Many more Rubocop-inspired code improvements

This commit is contained in:
Maruno17
2021-12-18 19:06:22 +00:00
parent d17fc40a47
commit 13a238cc6a
107 changed files with 651 additions and 652 deletions

View File

@@ -214,7 +214,7 @@ module RPG
end
if @weatherTypes[weather_type][0].category == :Rain
last_index = weatherBitmaps.length - 1 # Last sprite is a splash
if (index % 2) == 0
if index.even?
sprite.bitmap = weatherBitmaps[index % last_index]
else
sprite.bitmap = weatherBitmaps[last_index]
@@ -244,10 +244,10 @@ module RPG
lifetimes[index] = 0
return
end
if @weatherTypes[weather_type][0].category == :Rain && (index % 2) != 0 # Splash
if @weatherTypes[weather_type][0].category == :Rain && index.odd? # Splash
sprite.x = @ox - sprite.bitmap.width + rand(Graphics.width + sprite.bitmap.width * 2)
sprite.y = @oy - sprite.bitmap.height + rand(Graphics.height + sprite.bitmap.height * 2)
lifetimes[index] = (30 + rand(20)) * 0.01 # 0.3-0.5 seconds
lifetimes[index] = (rand(30...50)) * 0.01 # 0.3-0.5 seconds
else
x_speed = @weatherTypes[weather_type][0].particle_delta_x
y_speed = @weatherTypes[weather_type][0].particle_delta_y
@@ -283,7 +283,7 @@ module RPG
# Determine which weather type this sprite is representing
weather_type = (is_new_sprite) ? @target_type : @type
# Update visibility/position/opacity of sprite
if @weatherTypes[weather_type][0].category == :Rain && (index % 2) != 0 # Splash
if @weatherTypes[weather_type][0].category == :Rain && index.odd? # Splash
sprite.opacity = (lifetimes[index] < 0.2) ? 255 : 0 # 0.2 seconds
else
dist_x = @weatherTypes[weather_type][0].particle_delta_x * delta_t
@@ -486,11 +486,11 @@ module RPG
if @time_until_flash > 0
@time_until_flash -= Graphics.delta_s
if @time_until_flash <= 0
@viewport.flash(Color.new(255, 255, 255, 230), (2 + rand(3)) * 20)
@viewport.flash(Color.new(255, 255, 255, 230), rand(2..4) * 20)
end
end
if @time_until_flash <= 0
@time_until_flash = (1 + rand(12)) * 0.5 # 0.5-6 seconds
@time_until_flash = rand(1..12) * 0.5 # 0.5-6 seconds
end
end
@viewport.update

View File

@@ -573,7 +573,7 @@ def pbAfterBattle(decision, canLose)
pkmn.makeUnprimal
end
end
if decision == 2 || decision == 5 # if loss or draw
if [2, 5].include?(decision) # if loss or draw
if canLose
$player.party.each { |pkmn| pkmn.heal }
(Graphics.frame_rate / 4).times { Graphics.update }

View File

@@ -180,7 +180,7 @@ end
##### VS. animation, by Luka S.J. #####
##### Tweaked by Maruno #####
SpecialBattleIntroAnimations.register("vs_animation", 50, # Priority 50
Proc.new { |battle_type, foe| # Condition
proc { |battle_type, foe| # Condition
next false unless [1, 3].include?(battle_type) && foe.length == 1 # Only if a single trainer
tr_type = foe[0].trainer_type
next false if !tr_type
@@ -189,7 +189,7 @@ SpecialBattleIntroAnimations.register("vs_animation", 50, # Priority 50
next pbResolveBitmap("Graphics/Transitions/" + trainer_bar_graphic) &&
pbResolveBitmap("Graphics/Transitions/" + trainer_graphic)
},
Proc.new { |viewport, battle_type, foe| # Animation
proc { |viewport, battle_type, foe| # Animation
# Determine filenames of graphics to be used
tr_type = foe[0].trainer_type
trainer_bar_graphic = sprintf("vsBar_%s", tr_type.to_s) rescue nil

View File

@@ -208,7 +208,7 @@ def pbRoamingPokemonBattle(species, level)
# Perform the battle
decision = pbWildBattleCore($PokemonGlobal.roamPokemon[idxRoamer])
# Update Roaming Pokémon data based on result of battle
if decision == 1 || decision == 4 # Defeated or caught
if [1, 4].include?(decision) # Defeated or caught
$PokemonGlobal.roamPokemon[idxRoamer] = true
$PokemonGlobal.roamPokemonCaught[idxRoamer] = (decision == 4)
end

View File

@@ -8,7 +8,7 @@ end
module PBDayNight
HourlyTones = [
HOURLY_TONES = [
Tone.new(-70, -90, 15, 55), # Night # Midnight
Tone.new(-70, -90, 15, 55), # Night
Tone.new(-70, -90, 15, 55), # Night
@@ -93,15 +93,13 @@ module PBDayNight
return (now.hour * 60) + now.min
end
private
def self.getToneInternal
# Calculates the tone for the current frame, used for day/night effects
realMinutes = pbGetDayNightMinutes
hour = realMinutes / 60
minute = realMinutes % 60
tone = PBDayNight::HourlyTones[hour]
nexthourtone = PBDayNight::HourlyTones[(hour + 1) % 24]
tone = PBDayNight::HOURLY_TONES[hour]
nexthourtone = PBDayNight::HOURLY_TONES[(hour + 1) % 24]
# Calculate current tint according to current and next hour's tint and
# depending on current minute
@cachedTone.red = ((nexthourtone.red - tone.red) * minute * @oneOverSixty) + tone.red

View File

@@ -83,7 +83,7 @@ def pbHiddenMoveAnimation(pokemon)
15.times do |i|
strobe = BitmapSprite.new(26 * 2, 8 * 2, viewport)
strobe.bitmap.blt(0, 0, strobebitmap.bitmap, Rect.new(0, (i % 2) * 8 * 2, 26 * 2, 8 * 2))
strobe.z = ((i % 2) == 0 ? 2 : 0)
strobe.z = (i.even? ? 2 : 0)
strobe.visible = false
strobes.push(strobe)
end

View File

@@ -47,8 +47,8 @@ def pbFishing(hasEncounter, rodType = 1)
msgWindow = pbCreateMessageWindow
ret = false
loop do
time = 5 + rand(6)
time = [time, 5 + rand(6)].min if speedup
time = rand(5..10)
time = [time, rand(5..10)].min if speedup
message = ""
time.times { message += ". " }
if pbWaitMessage(msgWindow, time)

View File

@@ -382,7 +382,7 @@ def pbBerryPlant
pbFadeOutIn {
scene = PokemonBag_Scene.new
screen = PokemonBagScreen.new(scene, $bag)
mulch = screen.pbChooseItemScreen(Proc.new { |item| GameData::Item.get(item).is_mulch? })
mulch = screen.pbChooseItemScreen(proc { |item| GameData::Item.get(item).is_mulch? })
}
return if !mulch
mulch_data = GameData::Item.get(mulch)
@@ -409,7 +409,7 @@ def pbBerryPlant
pbFadeOutIn {
scene = PokemonBag_Scene.new
screen = PokemonBagScreen.new(scene, $bag)
berry = screen.pbChooseItemScreen(Proc.new { |item| GameData::Item.get(item).is_berry? })
berry = screen.pbChooseItemScreen(proc { |item| GameData::Item.get(item).is_berry? })
}
if berry
$stats.berries_planted += 1

View File

@@ -76,10 +76,10 @@ module RandomDungeonGenerator
ROOM_MIN_HEIGHT = 4
ROOM_MAX_HEIGHT = CELL_HEIGHT - 3 # Should be at most CELL_HEIGHT - 3
CORRIDOR_WIDTH = 3
None = 0
TurnLeft = 1
TurnRight = 2
Turn180 = 3
TURN_NONE = 0
TURN_LEFT = 1
TURN_RIGHT = 2
TURN_BACK = 3
@@corridor_layouts = nil
module_function
@@ -96,16 +96,16 @@ module RandomDungeonGenerator
for i in 0...CELL_WIDTH * CELL_HEIGHT
tiles[combo][i] = DungeonTile::VOID
end
if (combo & EdgeMasks::North) == 0
if (combo & EdgeMasks::NORTH) == 0
paint_corridor(tiles[combo], x_offset, 0, CORRIDOR_WIDTH, y_offset + CORRIDOR_WIDTH)
end
if (combo & EdgeMasks::South) == 0
if (combo & EdgeMasks::SOUTH) == 0
paint_corridor(tiles[combo], x_offset, y_offset, CORRIDOR_WIDTH, CELL_HEIGHT - y_offset)
end
if (combo & EdgeMasks::East) == 0
if (combo & EdgeMasks::EAST) == 0
paint_corridor(tiles[combo], x_offset, y_offset, CELL_WIDTH - x_offset, CORRIDOR_WIDTH)
end
if (combo & EdgeMasks::West) == 0
if (combo & EdgeMasks::WEST) == 0
paint_corridor(tiles[combo], 0, y_offset, x_offset + CORRIDOR_WIDTH, CORRIDOR_WIDTH)
end
end
@@ -126,25 +126,25 @@ module RandomDungeonGenerator
# Used to draw tiles from the given tile_layout and rotation (for corridors).
def paint_tile_layout(dungeon, dstX, dstY, tile_layout, rotation)
case rotation
when None
when TURN_NONE
for y in 0...CELL_HEIGHT
for x in 0...CELL_WIDTH
dungeon[x + dstX, y + dstY] = tile_layout[y * CELL_WIDTH + x]
end
end
when TurnLeft
when TURN_LEFT
for y in 0...CELL_HEIGHT
for x in 0...CELL_WIDTH
dungeon[y + dstX, CELL_WIDTH - 1 - x + dstY] = tile_layout[y * CELL_WIDTH + x]
end
end
when TurnRight
when TURN_RIGHT
for y in 0...CELL_HEIGHT
for x in 0...CELL_WIDTH
dungeon[CELL_HEIGHT - 1 - y + dstX, x + dstY] = tile_layout[y * CELL_WIDTH + x]
end
end
when Turn180
when TURN_BACK
for y in 0...CELL_HEIGHT
for x in 0...CELL_WIDTH
dungeon[CELL_WIDTH - 1 - x + dstX, CELL_HEIGHT - 1 - y + dstY] = tile_layout[y * CELL_WIDTH + x]
@@ -180,11 +180,11 @@ module RandomDungeonGenerator
# Bitwise values used to keep track of the generation of node connections.
#=============================================================================
module EdgeMasks
North = 1
West = 2
East = 4
South = 8
Visited = 16
NORTH = 1
WEST = 2
EAST = 4
SOUTH = 8
VISITED = 16
end
#=============================================================================
@@ -225,7 +225,7 @@ module RandomDungeonGenerator
class Maze
attr_accessor :cellWidth, :cellHeight, :nodeWidth, :nodeHeight
DIRECTIONS = [EdgeMasks::North, EdgeMasks::South, EdgeMasks::East, EdgeMasks::West]
DIRECTIONS = [EdgeMasks::NORTH, EdgeMasks::SOUTH, EdgeMasks::EAST, EdgeMasks::WEST]
def initialize(cw, ch)
raise ArgumentError.new if cw == 0 || ch == 0
@@ -244,17 +244,17 @@ module RandomDungeonGenerator
def getVisited(x, y)
return false if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
return (@cells[y * cellWidth + x] & EdgeMasks::Visited) != 0
return (@cells[y * cellWidth + x] & EdgeMasks::VISITED) != 0
end
def setVisited(x, y)
return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
@cells[y * cellWidth + x] |= EdgeMasks::Visited
@cells[y * cellWidth + x] |= EdgeMasks::VISITED
end
def clearVisited(x, y)
return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
@cells[y * cellWidth + x] &= ~EdgeMasks::Visited
@cells[y * cellWidth + x] &= ~EdgeMasks::VISITED
end
def clearAllCells
@@ -275,17 +275,17 @@ module RandomDungeonGenerator
nx = x
ny = y
case edge
when EdgeMasks::North
e = EdgeMasks::South
when EdgeMasks::NORTH
e = EdgeMasks::SOUTH
ny = y - 1
when EdgeMasks::South
e = EdgeMasks::North
when EdgeMasks::SOUTH
e = EdgeMasks::NORTH
ny = y + 1
when EdgeMasks::East
e = EdgeMasks::West
when EdgeMasks::EAST
e = EdgeMasks::WEST
nx = x + 1
when EdgeMasks::West
e = EdgeMasks::East
when EdgeMasks::WEST
e = EdgeMasks::EAST
nx = x - 1
else
return
@@ -307,17 +307,17 @@ module RandomDungeonGenerator
nx = x
ny = y
case edge
when EdgeMasks::North
e = EdgeMasks::South
when EdgeMasks::NORTH
e = EdgeMasks::SOUTH
ny -= 1
when EdgeMasks::South
e = EdgeMasks::North
when EdgeMasks::SOUTH
e = EdgeMasks::NORTH
ny += 1
when EdgeMasks::East
e = EdgeMasks::West
when EdgeMasks::EAST
e = EdgeMasks::WEST
nx += 1
when EdgeMasks::West
e = EdgeMasks::East
when EdgeMasks::WEST
e = EdgeMasks::EAST
nx -= 1
else
raise ArgumentError.new
@@ -339,10 +339,10 @@ module RandomDungeonGenerator
def getEdgePattern(x, y)
pattern = 0
pattern |= EdgeMasks::North if getEdgeNode(x, y, EdgeMasks::North)
pattern |= EdgeMasks::South if getEdgeNode(x, y, EdgeMasks::South)
pattern |= EdgeMasks::East if getEdgeNode(x, y, EdgeMasks::East)
pattern |= EdgeMasks::West if getEdgeNode(x, y, EdgeMasks::West)
pattern |= EdgeMasks::NORTH if getEdgeNode(x, y, EdgeMasks::NORTH)
pattern |= EdgeMasks::SOUTH if getEdgeNode(x, y, EdgeMasks::SOUTH)
pattern |= EdgeMasks::EAST if getEdgeNode(x, y, EdgeMasks::EAST)
pattern |= EdgeMasks::WEST if getEdgeNode(x, y, EdgeMasks::WEST)
return pattern
end
@@ -354,13 +354,13 @@ module RandomDungeonGenerator
ox = wx
oy = wy
case dir
when EdgeMasks::North
when EdgeMasks::NORTH
wy -= 1
when EdgeMasks::West
when EdgeMasks::WEST
wx -= 1
when EdgeMasks::East
when EdgeMasks::EAST
wx += 1
when EdgeMasks::South
when EdgeMasks::SOUTH
wy += 1
end
if isBlockedNode?(wx, wy)
@@ -384,10 +384,10 @@ module RandomDungeonGenerator
def generateWallGrowthMaze(minWall = 0, maxWall = nil)
maxWall = cellWidth if !maxWall
nlist = buildNodeList()
nlist = buildNodeList
return if nlist.length == 0
for c in 0...nlist.length
d = randomDir()
d = randomDir
len = rand(maxWall + 1)
x = nlist[c].x
y = nlist[c].y
@@ -403,13 +403,13 @@ module RandomDungeonGenerator
cx = x
cy = y
case d
when EdgeMasks::North
when EdgeMasks::NORTH
cy -= 1
when EdgeMasks::South
when EdgeMasks::SOUTH
cy += 1
when EdgeMasks::East
when EdgeMasks::EAST
cx += 1
when EdgeMasks::West
when EdgeMasks::WEST
cx -= 1
end
if cx >= 0 && cy >= 0 && cx < cellWidth && cy < cellHeight
@@ -568,7 +568,7 @@ module RandomDungeonGenerator
end
# Generate connections between cells
maze = Maze.new(maxWidth / cellWidth, maxHeight / cellHeight)
maze.generateDepthFirstMaze()
maze.generateDepthFirstMaze
# Draw each cell's contents in turn (room and corridors)
corridor_patterns = DungeonMaze.generate_corridor_patterns
roomcount = 0
@@ -577,7 +577,7 @@ module RandomDungeonGenerator
pattern = maze.getEdgePattern(x, y)
if DungeonMaze.paint_cell_contents(
self, BUFFER_X + x * cellWidth, BUFFER_Y + y * cellHeight,
corridor_patterns[pattern], DungeonMaze::None)
corridor_patterns[pattern], DungeonMaze::TURN_NONE)
roomcount += 1
end
end
@@ -622,8 +622,8 @@ module RandomDungeonGenerator
ar1 = AntiRandom.new(dungeon.width)
ar2 = AntiRandom.new(dungeon.height)
((tiles.length + 1) * 1000).times do
x = ar1.get()
y = ar2.get()
x = ar1.get
y = ar2.get
if dungeon.isRoom?(x, y) &&
!tiles.any? { |item| (item[0] - x).abs < 2 && (item[1] - y).abs < 2 }
ret = [x, y]