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More Rubocopping
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@@ -59,11 +59,11 @@ class Game_Map
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@need_refresh = false
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Events.onMapCreate.trigger(self, map_id, @map, tileset)
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@events = {}
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for i in @map.events.keys
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@map.events.keys.each do |i|
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@events[i] = Game_Event.new(@map_id, @map.events[i], self)
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end
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@common_events = {}
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for i in 1...$data_common_events.size
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(1...$data_common_events.size).each do |i|
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@common_events[i] = Game_CommonEvent.new(i)
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end
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@scroll_direction = 2
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@@ -148,7 +148,7 @@ class Game_Map
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def passable?(x, y, d, self_event = nil)
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return false if !valid?(x, y)
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bit = (1 << ((d / 2) - 1)) & 0x0f
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for event in events.values
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events.values.each do |event|
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next if event.tile_id <= 0
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next if event == self_event
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next if !event.at_coordinate?(x, y)
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@@ -186,12 +186,12 @@ class Game_Map
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newy -= 1
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end
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return false if !valid?(newx, newy)
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for i in [2, 1, 0]
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[2, 1, 0].each do |i|
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tile_id = data[x, y, i]
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terrain = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
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# If already on water, only allow movement to another water tile
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if self_event != nil && terrain.can_surf_freely
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for j in [2, 1, 0]
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[2, 1, 0].each do |j|
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facing_tile_id = data[newx, newy, j]
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return false if facing_tile_id == nil
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facing_terrain = GameData::TerrainTag.try_get(@terrain_tags[facing_tile_id])
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@@ -205,7 +205,7 @@ class Game_Map
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return false
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elsif self_event != nil && self_event.x == x && self_event.y == y
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# Can't walk onto ledges
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for j in [2, 1, 0]
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[2, 1, 0].each do |j|
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facing_tile_id = data[newx, newy, j]
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return false if facing_tile_id == nil
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facing_terrain = GameData::TerrainTag.try_get(@terrain_tags[facing_tile_id])
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@@ -225,7 +225,7 @@ class Game_Map
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def playerPassable?(x, y, d, self_event = nil)
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bit = (1 << ((d / 2) - 1)) & 0x0f
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for i in [2, 1, 0]
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[2, 1, 0].each do |i|
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tile_id = data[x, y, i]
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terrain = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
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passage = @passages[tile_id]
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@@ -254,14 +254,14 @@ class Game_Map
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# event there, and the tile is fully passable in all directions)
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def passableStrict?(x, y, d, self_event = nil)
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return false if !valid?(x, y)
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for event in events.values
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events.values.each do |event|
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next if event == self_event || event.tile_id < 0 || event.through
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next if !event.at_coordinate?(x, y)
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next if GameData::TerrainTag.try_get(@terrain_tags[event.tile_id]).ignore_passability
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return false if @passages[event.tile_id] & 0x0f != 0
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return true if @priorities[event.tile_id] == 0
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end
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for i in [2, 1, 0]
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[2, 1, 0].each do |i|
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tile_id = data[x, y, i]
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next if GameData::TerrainTag.try_get(@terrain_tags[tile_id]).ignore_passability
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return false if @passages[tile_id] & 0x0f != 0
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@@ -271,7 +271,7 @@ class Game_Map
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end
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def bush?(x, y)
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for i in [2, 1, 0]
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[2, 1, 0].each do |i|
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tile_id = data[x, y, i]
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return false if GameData::TerrainTag.try_get(@terrain_tags[tile_id]).bridge &&
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$PokemonGlobal.bridge > 0
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@@ -281,7 +281,7 @@ class Game_Map
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end
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def deepBush?(x, y)
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for i in [2, 1, 0]
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[2, 1, 0].each do |i|
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tile_id = data[x, y, i]
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terrain = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
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return false if terrain.bridge && $PokemonGlobal.bridge > 0
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@@ -291,7 +291,7 @@ class Game_Map
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end
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def counter?(x, y)
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for i in [2, 1, 0]
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[2, 1, 0].each do |i|
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tile_id = data[x, y, i]
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passage = @passages[tile_id]
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return true if passage & 0x80 == 0x80
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@@ -301,7 +301,7 @@ class Game_Map
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def terrain_tag(x, y, countBridge = false)
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if valid?(x, y)
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for i in [2, 1, 0]
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[2, 1, 0].each do |i|
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tile_id = data[x, y, i]
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terrain = GameData::TerrainTag.try_get(@terrain_tags[tile_id])
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next if terrain.id == :None || terrain.ignore_passability
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@@ -314,7 +314,7 @@ class Game_Map
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# Unused.
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def check_event(x, y)
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for event in self.events.values
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self.events.values.each do |event|
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return event.id if event.at_coordinate?(x, y)
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end
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end
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@@ -394,10 +394,10 @@ class Game_Map
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end
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def refresh
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for event in @events.values
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@events.values.each do |event|
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event.refresh
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end
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for common_event in @common_events.values
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@common_events.values.each do |common_event|
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common_event.refresh
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end
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@need_refresh = false
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@@ -406,7 +406,7 @@ class Game_Map
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def update
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# refresh maps if necessary
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if $map_factory
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for i in $map_factory.maps
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$map_factory.maps.each do |i|
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i.refresh if i.need_refresh
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end
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$map_factory.setCurrentMap
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@@ -424,11 +424,11 @@ class Game_Map
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@scroll_rest -= distance
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end
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# Only update events that are on-screen
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for event in @events.values
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@events.values.each do |event|
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event.update
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end
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# Update common events
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for common_event in @common_events.values
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@common_events.values.each do |common_event|
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common_event.update
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end
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# Update fog
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