 'http://www.w3.org/2000/svg'}

canvas = copy.deepcopy(tree)
for e in canvas.xpath('./svg:g',namespaces=ns)+canvas.xpath('./svg:path',namespaces=ns):
  # TODO: this should be "remove all objects, preserve document properties"
  e.getparent().remove(e)

def get_points(xpath_shape):
  '''
  This function extracts reference paths by the given xpath selector.
  Each path is used to sample a fixed number of points.
  '''
  paths_data = tree.xpath(xpath_shape,namespaces=ns)
  points = []
  path_length = None
  for path_data in paths_data:
	p = parse_path(path_data)
	points += [
	  p.point(1.0/float(REFERENCE_PATH_SAMPLES)*i)
	  for i in range(REFERENCE_PATH_SAMPLES)
	]
  if (not points):
	raise RuntimeError(
	  'No paths for reference points found by selector "%s".'%(xpath_shape)
	)
  return points

def point_movement(point, reference_points, target_points):
  '''
  For a given point, finds the nearest point in the reference path.
  Gives distance vector from the nearest reference point to the
  respective target reference point.
  '''
  distances = [abs(point-reference_point) for reference_point in reference_points]
  min_ref_dist_idx = min(enumerate(distances), key=lambda x:x[1])[0]
  movement = target_points[min_ref_dist_idx] - reference_points[min_ref_dist_idx]
  return movement

reference_points = get_points(xpath_shape%(reference_id))
container = tree.xpath(xpath_outfit_container,namespaces=ns)
if (len(container) != 1):
  raise RuntimeError('Outfit container selector "%s" does not yield exactly one layer.'%(xpath_outfit_container))
container = container[0]
outfit_source = container.xpath(xpath_outfit%(reference_id),namespaces=ns)
if (len(outfit_source) != 1):
  raise RuntimeError('Outfit source selector "%s" does not yield exactly one outfit layer in container selected by "%s".'%(xpath_outfit%(reference_id), xpath_outfit_container))
outfit_source = outfit_source[0]

for target_id in target_ids:
  print(
	'Generating variant "%s" of clothing "%s" for bodypart "%s"...'%
	(target_id, clothing, bodypart)
  )
  outfit = copy.deepcopy(outfit_source)
  paths = outfit.xpath('./svg:path',namespaces=ns)
  if target_id == reference_id:
	print("This is the source variant. Skipping...")
  else:
	layerid = outfit.get('id').replace('_%s'%(reference_id),'_%s'%(target_id))
	outfit.set('id', layerid)
	outfit.set(etree.QName('http://www.inkscape.org/namespaces/inkscape', 'label'), layerid) # for the Inkscape-users
	target_points = get_points(xpath_shape%(target_id))
	if (len(reference_points) != len(target_points)):
	  raise RuntimeError(
		('Different amounts of sampled points in reference "%s" and target "%s" paths. '+
		'Selector "%s" probably matches different number of paths in the two layers.')%
		(reference_id, target_id, xpath_shape)
	  )
	for path in paths:
	  path_data = path.get("d")
	  p = parse_path(path_data)
	  for segment in p:
		original_distance = abs(segment.end-segment.start)
		start_movement = point_movement(segment.start, reference_points, target_points)
		segment.start += start_movement
		end_movement = point_movement(segment.end, reference_points, target_points)
		segment.end += end_movement
		distance = abs(segment.end-segment.start)
		try:
		  # enhance position of CubicBezier control points
		  # amplification is relative to the distance gained by movement
		  segment.control1 += start_movement
		  segment.control1 += (segment.control1-segment.start)*(distance/original_distance-1.0)
		  segment.control2 += end_movement
		  segment.control2 += (segment.control2-segment.end)*(distance/original_distance-1.0)
		except AttributeError as ae:
		  # segment is not a CubicBezier
		  pass
	  path.set("d", p.d())
	if EMBED_REPLICATIONS:
	  container.append(outfit)
  if not EMBED_REPLICATIONS:
	container = copy.deepcopy(canvas).xpath('.',namespaces=ns)[0]
	container.append(outfit)

  if not EMBED_REPLICATIONS:
	svg = etree.tostring(container, pretty_print=True)
	with open((output_file_pattern%(bodypart, target_id, clothing)).lower(), 'wb') as f:
	  f.write('<?xml version="1.0" encoding="UTF-8" standalone="no"?>\n'.encode("utf-8"))
	  f.write(svg)

if EMBED_REPLICATIONS:
  svg = etree.tostring(tree, pretty_print=True)
  with open(output_file_embed, 'wb') as f:
	f.write('<?xml version="1.0" encoding="UTF-8" standalone="no"?>\n'.encode("utf-8"))
	f.write(svg)


code:
#!/usr/bin/env python3

'''
Application for splitting groups from one SVG file into separate files

Usage:
python3 vector_layer_split.py infile format outdir

Usage Example:
python3 vector_layer_split.py vector_source.svg tw ../src/art/vector/layers/
'''

import lxml.etree as etree
import sys
import os
import copy
import re
import normalize_svg

input_file = sys.argv[1]
output_format = sys.argv[2]
output_directory = sys.argv[3]
if not os.path.exists(output_directory):
	os.makedirs(output_directory)

ns = {
  'svg' : 'http://www.w3.org/2000/svg',
  'inkscape' : 'http://www.inkscape.org/namespaces/inkscape',
  'sodipodi':"http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd",
}

tree = etree.parse(input_file)
normalize_svg.fix(tree)

# prepare output template
template = copy.deepcopy(tree)
root = template.getroot()

# remove all svg root attributes except document size
for a in root.attrib:
  if (a != "viewBox"):
	del root.attrib[a]

# add placeholder for CSS class (needed for workaround for non HTML 5.1 compliant browser)
if output_format == 'tw':
  root.attrib["class"] = "'+_art_display_class+'"

# remove all content, including metadata
# for twine output, style definitions are removed, too
defs = None
for e in root:
  if (e.tag == etree.QName(ns['svg'], 'defs')):
	defs = e
  if (e.tag == etree.QName(ns['svg'], 'g') or
	  e.tag == etree.QName(ns['svg'], 'metadata') or
	  e.tag == etree.QName(ns['svg'], 'defs') or
	  e.tag == etree.QName(ns['sodipodi'], 'namedview') or
	  (output_format == 'tw' and e.tag == etree.QName(ns['svg'], 'style'))
	  ):
	root.remove(e)
# template preparation finished

# prepare regex for later use
regex_xmlns = re.compile(' xmlns[^ ]+',)
regex_space = re.compile('[>][ ]+[<]',)

# find all groups
layers = tree.xpath('//svg:g',namespaces=ns)
for layer in layers:
  i = layer.get('id')
  if ( # disregard non-content groups
	i.endswith("_") or # manually suppressed with underscore
	i.startswith("XMLID") or # Illustrator generated group
	i.startswith("g") # Inkscape generated group
  ):
	continue
  # create new canvas
  output = copy.deepcopy(template)
  # copy all shapes into template
  canvas = output.getroot()
  for e in layer:
	canvas.append(e)
  # represent template as SVG (binary string)
  svg = etree.tostring(output, pretty_print=False)
  # poor man's conditional defs insertion
  # TODO: extract only referenced defs (filters, gradients, ...)
  # TODO: detect necessity by traversing the elements. do not stupidly search in the string representation
  if ("filter:" in svg.decode('utf-8')):
	# it seems there is a filter referenced in the generated SVG, re-insert defs from main document
	canvas.insert(0,defs)
	# re-generate output
	svg = etree.tostring(output, pretty_print=False)

  if (output_format == 'tw'):
	# remove unnecessary attributes
	# TODO: never generate unnecessary attributes in the first place
	svg = svg.decode('utf-8')
	svg = regex_xmlns.sub('',svg)
	svg = svg.replace(' inkscape:connector-curvature="0"','') # this just saves space
	svg = svg.replace('\n','').replace('\r','') # print cannot be multi-line
	svg = regex_space.sub('><',svg) # remove indentation
	svg = svg.replace('svg:','') # svg namespace was removed
	if ("Boob" in i): # internal groups are used for scaling
	  svg = svg.replace('<g ','<g transform="\'+_artTransformBoob+\'"') # boob art uses the boob scaling
	elif ("Belly" in i):
	  svg = svg.replace('<g ','<g transform="\'+_artTransformBelly+\'"') # belly art uses the belly scaling
	else:
	  svg = svg.replace('<g ','<g transform="\'+_art_transform+\'"') # otherwise use default scaling
	svg = svg.encode('utf-8')

  # save SVG string to file
  i = layer.get('id')
  output_path = os.path.join(output_directory,i+'.'+output_format)
  with open(output_path, 'wb') as f:
	if (output_format == 'svg'):
	  # Header for normal SVG (XML)
	  f.write('<?xml version="1.0" encoding="UTF-8" standalone="no"?>\n'.encode("utf-8"))
	  f.write(svg)
	elif (output_format == 'tw'):
	  # Header for SVG in Twine file (SugarCube print statement)
	  f.write((':: Art_Vector_%s [nobr]\n\n'%(i)).encode("utf-8"))
	  f.write("<<print '<html>".encode("utf-8"))
	  f.write(svg)
	  f.write("</html>' >>".encode("utf-8"))


code:
#!/usr/bin/env python3

'''
Application for splitting groups from one SVG file into separate files

Usage:
python3 vector_layer_split.py infile format outdir

Usage Example:
python3 vector_layer_split.py vector_source.svg tw ../src/art/vector/layers/
'''

import lxml.etree as etree
from lxml.etree import XMLParser, parse

import sys
import os
import copy
import re
import normalize_svg

input_file = sys.argv[1]
output_format = sys.argv[2]
output_directory = sys.argv[3]

if not os.path.exists(output_directory):
	os.makedirs(output_directory)

ns = {
	'svg': 'http://www.w3.org/2000/svg',
	'inkscape': 'http://www.inkscape.org/namespaces/inkscape',
	'sodipodi': "http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd",
}

p = XMLParser(huge_tree=True)
tree = parse(input_file, parser=p)
#tree = etree.parse(input_file)
normalize_svg.fix(tree)

# prepare output template
template = copy.deepcopy(tree)
root = template.getroot()

# remove all svg root attributes except document size
for a in root.attrib:
	if (a != "viewBox"):
		del root.attrib[a]

# add placeholder for CSS class (needed for workaround for non HTML 5.1 compliant browser)
if output_format == 'tw':
	root.attrib["class"] = "'+_art_display_class+'"

# remove all content, including metadata
# for twine output, style definitions are removed, too
defs = None
for e in root:
	if (e.tag == etree.QName(ns['svg'], 'defs')):
		defs = e
	if (e.tag == etree.QName(ns['svg'], 'g') or
			e.tag == etree.QName(ns['svg'], 'metadata') or
			e.tag == etree.QName(ns['svg'], 'defs') or
			e.tag == etree.QName(ns['sodipodi'], 'namedview') or
			(output_format == 'tw' and e.tag == etree.QName(ns['svg'], 'style'))
	):
		root.remove(e)
# template preparation finished

# prepare regex for later use
regex_xmlns = re.compile(' xmlns[^ ]+', )
regex_space = re.compile('[>][ ]+[<]', )
regex_transformValue = re.compile('(?<=transformVariableName=")[^"]*', )
regex_transformVar = re.compile('transformVariableName="[^"]*"', )
regex_transformAttr = re.compile('transform="[^"]*"', )
# find all groups
layers = tree.xpath('//svg:g', namespaces=ns)
for layer in layers:
	i = layer.get('id')
	if (  # disregard non-content groups
			i.endswith("_") or  # manually suppressed with underscore
			i.startswith("XMLID") or  # Illustrator generated group
			i.startswith("g")  # Inkscape generated group
	):
		continue
	# create new canvas
	output = copy.deepcopy(template)
	# copy all shapes into template
	canvas = output.getroot()
	for e in layer:
		canvas.append(e)
	# represent template as SVG (binary string)
	svg = etree.tostring(output, pretty_print=False)
	# poor man's conditional defs insertion
	# TODO: extract only referenced defs (filters, gradients, ...)
	# TODO: detect necessity by traversing the elements. do not stupidly search in the string representation
	if ("filter:" in svg.decode('utf-8')):
		# it seems there is a filter referenced in the generated SVG, re-insert defs from main document
		canvas.insert(0, defs)
		# re-generate output
		svg = etree.tostring(output, pretty_print=False)
	elif ("clip-path=" in svg.decode('utf-8')):
		# it seems there is a clip path referenced in the generated SVG, re-insert defs from main document
		canvas.insert(0, defs)
		# re-generate output
		svg = etree.tostring(output, pretty_print=False)

	if (output_format == 'tw'):
		# remove unnecessary attributes
		# TODO: never generate unnecessary attributes in the first place
		svg = svg.decode('utf-8')
		svg = regex_xmlns.sub('', svg)
		svg = svg.replace(' inkscape:connector-curvature="0"', '')  # this just saves space
		svg = svg.replace('\n', '').replace('\r', '')  # print cannot be multi-line
		svg = regex_space.sub('><', svg)  # remove indentation
		svg = svg.replace('svg:', '')  # svg namespace was removed

		transformGroups = regex_transformVar.findall(svg)

		if (len(transformGroups) > 0):
			svg = regex_transformAttr.sub('', svg)
			for transformGroup in transformGroups:
				transformValue = regex_transformValue.search(transformGroup)
				if (transformValue is not None):
					svg = svg.replace(transformGroup, ' transform="\'+' + transformValue.group() + '+\'" ')  # internal groups are used for scaling

		svg = svg.encode('utf-8')

	# save SVG string to file
	i = layer.get('id')
	output_path = os.path.join(output_directory, i + '.' + output_format)
	with open(output_path, 'wb') as f:
		if (output_format == 'svg'):
			# Header for normal SVG (XML)
			f.write('<?xml version="1.0" encoding="UTF-8" standalone="no"?>\n'.encode("utf-8"))
			f.write(svg)
		elif (output_format == 'tw'):
			# Header for SVG in Twine file (SugarCube print statement)
			f.write((':: Art_Vector_Revamp_%s [nobr]\n\n' % (i)).encode("utf-8"))
			f.write("<<print '<html>".encode("utf-8"))
			f.write(svg)
			f.write("</html>' >>".encode("utf-8"))


code:
@echo off
:: Free Cities Basic Compiler - Windows

:: Set working directory
pushd %~dp0

:: See if we can find a git installation
setlocal enabledelayedexpansion

for %%k in (HKCU HKLM) do (
	for %%w in (\ \Wow6432Node\) do (
		for /f "skip=2 delims=: tokens=1*" %%a in ('reg query "%%k\SOFTWARE%%wMicrosoft\Windows\CurrentVersion\Uninstall\Git_is1" /v InstallLocation 2^> nul') do (
			for /f "tokens=3" %%z in ("%%a") do (
				set GIT=%%z:%%b
				set GITFOUND=yes
				goto FOUND
			)
		)
	)
)
:FOUND
if %GITFOUND% == yes (
	set "PATH=%GIT%bin;%PATH%"
	bash --login -c "./sanityCheck.sh java"
)

:: Compile the game
call "%~dp0compile.bat"

if %GITFOUND% == yes (
	:: Make the output prettier, replacing \t with a tab and \n with a newline
	bash -c "sed -i -e '/^.*<div id=\"store-area\".*$/s/\\\t/\t/g' -e '/^.*<div id=\"store-area\".*$/s/\\\n/\n/g' bin/FC_pregmod.html"

	:: Revert ./src/init/storyInit.tw for next compilation
	git checkout -- ./src/init/storyInit.tw
)

popd
PAUSE


code:
@echo off
:: Free Cities Basic Compiler - Windows

:: Set working directory
pushd %~dp0
if not exist "bin\" mkdir bin
:: Run the appropriate compiler for the user's CPU architecture.
if %PROCESSOR_ARCHITECTURE% == AMD64 (
	CALL "%~dp0devTools\tweeGo\tweego_win64.exe" -o "%~dp0bin/FC_pregmod.html" --head devTools/head.html "%~dp0src"
) else (
	CALL "%~dp0devTools\tweeGo\tweego_win86.exe" -o "%~dp0bin/FC_pregmod.html" --head devTools/head.html "%~dp0src"
)

popd
ECHO Done


code:
#!/bin/bash

output=/dev/stdout

# displays help text
function displayHelp {
  cat << HelpText
Usage: compile.sh [OPTION]...

Options:
  -d, --dry      Do not compile
  -g, --git      Add hash of HEAD to filename
  -h, --help     Show this help text
  -j, --java     Run sanityCheck based on java
  -p, --python   Run sanityCheck based on python
  -q, --quiet    Suppress terminal output
HelpText
}

#display an error message
function echoError {
	echo -e "\033[0;31m$@\033[0m"
}

#display message
function echoMessage {
	echo "$1" > "${output}"
}

#compile the HTML file
function compile {

	mkdir -p bin

	export TWEEGO_PATH=devTools/tweeGo/storyFormats
	TWEEGO_EXE="tweego"

	if hash $TWEEGO_EXE 2>/dev/null; then
		echoMessage "system tweego binary"
	else
		case "$(uname -m)" in
		x86_64|amd64)
			echoMessage "x64 arch"
			if [ "$(uname -s)" = "Darwin" ]; then
				TWEEGO_EXE="./devTools/tweeGo/tweego_osx64"
			else
				TWEEGO_EXE="./devTools/tweeGo/tweego_nix64"
			fi
			;;
		x86|i[3-6]86)
			echoMessage "x86 arch"
			if [ "$(uname -s)" = "Darwin" ]; then
				TWEEGO_EXE="./devTools/tweeGo/tweego_osx86"
			else
				TWEEGO_EXE="./devTools/tweeGo/tweego_nix86"
			fi
			;;
		*)
			echoError "No system tweego binary found, and no precompiled binary for your platform available."
			echoError "Please compile tweego and put the executable in PATH."
			exit 2
		esac
	fi

	if [[ "$usehash" ]]; then
		HASH="$(git rev-list -n 1 --abbrev-commit HEAD)"

		$TWEEGO_EXE -o "bin/FC_pregmod_${HASH}_tmp.html" src/ --head devTools/head.html || build_failed="true"

		if [ "$build_failed" = "true" ]
		then
			echoError "Build failed."
			exit 1
		fi

		#Make the output prettier, replacing \t with a tab and \n with a newline
		sed -i -e '/^<div id="store-area".*$/s/\\t/\t/g' -e '/^
 /dev/null

		echoMessage "Saved to bin/FC_pregmod_$HASH.html."

	else
		# Find and insert current commit
		COMMIT=$(git rev-parse --short HEAD)
		sed -Ei "s/build .releaseID/\0 commit $COMMIT/" src/gui/mainMenu/AlphaDisclaimer.tw

		$TWEEGO_EXE -o "bin/FC_pregmod_tmp.html" src/ --head devTools/head.html || build_failed="true"

		# Revert AlphaDisclaimer for next compilation
		git checkout -- src/gui/mainMenu/AlphaDisclaimer.tw

		if [ "$build_failed" = "true" ]
		then
			echoError "Build failed."
			exit 1
		fi

		#Make the output prettier, replacing \t with a tab and \n with a newline
		sed -i -e '/^.*<div id="store-area".*$/s/\\t/\t/g' -e '/^.*
 /dev/null

		echoMessage "Saved to bin/FC_pregmod.html."
	fi
}

if [[ "$1" == "" ]]; then
	#tip if no option
	echoMessage "For more options see compile.sh -h."
else
	#parse options
	while [[ "$1" ]]
	do
		case $1 in
		-d|--dry)
			dry="true"
		;;
		-g|--git)
			usehash="true"
		;;
		-h|--help)
			displayHelp
			exit 0
		;;
		-j|--java)
			java="true"
		;;
		-p|--python)
			python="true"
		;;
		-q|--quiet)
			output=/dev/null
		;;
		*)
			echoError "Unknown argument $1."
			displayHelp
			exit 1
		esac
		shift
	done
fi

# Run sanity check.
[ -n "$java" ] && ./sanityCheck.sh java

[ -n "$python" ] && ./sanityCheck.sh

#compile
if [[ "$dry" ]]; then
	echoMessage "Dry run finished."
else
	compile
	echoMessage "Compilation finished."
fi


code:
@echo off
:: Free Cities Basic Compiler - Windows

:: Set working directory
pushd %~dp0

:: See if we can find a git installation
setlocal enabledelayedexpansion

for %%k in (HKCU HKLM) do (
	for %%w in (\ \Wow6432Node\) do (
		for /f "skip=2 delims=: tokens=1*" %%a in ('reg query "%%k\SOFTWARE%%wMicrosoft\Windows\CurrentVersion\Uninstall\Git_is1" /v InstallLocation 2^> nul') do (
			for /f "tokens=3" %%z in ("%%a") do (
				set GIT=%%z:%%b
				set GITFOUND=yes
				goto FOUND
			)
		)
	)
)
:FOUND
if %GITFOUND% == yes (
	set "PATH=%GIT%bin;%PATH%"
	bash --login -c ./sanityCheck.sh
)

:: Compile the game
call "%~dp0compile.bat"

if %GITFOUND% == yes (
	:: Make the output prettier, replacing \t with a tab and \n with a newline
	bash -c "sed -i -e '/^.*<div id=\"store-area\".*$/s/\\\t/\t/g' -e '/^.*<div id=\"store-area\".*$/s/\\\n/\n/g' bin/FC_pregmod.html"

	:: Revert ./src/init/storyInit.tw for next compilation
	git checkout -- ./src/init/storyInit.tw
)

popd
PAUSE


code:
@echo off
:: Free Cities Basic Compiler - Windows

:: Set working directory
pushd %~dp0

:: Compile the game
call "%~dp0compile.bat"

popd
PAUSE


code:
Anatomy of a FreeCities event

Type
There are several types of events. They all happen during the end-of-week calculation, AFTER the normal changes to the slaves and all the economic effects (including you messing with your corporation) happened.

Scheduled events
Nonrandom events
Random nonindividual events
Random individual events

The differences between them are almost non-existent. If they happen, they happen in this order, so you could say it's a kind of event priority ordering. The last two events pre-select a slave (in $eventSlave), with the "nonindividual" events using all your slaves while the "individual" events use only non-fuckdolls, typically from your penthouse. When writing your event, you're free to ignore this and choose your own slave or create a new one. By convention, scheduled events tend to go back to the "Scheduled Event" passage so that other such events can run; all the others tend to just skip to the next event category. Nothing in code forces you to do it this way for your events.

Preconditions
Most events have some kind of precondition for when they happen. Scheduled events always happen when their preconditions are true. Nonrandom events happen when their preconditions are true and no other nonrandom events get picked first (so writing a too-often-true precondition is a good way to break the game by blocking any further such events). The two other types of events get put in a pool ($events) if they match the precondition, then at most one event gets pulled from the pool per type.

	NonRandomEvent (26-33)
	<<elseif (_effectiveWeek == 14) && $badC != 1>>
	<<set _valid = $slaves.find(function(s) { return s.curatives > 1 || s.inflationType == "curative"; })>>
	<<if def _valid>>
		<<set $badC = 1, $Event = "bad curatives">>
		<<goto "Generic Plot Events">>
	<<else>>
		<<set $badC = 1>>
		<<goto "Nonrandom Event">>
	<</if>>

If it is week fourteen and the player hasn't ready seen the event, a check is then made for slaves that either are on curatives or have their implants filled by curatives. If it was successful then load the "bad curatives" generic event, if unsuccessful set the flag anyway and read from the Nonrandom Event passage.

Immediate effects

Every event can have immediate effects, which happen when the event gets chosen. For most events, those are what should happen if the player ignores the event (by hitting "Continue" or the space bar on the keyboard). Choice effects (see below) can override or roll back those.

	reRecuit (4-19)
	<<if Array.isArray($recruit)>>
		<<if $cheatMode == 1>>
			<<set $nextButton = "Back", $nextLink = "Nonrandom Event", $returnTo = "Nonrandom Event">> /* if user just clicks spacebar */
			''A random recruit event would have been selected from the following:''

			<<for _i = 0; _i < $recruit.length; _i++>>
				<<print "[[$recruit[_i]|RE recruit][$recruit = $recruit[" + _i + "]]]">>

			<</for>>

[[Go Back to Random Nonindividual Event|Random Nonindividual Event][$eventSlave = 0]]
		<<else>>
			<<set $recruit = $recruit.random()>>
			<<goto "RE recruit">>
		<</if>>
	<<else>>

	If cheat mode is enabled and the user presses the space bar go back to the start.

Main event text
The bulk of the writing will be in the main event text. There are quite a few rules to deal with here.
The PC is referred to in the second person singular ("you"), everyone else in third person.
The PC has no direct speech. All the things "you" say are described, not quoted.
A slave can be linked with the macro <<EventNameLink _Slave>>. This allows the player to click on the slave name and view their description, then go back to the event. WARNING: Going back triggers the event passage again, so if your event has immediate effects (see above), make sure to NOT repeat them by setting corresponding flags (this is harder than it sounds in general).

<<SlaveTitle _Slave>> sets $desc (which ends up being a string like "slavegirl", "MILF", "futanari" and so on, depending on slave).

<<SlavePronouns _Slave>> allows you to use the variables $pronoun ("she"/"he"/"it"), $pronounCap ("She"/"He"/"It"), $possessive ("her"/"his"/"its"), $possessiveCap ("Her"/"His"/"Its") and $object ("her"/"him"/"it"). There is NO variable for self-possession ("hers"/"his"/"its") and for "herself", you need to use <<= $object>>self.
One more macro initializes several others and is required when you have a slave speak and want to use direct quotes: <<Enunciate _Slave>> allows you to use <<Master>>, <<WrittenMaster>>, <<says>> (which turns into "lisps" when that's the case) and the lisping replacers <<s>>, <<ss>>, <<S>>, <<c>> and <<z>>.

The text should be about large enough to fit on the screen assuming typical monitor sizes. In terms of visible text, about 1000 words are a fine limit to aim for. There's a lot to keep in mind in terms of different appearances and circumstances, so keep your document with slave variables as a reference nearby.

It's fine — and a part of the normal workflow — to first write an event without any variation, then go through it and vary the text here and there.

Choices
You should keep the amount of choices small, but not too small. About three to five is generally a good number. Choices which can't be taken due to the current situation should be displayed as such ("You lack the funds ...") if they are an obvious choice, hidden when they aren't (for example, in event chains you might want to hide choices if the player didn't do something specific or didn't acquire some specific bit of knowledge). Every choice should be a simple sentence of the form "Do something." followed by a short explanation of the obvious effects.

Choices should also be hidden when they run against the game rules, like for example the setting if the player wants to see "extreme" content.

	diary (313-325)
	<<if $dairyFeedersUpgrade == 1>>
		The milking machines can hold feeders in slaves' mouths and inject drugs into their bodies, ensuring ideal nutrition and production.

    The feeders are
		<<if $dairyFeedersSetting == 2>>
			''industrial.'' [[Moderate|Dairy][$dairyFeedersSetting = 1, $dairyFeedersSettingChanged = -1]]
		<<elseif $dairyFeedersSetting == 1>>
			''active.'' [[Inactive|Dairy][$dairyFeedersSetting = 0]]<<if ($seeExtreme != 0) && ($dairyRestraintsSetting == 2)>> | [[Industrial|Dairy][$dairyFeedersSetting = 2, $dairyFeedersSettingChanged = 1]]<</if>>
		<<else>>
			''inactive.'' [[Active|Dairy][$dairyFeedersSetting = 1]]
		<</if>>
	<<else>>
		$dairyNameCaps is equipped to feed and clean slaves normally. [[Upgrade the milking machines with intubators|Dairy][$cash -= _Tmult1, $dairyFeedersUpgrade = 1]] //Costs ¤_Tmult1 and will increase upkeep costs//
	<</if>>

	In order to enable the industrial feeder option both any of the see extreme content options has be enabled and the restraint's have to be already set to industrial.

Remember that "do nothing" is almost always a choice (it's called "Continue" and can be found on the left side of the screen) so your events don't need this as an extra choice.

Choice text
This should be a short text describing the effects of your choice. Generally shorter than the main text, but all the other things mentioned there apply.
Try to keep surprise buttsex to a minimum.

For example this cut up version of "paternalist encounter" from REFS (l:106-139).

	<<link "Alert your drones and keep walking">>

	<</link>>
	<<if $cash >= 2000>>

<<link "Take the poor slave girl into your custody">>

<<link "Publicly confront the citizen">>

	So here you can either, A) "Alert your drones and keep walking", B) if $cash is above 2000 you can take acquire the slave or C) "Publicly confront the citizen".

Choice effect
A choice doesn't need to have a specific effect. If your event has an immediate effect, remember to take that into account when you decide on the choice's effects.

	<<link "Alert your drones and keep walking">>
	<<replace "#result">>
	You inform $assistantName that you have a slave beater in need of detainment by your security drones, then continue on your way confident in your knowledge that the citizen will soon be in custody.
	<</replace>>
	<</link>>
	<<if $cash >= 2000>>

<<link "Take the poor slave girl into your custody">>
		<<replace "#result">>
		Confronting the citizen is simplicity in itself; he would not dare defy you under threat of arrest by your security drones and is unlikely to garner any sympathy from the public for his degradationist behaviors. As such, you are able to take civil ownership over the poor slave girl and take her into your care with only minimal compensation to the citizen. As you stride away from her former owner with the girl in your arms, she leans over to plant a chaste kiss of thanks on your cheek.
		<<set $cash -= 2000>>
		<<set $activeSlaveOneTimeMaxAge = 22>>
		<<include "Generate New Slave">>
		<<set $activeSlave.origin = "She was taken into your custody from an abusive owner.">>
		<<set $activeSlave.devotion = random(-25,0)>>
		<<set $activeSlave.trust = random(-25,0)>>
		<<set $activeSlave.boobs = random(300,450)>>
		<<set $activeSlave.hips = random(-2,-1)>>
		<<set $activeSlave.butt = random(0,2)>>
		<<set $activeSlave.health = random(10,20)>>
		<<include "New Slave Intro">>
		<<set $nextLink = "AS Dump", $returnTo = "RIE Eligibility Check">>
		<</replace>>
		<</link>> // Taking custody of the girl will cost ¤2000. //
	<</if>>

<<link "Publicly confront the citizen">>
	<<replace "#result">>
	Your walk up to the citizen is not accompanied by shaking ground or tumultuous fanfare, yet the citizen looks as if death itself has come before him. You don't hurt him physically, instead chastising him publicly in front of his fellow peers who begin to cheer their agreement. You end your tirade of verbal abuse with a reminder that although the man is a citizen of your arcology, that does not give him the impunity to shirk the law. To make it clear his next offense will be his last, a brace of your security drones hover behind you threateningly. The crowd that gathered @@.green;approves of your rebuke of the citizen@@.
	<<set $rep += 500>>
	<</replace>>
	<</link>>

	So here the results of the choices are, A) nothing, B) reduce cash by 2000 but acquire the slave C) chastise the citizen for plus 500 rep.


code:
artist notes
-------------
TO USE: SELECT VECTOR ART BY NOX/DEEPMURK

CREDITS
-------------
Nov_X/NoX (Original Artist, whose work I built off of)
skinAnon (For doing the color hexes on hundreds of skin/nipple tones.)
@prndev (For dynamic belly scaling magic)
@klorpa (For fixing many of my mistakes/spaghetti art code)
@kopareigns (For fixing many of my mistakes/spaghetti art code)
@pregmodder (Fixes and more art)

FOR MANUAL USE
-------------
1. Split source_vector_ndmain.svg and source_vector_ndextras.svg into src/art/vector/layer.
Note#1 source_vector.svg is a legacy version (before the art was changed) and is not used for anything.
Note#2 vector_revamp_source.svg not related and belongs to the other artist.

TO PLAY WITHOUT FACES
-------------
1. Go to pregmod/src/art/vector
2. Open head.tw in notepad/notepad++
3. Delete everything from Line 30 to Line 979... you'll see it says faceShape, eyebrowFullness, etc-- all of those are related to faces and can be deleted. (AKA just delete everything between the lines that says /* FACIAL APPEARANCE */ and /* END FACIAL APPEARANCE */)
4. Compile and play game.

known issues
-------------
	-minor clipping issue leg/ass outfits due to their outfit transparency effects
	-not all outfit art works with amputees
	-minor hair clipping on some outfits
	-heavy lip piercings look wonky on open mouth art
	-heavy/light piercings on face seem to override each other

---------------------------------------------------------------------------------------------------------------------------------------------
pending requests/suggestions
-------------
	-loli/shota bodies

pending outfit requests
-------------
	-opaque stockings with ribbons

planned additions
-------------
	-more hair styles
	-facepaint
	-alternate makeup options
	-rework all AI avatars
	-dick piercings (stalled due to planned code change)
	-more outfits, see current queue ( https://gitgud.io/deepmurk/fc-pregmod/issues/1 )

---------------------------------------------------------------------------------------------------------------------------------------------

v1.7 (12/22/2018)
-------------
	-added muscle definition (heavy)
	-added colorable sclera
	-added colorable eyebrows
	-added purple hair color
	-added dark orchid hair color
	-added sea green hair color
	-added green-yellow hair color
	-added dark blue hair color
	-added missing AI avatars
	-fixed faces & skintones not showing on custom ethnicities
	-added jet black hair color
	-changed black hair color
	-changed auburn hair color
	-alphabetized some options in the salon
	-miscellaneous tweaks to some other colors

v1.6 (11/18/2018)
-------------
	-misc art fixes
	-added muscle definition (low)
	-added muscle definition (medium)
	-shibari rope outfit is now red for better contrast on some skins
	-fixed hair showing when ability to grow hair was surgically removed
	-fixed muscles showing on amputated slave limbs
	-fixed faces showing on fuckdolls
	-fixed "mixed race" skin tone/face issues
	-fixed some issues related to belly outfits

v1.5 (10/21/2018)
-------------
	-removed penis head piercing light flaccid (art only)
	-removed penis head piercing light erect (art only)
	-removed penis head piercing heavy flaccid (art only)
	-removed penis head piecing heavy erect (art only)
	-corrected ku klux klan robe description grammar
	-added burkini outfit
	-added hijab and blouse outfit
	-changed the code that affects art layer names due to conflicts with new outfits
	-changed art layer name of cutoffs to cutoffsandatshirt
	-changed art layer name of niqab to niqabandabaya
	-changed art layer name of hijab to hijabandabaya
	-changed art layer name of spats to spatsandatanktop
	-changed art layer name of stretchpants to stretchpantsandacroptop
	-changed art layer name of blouse to hijabandblouse
	-changed blouse and hijab outfit string name to hijab and blouse
	-changed shimapan panties outfit string name to striped panties
	-added bra outfit
	-added button-up shirt outfit
	-added button-up shirt and panties outfit
	-added gothic lolita dress outfit
	-added hanbok outfit
		-added nice pony outfit (no art yet)
	-added one-piece swimsuit outfit
	-added police uniform outfit
	-added skimpy loincloth outfit
	-added slutty klan robe outfit
		-added slutty pony outfit (no art yet)
	-added sports bra outfit
	-added striped bra outfit
	-added sweater outfit
	-added sweater and cutoffs outfit
	-added sweater and panties outfit
	-added t-shirt outfit
	-added t-shirt and jeans outfit
	-added t-shirt and panties outfit
	-added t-shirt and thong outfit
	-added tank-top outfit
	-added tank-top and panties outfit
	-added thong outfit
	-added tube top outfit
	-added tube top and thong outfit
	-added oversized t-shirt outfit
	-added oversized t-shirt and boyshorts outfit
	-added boyshorts outfit
	-added cutoffs outfit
	-added jeans outfit
	-added leather pants outfit
	-added leather pants and a tube top outfit
	-added leather pants and pasties outfit
	-added panties outfit
	-added panties and pasties outfit
	-added sport shorts outfit
	-added sport shorts and a sports bra outfit
	-added sport shorts and a t-shirt outfit
	-added striped underwear outfit
	-increased size of armpit hair art
	-changed minidress outfit to black color (per request)
	-misc art fixes
	-added kitty lingerie outfit

v1.4 (09/29/2018)
-------------
	-fixed facial markings showing on restrictive latex
	-fixed error on certain clothes when slave is an amputee
	-added ku klux klan outfit
	-added burqa outfit
	-added hijab and abaya outfit
	-changed niqab and abaya outfit
	-added shimapan panty outfit
	-fixed malay race not having faces
	-added penis head piercing light flaccid (art only)
	-added penis head piercing light erect (art only)
	-added penis head piercing heavy flaccid (art only)
	-added penis head piecing heavy erect (art only)
	-added nose piercing light
	-added nose piercing heavy
	-added lip piercing light
	-added lip piercing heavy
	-added eyebrow piercing light
	-added eyebrow piercing heavy
	-fixed some eyebrow types not coloring correctly when dyeing
	-fixed chastity belt showing incorrectly on some bodies (chubby, fat, obese)
	-fixed hijab head outfit showing incorrectly on faces
	-added cybernetic feet basic
	-added cybernetic leg narrow basic
	-added cybernetic leg normal basic
	-added cybernetic leg wide basic
	-added cybernetic leg thick basic
	-added cybernetic butt 0 basic
	-added cybernetic butt 1 basic
	-added cybernetic butt 2 basic
	-added cybernetic butt 3 basic
	-added cybernetic butt 4 basic
	-added cybernetic butt 5 basic
	-added cybernetic butt 6 basic
	-added cybernetic arm left thumb down basic
	-added cybernetic arm left rebel basic
	-added cybernetic arm left high basic
	-added cybernetic arm left mid basic
	-added cybernetic arm left low basic
	-added cybernetic arm right high basic
	-added cybernetic arm right mid basic
	-added cybernetic arm right low basic
	-added cybernetic feet sexy
	-added cybernetic leg narrow sexy
	-added cybernetic leg normal sexy
	-added cybernetic leg wide sexy
	-added cybernetic leg thick sexy
	-added cybernetic butt 0 sexy
	-added cybernetic butt 1 sexy
	-added cybernetic butt 2 sexy
	-added cybernetic butt 3 sexy
	-added cybernetic butt 4 sexy
	-added cybernetic butt 5 sexy
	-added cybernetic butt 6 sexy
	-added cybernetic arm left thumb down sexy
	-added cybernetic arm left rebel sexy
	-added cybernetic arm left high sexy
	-added cybernetic arm left mid sexy
	-added cybernetic arm left low sexy
	-added cybernetic arm right high sexy
	-added cybernetic arm right mid sexy
	-added cybernetic arm right low sexy
	-added cybernetic feet beauty
	-added cybernetic leg narrow beauty
	-added cybernetic leg normal beauty
	-added cybernetic leg wide beauty
	-added cybernetic leg thick beauty
	-added cybernetic butt 0 beauty
	-added cybernetic butt 1 beauty
	-added cybernetic butt 2 beauty
	-added cybernetic butt 3 beauty
	-added cybernetic butt 4 beauty
	-added cybernetic butt 5 beauty
	-added cybernetic butt 6 beauty
	-added cybernetic arm left thumb down beauty
	-added cybernetic arm left rebel beauty
	-added cybernetic arm left high beauty
	-added cybernetic arm left mid beauty
	-added cybernetic arm left low beauty
	-added cybernetic arm right high beauty
	-added cybernetic arm right mid beauty
	-added cybernetic arm right low beauty
	-added cybernetic feet combat
	-added cybernetic leg narrow combat
	-added cybernetic leg normal combat
	-added cybernetic leg wide combat
	-added cybernetic leg thick combat
	-added cybernetic butt 0 combat
	-added cybernetic butt 1 combat
	-added cybernetic butt 2 combat
	-added cybernetic butt 3 combat
	-added cybernetic butt 4 combat
	-added cybernetic butt 5 combat
	-added cybernetic butt 6 combat
	-added cybernetic arm left thumb down combat
	-added cybernetic arm left rebel combat
	-added cybernetic arm left high combat
	-added cybernetic arm left mid combat
	-added cybernetic arm left low combat
	-added cybernetic arm right high combat
	-added cybernetic arm right mid combat
	-added cybernetic arm right low combat
	-added cybernetic feet swiss
	-added cybernetic leg narrow swiss
	-added cybernetic leg normal swiss
	-added cybernetic leg wide swiss
	-added cybernetic leg thick swiss
	-added cybernetic butt 0 swiss
	-added cybernetic butt 1 swiss
	-added cybernetic butt 2 swiss
	-added cybernetic butt 3 swiss
	-added cybernetic butt 4 swiss
	-added cybernetic butt 5 swiss
	-added cybernetic butt 6 swiss
	-added cybernetic arm left thumb down swiss
	-added cybernetic arm left rebel swiss
	-added cybernetic arm left high swiss
	-added cybernetic arm left mid swiss
	-added cybernetic arm left low swiss
	-added cybernetic arm right high swiss
	-added cybernetic arm right mid swiss
	-added cybernetic arm right low swiss
	-added penis flaccid circumcised 0
	-added penis flaccid circumcised 1
	-added penis flaccid circumcised 2
	-added penis flaccid circumcised 3
	-added penis flaccid circumcised 4
	-added penis flaccid circumcised 5
	-added penis flaccid circumcised 6
	-added penis flaccid circumcised 7
	-added penis flaccid circumcised 8
	-added penis flaccid circumcised 9
	-added penis flaccid circumcised 10
	-added penis erect circumcised 0
	-added penis erect circumcised 1
	-added penis erect circumcised 2
	-added penis erect circumcised 3
	-added penis erect circumcised 4
	-added penis erect circumcised 5
	-added penis erect circumcised 6
	-added penis erect circumcised 7
	-added penis erect circumcised 8
	-added penis erect circumcised 9
	-added penis erect circumcised 10

v1.3 (09/22/2018)
-------------
	-fixed shaved sides hairstyle showing incorrectly
	-fixed faces showing on restrictive latex
	-fixed restrictive latex not showing on bodies (chubby, fat, obese)
	-fixed accent band not showing on kimono belly outfits
	-fixed facial markings showing incorrectly on faces (birthmark,etc)
	-added eye coloring (irises only)
	-fixed lips showing only one color
	-added fox ears and tail
	-added cat ears and tail
	-fixed nipples not showing on attractive lingerie for a pregnant woman outfit
	-fixed black colored nipples showing on latex and bodysuits
	-fixed head accessory alignment to new faces (ball gag, dildo gag, etc)
	-changed art on porcelain mask
	-added eyes type-d
	-added mouth type-d
	-added nose type-d
	-added eyebrows type-d pencilthin
	-added eyebrows type-d thin
	-added eyebrows type-d threaded
	-added eyebrows type-d natural
	-added eyebrows type-d tapered
	-added eyebrows type-d thick
	-added eyebrows type-d bushy
	-added eyes type-e
	-added mouth type-e
	-added nose type-e
	-added eyebrows type-e pencilthin
	-added eyebrows type-e thin
	-added eyebrows type-e threaded
	-added eyebrows type-e natural
	-added eyebrows type-e tapered
	-added eyebrows type-e thick
	-added eyebrows type-e bushy
	-added eyes type-f
	-added mouth type-f
	-added nose type-f
	-added eyebrows type-f pencilthin
	-added eyebrows type-f thin
	-added eyebrows type-f threaded
	-added eyebrows type-f natural
	-added eyebrows type-f tapered
	-added eyebrows type-f thick
	-added eyebrows type-f bushy
	-separated faces by race/head shape (eg: white/exotic is different from asian/exotic)
	-made some eye types smaller
	-fixed stockings not covering thick thighs properly

v1.2 (09/16/2018)
-------------
	-added naked apron outfit (chubby, fat, obese)
	-added attractive lingerie (chubby, fat, obese)
	-added ballgown outfit (chubby, fat, obese)
	-added battlearmor outfit (chubby, fat, obese)
	-added battledress outfit (chubby, fat, obese)
	-added biyelgee costume (chubby, fat, obese)
	-added body oil outfit (chubby, fat, obese)
	-added bunny outfit (chubby, fat, obese)
	-added chains outfit (chubby, fat, obese)
	-added chattel habit outfit (chubby, fat, obese)
	-added cheerleader outfit (chubby, fat, obese)
	-added clubslut outfit (chubby, fat, obese)
	-added comfortable bodysuit outfit (chubby, fat, obese)
	-added conservative outfit (chubby, fat, obese)
	-added cutoffs and tshirt outfit (chubby, fat, obese)
	-added dirndl outfit (chubby, fat, obese)
	-added fallennun habit outfit (chubby, fat, obese)
	-added haltertop dress outfit (chubby, fat, obese)
	-added harem gauze outfit (chubby, fat, obese)
	-added hijab and abaya outfit (chubby, fat, obese)
	-added huipil outfit (chubby, fat, obese)
	-added kimono outfit (chubby, fat, obese)
	-added latex outfit (chubby, fat, obese)
	-added attractive lingerie for pregnant woman outfit (chubby, fat, obese)
	-added leotard outfit (chubby, fat, obese)
	-added lederhosen outfit (chubby, fat, obese)
	-added long qipao outfit (chubby, fat, obese)
	-added maternity dress outfit (chubby, fat, obese)
	-added military uniform outfit (chubby, fat, obese)
	-added minidress outfit (chubby, fat, obese)
	-added monikini outfit (chubby, fat, obese)
	-added mounty outfit (chubby, fat, obese)
	-added nice business attire outfit (chubby, fat, obese)
	-added nice maid outfit (chubby, fat, obese)
	-added nice nurse outfit (chubby, fat, obese)
	-added penitent nuns habit outfit (chubby, fat, obese)
	-added red army uniform outfit (chubby, fat, obese)
	-added scalemail bikini outfit (chubby, fat, obese)
	-added schoolgirl outfit (chubby, fat, obese)
	-added schutzstaffel uniform outfit (chubby, fat, obese)
	-added schutzstaffel uniform slutty outfit (chubby, fat, obese)
	-added shine outfit [Only applies to latex] (chubby, fat, obese)
	-added shibari rope outfit (chubby, fat, obese)
	-added slutty outfit (chubby, fat, obese)
	-reworked slutty outfit (changed to pasties)
	-added slave gown outfit (chubby, fat, obese)
	-added slutty business attire outfit (chubby, fat, obese)
	-added slutty jewelry outfit (chubby, fat, obese)
	-added slutty maid outfit (chubby, fat, obese)
	-added slutty nurse outfit (chubby, fat, obese)
	-updated slutty nurse outfit (now with 100% more hat)
	-added slutty qipao outfit (chubby, fat, obese)
	-added spats outfit (chubby, fat, obese)
	-added stretch pants outfit (chubby, fat, obese)
	-added string bikini outfit (chubby, fat, obese)
	-added succubus outfit (chubby, fat, obese)
	-added toga outfit (chubby, fat, obese)
	-added uncomfortable strap outfit (chubby, fat, obese)
	-added western outfit (chubby, fat, obese)
	-added eyes type-a
	-added mouth type-a
	-added nose type-a
	-added eyebrows type-a pencilthin
	-added eyebrows type-a thin
	-added eyebrows type-a threaded
	-added eyebrows type-a natural
	-added eyebrows type-a tapered
	-added eyebrows type-a thick
	-added eyebrows type-a bushy
	-added eyes type-b
	-added mouth type-b
	-added nose type-b
	-added eyebrows type-b pencilthin
	-added eyebrows type-b thin
	-added eyebrows type-b threaded
	-added eyebrows type-b natural
	-added eyebrows type-b tapered
	-added eyebrows type-b thick
	-added eyebrows type-b bushy
	-added eyes type-c
	-added mouth type-c
	-added nose type-c
	-added eyebrows type-c pencilthin
	-added eyebrows type-c thin
	-added eyebrows type-c threaded
	-added eyebrows type-c natural
	-added eyebrows type-c tapered
	-added eyebrows type-c thick
	-added eyebrows type-c bushy

v1.1 (07-11-2018)
-------------
	-added torso chubby
	-added torso fat
	-added torso obese
	-added butt enormous
	-added butt gigantic
	-added butt massive
	-added legs thick
	-added butt outfits enormous (x56)
	-added butt outfits gigantic (x56)
	-added butt outfits massive (x56)
	-fixed crotch coloring for dicks on dirndl
	-fixed crotch coloring for dicks on lederhosen
	-fixed crotch coloring for dicks on battlearmor
	-fixed crotch coloring for dicks on mounty outfit
	-fixed crotch coloring for dicks on long qipao
	-fixed crotch coloring for dicks on biyelgee costume
	-added leg outfits thick (x56)

v1.0 (07-03-2018)
-------------
	-added long qipao outfit
	-added battlearmor outfit
	-added mounty outfit
	-added dirndl outfit
	-added lederhosen outfit
	-added biyelgee costume outfit
	-added tiny nipple art
	-added cute nipple art
	-added puffy nipple art
	-added inverted nipple art
	-added huge nipple art
	-added fuckable nipple art
	-added partially inverted nipple art

v0.9 (05-05-2018)
-------------
	-added dynamic belly scaling (courtesy of @prndev)
	-added belly button art
	-fixed belly piercings not showing
	-updated belly piercing art
	-added belly outfit apron
	-added belly outfit bodysuit
	-added belly outfit cheerleader
	-added belly outfit clubslut
	-added belly outfit cutoffs (base only)
	-added belly outfit cybersuit
	-added belly outfit fallen nun (base only)
	-added belly outfit haltertop dress
	-added belly outfit hijab and ayaba
	-added belly outfit latex catsuit
	-added belly outfit leotard
	-added belly outfit nice maid
	-added belly outfit slutty maid
	-added belly outfit military (base only)
	-added belly outfit minidress
	-added belly outfit monokini (base only)
	-added belly outfit nice nurse
	-added belly outfit slutty nurse (base only)
	-added belly outfit red army uniform (base only)
	-added belly outfit schoolgirl (base only)
	-added belly outfit schutzstaffel (base only)
	-added belly outfit silken ballgown
	-added belly outfit skimpy battldress (base only)
	-added belly outfit slave gown
	-added belly outfit spats and a tank top (base only)
	-added belly outfit succubus (base only)
	-added belly outfit suit nice (base only)
	-added belly outfit suit slutty (base only)
	-added belly outfit bunny outfit
	-added belly outfit chattel habit (base only)
	-added belly outfit conservative clothing (base only)
	-added belly outfit harem gauze (base only)
	-added belly outfit huipil
	-added belly outfit kimono (base only)
	-added belly outfit maternity dress
	-added belly outfit slutty qipao
	-added belly outfit toga
	-added belly outfit western clothing
	-added belly outfit penitent nun (base only)
	-added belly outfit restrictive latex
	-added freckles as misc facial feature
	-added heavy freckles as misc facial feature
	-added beauty mark as misc facial feature
	-added birthmark as misc facial feature
	-minor outfit polishing on some outfits
	-polished outlines on torso art (normal, narrow, absurd)
	-reworked naked apron outfit
	-updated bangles outfit
	-fixed problems when surgically altering a slave's race
	-reworked clubslut netting outfit
	-updated cheerleader outfit
	-added AI personal assistant art
	-added blue-violet hair color
	-updated deep red hair color
	-added shaved armpit hair
	-added neat armpit hair
	-added bushy armpit hair
	-fixed male genitalia showing over large bellies
	-added porcelain mask accessory
	-added ability to custom color porcelain mask
	-added ability to custom color glasses
	-added slutty schutzstaffel uniform

v0.8 (04-21-2018)
-------------
	-added wispy pubic hair
	-added areola normal art
	-added areola large art
	-added areola wide art
	-added areola huge art
	-added areola star-shaped art
	-added areola heart-shaped art
	-converted stockings to a leg accessory
	-fixed issue that allowed stockings to be shown/selected on amputees
	-added visor hat to military outfit (per request)
	-fixed tilted neat pubic hair
	-fixed bellies/corsets showing at the same time if present/selected
	-major overhaul of skin tones
	-tweaked leg/hipsize/weight art distribution
	-fixed vaginal piercings not showing
	-updated vaginal piercing art
	-created porcelain mask accessory art
	-added cybersuit outfit
	-added skin/nipple tones for every race (courtesy of skinAnon)
	-added naked apron outfit
	-added schutzstaffel uniform
	-added red army uniform
	-darkened stocking art slightly (per request)

v0.7 (04-14-2018)
-------------
	-added sleeves to hijab and abaya outfit
	-added sleeves to cutoffs and a t-shirt outfit
	-added sleeves to skimpy battledress outfit
	-added sleeves to conservative outfit
	-added sleeves to huipil outfit
	-added sleeves to kimono outfit
	-added sleeves to nice maid outfit
	-added sleeves to military uniform outfit
	-added sleeves to nice nurse outfit
	-added sleeves to slutty nurse outfit
	-added sleeves to slutty qipao outfit
	-added sleeves to schoolgirl outfit
	-added sleeves to nice suit outfit
	-added sleeves to slutty suit outfit
	-added sleeves to western clothing outfit
	-removed thigh-highs/stockings on most outfits
	-fixed nipple piercings showing incorrectly
	-fixed boots showing incorrectly on some outfits
	-fixed 'invisible balls' on one of the scrotum sizes (the shadow was showing as skin color, removing the outline)
	-slutty nurse outfit now better matches the description
	-updated thigh boot art
	-updated extreme heel art
	-added bare feet stocking outfits (Long/short)
	-added additional flat shoe outfits (bare/stockings short/stockings long)
	-added additional heel shoe outfits (bare/stockings short/stockings long)
	-added additional pump shoe outfits (bare/stockings short/stockings long)

v0.6 (04-07-2018)
-------------
	-fixed bodysuit outfit color issue on non-default colors
	-fixed restrictive latex color issue on non-default colors
	-added hairstyle 'messy bun' (long/medium/short)
	-added hairstyle 'dreadlocks' (long/medium/short)
	-added hairstyle 'cornrows' (long/medium/short)
	-added hairstyle 'braided' (long/medium/short)
	-added hairstyle 'twintails' (long/medium/short)
	-added hairstyle 'shavedsides' (long/medium/short)
	-added chains outfit
	-added penitent nun outfit
	-reworked male genitalia
	-added bulge outfits for the appropriate outfits
	-removed transparency on clubslut, harem, and slutty torso outfits due to multiple issues
	-overhauled clubslut outfit to fix numerous art issues.
	-changed extreme heels
	-changed thigh high boots
	-overhauled breasts
	-reworked all breast outfits due to breast overhauled
	-changed breast positioning relative to the overall body
	-reworked corset lengths
	-reworked all breast and torso outfits for new breast compatibility

v0.5 (03-31-2018)
-------------
	-added belly scaling w/pregnancy+overfeeding
	-minor polishing on all outfits
	-fixed piercings not showing correctly
	-added nipple light piercings
	-added areola light piercings
	-added nipple heavy piercings
	-added areola heavy piercings
	-added vaginal dildo accessory
	-added vaginal long dildo accessory
	-added vaginal large dildo accessory
	-added vaginal long, large dildo accessory
	-added vaginal huge dildo accessory
	-added vaginal long, huge dildo accessory
	-added anal long plug accessory
	-added anal large plug accessory
	-added anal long, large plug accessory
	-added anal huge plug accessory
	-added anal long, huge accessory
	-added anal tail plug accessory (anal hook/bunny tail)
	-added first trimester pregnancy empathy belly
	-added second trimester pregnancy empathy belly
	-added third trimester pregnancy empathy belly
	-added third trimester twin pregnancy empathy belly
	-added tight corset torso accessory
	-added extreme corset torso accessory
	-cleaned up changelog wording for clarity purposes
	-added uncomfortable leather collar outfit
	-updated dildo gag collar graphic art
	-added massive dildo gag collar outfit
	-added ball gag collar outfit
	-added bit gag collar outfit
	-added silken ribbon collar outfit
	-added bowtie collar outfit
	-added ancient egyptian collar outfit
	-added hairstyle 'neat' (long/medium/short)
	-added hairstyle 'up' (long/medium/short)
	-added hairstyle 'ponytail' (long/medium/short)
	-added hairstyle 'bun' (long/medium/short)
	-added hairstyle 'curled' (long/medium/short)
	-added hairstyle 'messy' (long/medium/short)
	-added hairstyle 'permed' (long/medium/short)
	-added hairstyle 'eary' (long/medium/short)
	-added hairstyle 'luxurious' (long/medium/short)
	-added hairstyle 'afro' (long/medium/short)
	-fixed cowboy hat not showing on western outfit
	-fixed baldness on generic/generated non-selectable hairstyles

v0.4 (03-24-2018)
-------------
	-added nice lingerie outfit
	-fixed immersion breaking art on specific flat-chested outfits (somewhat)
	-added nurse slutty outfit
	-added silken ballgown outfit
	-added skimpy battledress outfit
	-minor polishing on all outfits
	-added slutty outfit
	-added spats and a tank top outfit
	-fixed graphical issues on mini dress
	-added succubus outfit
	-added nice suit outfit
	-added slutty suit outfit
	-added attractive lingerie for a pregnant woman outfit
	-added bunny outfit
	-added chattel habit outfit
	-updated fallen nun outfit (headdress added)
	-added conservative clothing outfit
	-added harem gauze outfit
	-added huipil outfit
	-added kimono outfit
	-added slave gown outfit
	-added stretch pants and a crop top outfit
	-updated schoolgirl outfit (sweater vest added)
	-added slutty qipao outfit
	-added toga outfit
	-added western clothing outfit (no cowboy hat)
	-fixed dick/ball clipping issues on all relevant outfits
	-added natural color nipples to match racial skin tones

v0.3 (03-17-2018)
-------------
	-added schoolgirl outfit
	-added fallennun outfit
	-added nice maid outfit
	-added slutty maid outfit
	-updated minidress outfit (changed color+fixes)
	-minor polishing on some outfits
	-added niqab and abaya outfit (niqab > hijab)
	-changed white colors on outfits to grey for increased contrast on light skin tones.
	-added nice nurse outfit
	-fixed outline issues on boots/extreme heels
	-fixed ultra black hair color issue (vanilla only)
	-added military uniform outfit
	-updated to latest pregmod git

v0.2 (03-10-2018)
-------------

	-added string bikini outfit
	-added scalemail bikini outfit
	-updated male genitalia display position
	-set default shoe colors to neutral (per request)
	-added some natural color nipples to match racial skin tones

v0.1 (03-03-2018)
-------------
	-updated boob graphic art
	-updated nipple graphic art
	-updated arm graphic art
	-updated female genitalia graphic art
	-updated waist graphic art
	-updated butt graphic art
	-added bushy pubic hair
	-added very bushy pubic hair
	-updated vaginal chastity belt
	-updated anal chastity belt
	-added uncomfortable strap outfit
	-added shibari rope outfit
	-updated restrictive latex outfit
	-updated latex catsuit outfit
	-updated extreme heel graphic art
	-updated pump shoes graphic art (not selectable in-game yet)
	-added bodysuit outfit
	-added body oil outfit
	-added haltertop dress outfit
	-added bangles outfit
	-added mini dress outfit
	-added leotard outfit
	-added t-shirt and cutoffs outfit
	-added cheerleader outfit
	-added clubslut netting outfit


code:
Extended family mode (mod)

In short, extended family mode replaces the old .relation + .relationTarget system with a completely new system capable of handling a limitless number of relatives. Or at least until your game crashes from trying to handle it all. Fully incompatible with the old system and fully functional with ng+.

The backbone of the system: .father and .mother

Everything about a slave's family can be gathered by looking into her mother and father. Beyond the obvious mother-daughter relation, you can check two separate slaves' parents to see if they are related to each other, allowing for sisters, half-sisters, and with a .birthWeek check, twins with little effort.
The following values are used with .mother and .father:
Valid slave IDs (in other words, a value > 0) - Serves as both a target for checks and as a check itself to see if effort should be expended to search for the parent.
0 - Slave has no known parent. A slave with a parent value of 0 is capable of having a parent added via reRelativeRecruiter
MissingParentIDs (in other words, a value < -2) - Serves as a placeholder to preserve sibling relations in the case of a parent being sold or lost. Outside of extreme cases, this value will never be restored to its' previous value. $missingParentID starts at -10000 and decrements after application. On NG+, positive values are incremented the same as a normal slave and checked for validity. Should it be invalid, it will be replaced with $missingParentID. Negative values, on the other hand, are decremented by 1200000. Values of -1 and -2 are ignored by the JS, so don't use them. Also -9999 through -9994 are used by hero slaves to preserve their sibling status no matter when they are purchased or obtained during the same game.

The limiters: .sisters and .daughters
Extended family mode is VERY for loop intensive, and as such, has limiters to prevent it from needlessly looping. A value greater than 0 for either of these slave variables signals that slave has a sibling/daughter for various checks. Furthermore, the value of .sisters and .daughters accurately tracks the number of sisters and daughters, particularly for checks that require all of them to be found. You'll learn to hate these, but on the plus side, they can safely be recalculated with no side effects. Nearly entirely handled by <<AddSlave>> and removeActiveSlave, you do not understand how huge of a plus this is.

The recruiting check: .canRecruit

Checked by reRelativeRecruiter to see if a slave is eligible to have relatives added. Hero slaves, special slaves, and often event slaves are ineligible for recruiting. Gets disabled if the slave is called into the recruiting event but fails to qualify for additional relatives due to unaddable slots or too many existing relatives.

A quick list of the JS that gets things done and various useful JS calls:

sameDad(slave1, slave2) - checks if the slaves share the same father and returns true/false.
sameMom(slave1, slave2) - checks if the slaves share the same mother and returns true/false.
sameTParent(slave1, slave2) - an exception catcher that handles such things as "slave1 knocked up slave2 and got impregnated by slave2, their children will be sisters" and returns the sister variable (0 - not related, 1 - twins, 2 - sisters, 3 - half-sisters). (subJS, never call on its own)
areTwins(slave1, slave2) - checks if the slaves are twins and returns true/false.
areSisters(slave1, slave2) - combines all of the above and returns the sister variable (0 - not related, 1 - twins, 2 - sisters, 3 - half-sisters). A widely used check to identify sister relatives. Generally gated by a .sisters check. Recommended to use in a <<switch>> macro instead of calling it for each outcome.

totalRelatives(slave) - returns how many relatives a slave has as an integer. Useful both as a check and for its value. Recommended to use as a check in instances where you want a relative, but don't care what it is.

mutualChildren(slave1, slave2, slaves) - checks the slave array for children shared by the two slave arguments and returns the number of mutual children as an integer. Currently used solely to encourage two slaves into a relationship if they have kids together.

The utility JS, courtesy of FCGudder. This JS should only be called if you know it will find something, use your limiters! These will always return the only relative if only one outcome is possible, so technically they can be used creatively. randomAvailable JS should be followed with random JS as a fallback for circumstances where you must find something, but would prefer it to be sensible if possible.
randomRelatedSlave(slave, filterFunction) - returns a random related slave to the slave passed into it. filterFunction is called in the following JS but not needed if you just want a random relative.
randomRelatedAvailableSlave(slave) - returns a random available related slave.
randomSister(slave) - returns a random sister.
randomAvailableSister(slave) - returns a random available sister.
randomTwinSister(slave) - returns a random twin.
randomAvailableTwinSister(slave) - returns a random available twin.
randomDaughter(slave) - returns a random daughter.
randomAvailableDaughter(slave) - returns a random available daughter.
randomParent(slave) - returns a random parent.
randomAvailableParent(slave) - returns a random available parent.

path: devNotes/Extended Family Mode Explained.txt


code:
Security Expansion

	10/18/17

	1

	3

	10/22/17

	5

	10/24/17

	6
	-balance adjustments
	-fixed improper name assignment
	-added renaming of units
	-reworked casualties logic
	-added statistics to arcology management screen
	-various other fixes

	10/28/17

	7
	-SFanon additions
	-fixes
	-balance

	10/29/17

	7.1
	-fixes
	-couple of balance adjustments.

	11/01/17

	7.5

	7.6
	-fixed reported issue
	-balance adjustments (run backward compatibility to apply them)

	7.7

	11/03/17

	8
	-various fixes
	-balance
	-rebellions

	11/05/17

	8.5
	-fixes
	-rebellions

	11/06/17

	Pregmod v113

	8.6
	-fixes

	8.7
	-fixed reported issue maybe pretty please?

	11/07/17

	Pregmod v114/Pregmod v114.1

	8.8
	-fixes

	9.2
	-small fixes
	-new edicts
	-new units upgrade
	-new barracks upgrade

	Pregmod v115

	9.6
	-fixes
	-loyalty work

	11/09/17

	Pregmod v119

	9.6
	-small fixes

	11/10/17

	10
	-fixes
	-weapons manufacturing
	-balance

	11/11/17

	Pregmod v121

	10.2
	-fixes

	Pregmod v122

	11
	-fixes
	-proclamations
	-balance

	11.1

	11.2
	-fixes
	-extra options

	11/12/17

	Pregmod v124

	11.5
	-fixes
	-balance

	11.6
	-fixed reported issues
	-balance

	Pregmod v125

	12
	-fixes
	-transport hub and trade
	-balance

	11/13/17

	12.3
	-fixes
	-SFanon additions
	-balance

	Pregmod v126

	12.4

	11/14/17

	Pregmod v130

	12.5
	-fixes
	-SFanon stuff
	-balance

	Pregmod v132

	12.6
	-fixes
	-anon's stuff

	12.8
	-fixes
	-balance

	12.9
	-fixes

	11/15/17

	13
	-fixes
	-balance

	11/16/17

	13.1
	-fixes
	-balance

	13.3
	-fixes

	13.4
	-fixed >>142293 (Attack value NaN during major battle)

	11/17/17

	Pregmod v135

	13.4
	-fixes
	-balance
	-difficulty settings

	Pregmod v136

	13.6
	-fixes

	11/18/17

	13.7
	-balance
	-(maybe) fix for battle terrain not showing up.

	13.8
	-(maybe) fixed >>142732

	Pregmod v137

	v13.9
	-fixes (couple of)

	Pregmod v139

	14
	-fixes
	-spell checked attack report. My god was is bad.

	14.1
	-fixes

	11/20/17

	14.2
	-fixes
	-balance
	-very satisfying version number.


code:
QuickList is built from the interaction of six parts.

1] The Quick List option enable/disable control.
2] The list context, basically if there are more than one, and the
	context is correct, the toggle, the table will be available.
3] The Slave Summary Passage contains the Quick List toggle button,
	clicking it either shows or hides the quick list table.
4] The Slave Summary Passage contains the actual quick list table, which
	if shown has a button for each slave name in the list, in columns up
	to 5 wide.
5] The Slave Summary Passage contains invisible <a> links or any other
	html element nearby or tied to each slave's name. These are
	generated with an html attribute id set to "slave-##" where ## is the
	slave's ID.
6] The JS code to tie a scroll animation from the visible name buttons
	in the quick list table down to the invisible links/elements.

The slave summary passage is called in many strange contexts, and for
this reason, there is some serious complexity in getting consistent
results. As it stands now, the passage sometimes calls itself
recursively (for facilities), but it doesn't do that for the Main
penthouse page.

The list context is duplicated, so that we can quickly loop over the
list context to get the slave names in the list, all without disturbing
the principal list context for the slave data.

If the list context has more than one slave, and is either the first
call for the Main/penthouse list, or the recursive call for any other
facility, And we haven't *already* built a quick list table, then we
proceed to build the quick list table.

We use special attributes on the built button to name the invisible
link to which we'll navigate, the speed that we'll animate our
navigation and an offset.