Made Voltorb Flip board generation more accurate to HGSS

This commit is contained in:
Maruno17
2023-09-10 16:26:05 +01:00
parent 02e45ebf19
commit 8f00307685

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@@ -5,15 +5,113 @@
# Run with: pbVoltorbFlip
#===============================================================================
class VoltorbFlip
# Ranges of total coins available in each level.
LEVEL_RANGES = [[20, 50],
[50, 100],
[100, 200],
[200, 350],
[350, 600],
[600, 1000],
[1000, 2000],
[2000, 3500]]
GRAPHICS_DIRECTORY = "Graphics/UI/Voltorb Flip/"
NUM_ROWS = 5
NUM_COLUMNS = 5
NUM_TILES = NUM_ROWS * NUM_COLUMNS
TILE_DISTRIBUTIONS = [ # Voltorbs, Twos, Threes, MaxFreePerRowOrCol, MaxFreeTotal
# NOTE: The MaxFree values are not inclusive. The board will only be valid
# if the corresponding counts are strictly less than these values.
# Level 1
[
[6, 3, 1, 3, 3],
[6, 0, 3, 2, 2],
[6, 5, 0, 3, 4],
[6, 2, 2, 3, 3],
[6, 4, 1, 3, 4]
],
# Level 2
[
[7, 1, 3, 2, 3],
[7, 6, 0, 3, 4],
[7, 3, 2, 2, 3],
[7, 0, 4, 2, 3],
[7, 5, 1, 3, 4],
[7, 1, 3, 2, 2],
[7, 6, 0, 3, 3],
[7, 3, 2, 2, 2],
[7, 0, 4, 2, 2],
[7, 5, 1, 3, 3]
],
# Level 3
[
[8, 2, 3, 2, 3],
[8, 7, 0, 3, 4],
[8, 4, 2, 3, 4],
[8, 1, 4, 2, 3],
[8, 6, 1, 4, 3],
[8, 2, 3, 2, 2],
[8, 7, 0, 3, 3],
[8, 4, 2, 3, 3],
[8, 1, 4, 2, 2],
[8, 6, 1, 3, 3]
],
# Level 4
[
[8, 3, 3, 4, 3],
[8, 0, 5, 2, 3],
[10, 8, 0, 4, 5],
[10, 5, 2, 3, 4],
[10, 2, 4, 3, 4],
[8, 3, 3, 3, 3],
[8, 0, 5, 2, 2],
[10, 8, 0, 4, 4],
[10, 5, 2, 3, 3],
[10, 2, 4, 3, 3]
],
# Level 5
[
[10, 7, 1, 4, 5],
[10, 4, 3, 3, 4],
[10, 1, 5, 3, 4],
[10, 9, 0, 4, 5],
[10, 6, 2, 4, 5],
[10, 7, 1, 4, 4],
[10, 4, 3, 3, 3],
[10, 1, 5, 3, 3],
[10, 9, 0, 4, 4],
[10, 6, 2, 4, 4]
],
# Level 6
[
[10, 3, 4, 3, 4],
[10, 0, 6, 3, 4],
[10, 8, 1, 4, 5],
[10, 5, 3, 4, 5],
[10, 2, 5, 3, 4],
[10, 3, 4, 3, 3],
[10, 0, 6, 3, 3],
[10, 8, 1, 4, 4],
[10, 5, 3, 4, 4],
[10, 2, 5, 3, 3]
],
# Level 7
[
[10, 7, 2, 4, 5],
[10, 4, 4, 4, 5],
[13, 1, 6, 3, 4],
[13, 9, 1, 5, 6],
[10, 6, 3, 4, 5],
[10, 7, 2, 4, 4],
[10, 4, 4, 4, 4],
[13, 1, 6, 3, 3],
[13, 9, 1, 5, 5],
[10, 6, 3, 4, 4]
],
# Level 8
[
[10, 0, 7, 3, 4],
[10, 8, 2, 5, 6],
[10, 5, 4, 4, 5],
[10, 2, 6, 4, 5],
[10, 7, 3, 5, 6],
[10, 0, 7, 3, 3],
[10, 8, 2, 5, 5],
[10, 5, 4, 4, 4],
[10, 2, 6, 4, 4],
[10, 7, 3, 5, 5]
]
]
def update
pbUpdateSpriteHash(@sprites)
@@ -25,6 +123,50 @@ class VoltorbFlip
pbNewGame
end
def generate_board
ret = []
1000.times do |attempt|
board_distro = TILE_DISTRIBUTIONS[@level - 1].sample
# Randomly distribute tiles
ret = [1] * NUM_TILES
index = 0
[0, 2, 3].each do |value|
qty = board_distro[[value - 1, 0].max]
qty.times do |i|
ret[index] = value
index += 1
end
end
ret.shuffle!
# Find how many Voltorbs are in each row/column
row_voltorbs = [0] * NUM_ROWS
col_voltorbs = [0] * NUM_COLUMNS
ret.each_with_index do |val, i|
next if val != 0
row_voltorbs[i / NUM_COLUMNS] += 1
col_voltorbs[i % NUM_COLUMNS] += 1
end
# Count the number of x2 and x3 tiles are free (i.e. no Voltorbs in its row/column)
free_multipliers = 0
free_row = [0] * NUM_ROWS
free_col = [0] * NUM_COLUMNS
ret.each_with_index do |val, i|
next if val <= 1
next if row_voltorbs[i / NUM_COLUMNS] > 0 && col_voltorbs[i % NUM_COLUMNS] > 0
free_multipliers += 1
free_row[i / NUM_COLUMNS] += 1
free_col[i % NUM_COLUMNS] += 1
end
# Regnerate board if there are too many free multiplier tiles
next if free_multipliers >= board_distro[4]
next if free_row.any? { |i| i >= board_distro[3] }
next if free_col.any? { |i| i >= board_distro[3] }
# Board is valid; use it
break
end
return ret
end
def pbNewGame
# Initialize variables
@sprites = {}
@@ -35,54 +177,17 @@ class VoltorbFlip
@voltorbNumbers = []
@points = 0
@index = [0, 0]
# [x,y,points,selected]
@squares = [0, 0, 0, false]
@directory = "Graphics/UI/Voltorb Flip/"
squareValues = []
total = 1
voltorbs = 0
25.times do |i|
# Sets the value to 1 by default
squareValues[i] = 1
# Sets the value to 0 (a voltorb) if # for that level hasn't been reached
if voltorbs < 5 + @level
squareValues[i] = 0
voltorbs += 1
# Sets the value randomly to a 2 or 3 if the total is less than the max
elsif total < LEVEL_RANGES[@level - 1][1]
squareValues[i] = rand(2..3)
total *= squareValues[i]
end
next if total <= LEVEL_RANGES[@level - 1][1]
# Lowers value of square to 1 if over max
total /= squareValues[i]
squareValues[i] = 1
end
# Randomize the values a little
25.times do |i|
temp = squareValues[i]
if squareValues[i] > 1 && rand(10) == 0
total /= squareValues[i]
squareValues[i] -= 1
total *= squareValues[i]
end
next if total >= LEVEL_RANGES[@level - 1][0] || squareValues[i] <= 0
total /= squareValues[i]
squareValues[i] = temp
total *= squareValues[i]
end
# Populate @squares array
25.times do |i|
r = rand(squareValues.length)
@squares[i] = [((i % 5) * 64) + 128, (i / 5).abs * 64, squareValues[r], false]
squareValues.delete_at(r)
@squares = [] # Each square is [x, y, points, revealed]
# Generate a board
squareValues = generate_board
# Apply the generated board
squareValues.each_with_index do |val, i|
@squares[i] = [((i % NUM_COLUMNS) * 64) + 128, (i / NUM_COLUMNS).abs * 64, val, false]
end
pbCreateSprites
# Display numbers (all zeroes, as no values have been calculated yet)
5.times do |i|
pbUpdateRowNumbers(0, 0, i)
pbUpdateColumnNumbers(0, 0, i)
end
NUM_ROWS.times { |i| pbUpdateRowNumbers(0, 0, i) }
NUM_COLUMNS.times { |i| pbUpdateColumnNumbers(0, 0, i) }
pbDrawShadowText(@sprites["text"].bitmap, 8, 22, 118, 26,
_INTL("Your coins"), Color.new(60, 60, 60), Color.new(150, 190, 170), 1)
pbDrawShadowText(@sprites["text"].bitmap, 8, 88, 118, 26,
@@ -122,27 +227,27 @@ class VoltorbFlip
@voltorbNumbers = []
@numbers = []
# Draw numbers for each row (precautionary)
@squares.length.times do |i|
next if (i % 5) != 0
NUM_ROWS.times do |j|
num = 0
voltorbs = 0
j = i + 5
(i...j).each do |k|
num += @squares[k][2]
voltorbs += 1 if @squares[k][2] == 0
NUM_COLUMNS.times do |i|
val = @squares[i + (j * NUM_COLUMNS)][2]
num += val
voltorbs += 1 if val == 0
end
pbUpdateRowNumbers(num, voltorbs, i / 5)
pbUpdateRowNumbers(num, voltorbs, j)
end
# Reset arrays to empty
@voltorbNumbers = []
@numbers = []
# Draw numbers for each column
5.times do |i|
NUM_COLUMNS.times do |i|
num = 0
voltorbs = 0
5.times do |j|
num += @squares[i + (j * 5)][2]
voltorbs += 1 if @squares[i + (j * 5)][2] == 0
NUM_ROWS.times do |j|
val = @squares[i + (j * NUM_COLUMNS)][2]
num += val
voltorbs += 1 if val == 0
end
pbUpdateColumnNumbers(num, voltorbs, i)
end
@@ -153,7 +258,7 @@ class VoltorbFlip
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@sprites["bg"] = Sprite.new(@viewport)
@sprites["bg"].bitmap = RPG::Cache.load_bitmap(@directory, _INTL("Voltorb Flip bg"))
@sprites["bg"].bitmap = RPG::Cache.load_bitmap(GRAPHICS_DIRECTORY, _INTL("Voltorb Flip bg"))
@sprites["text"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
pbSetSystemFont(@sprites["text"].bitmap)
@sprites["level"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@@ -177,7 +282,7 @@ class VoltorbFlip
@sprites["icon"].z = 99997
@sprites["mark"] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites["memo"] = Sprite.new(@viewport)
@sprites["memo"].bitmap = RPG::Cache.load_bitmap(@directory, _INTL("memo"))
@sprites["memo"].bitmap = RPG::Cache.load_bitmap(GRAPHICS_DIRECTORY, _INTL("memo"))
@sprites["memo"].x = 10
@sprites["memo"].y = 244
@sprites["memo"].visible = false
@@ -195,20 +300,20 @@ class VoltorbFlip
icons = []
points = 0
3.times do |i|
25.times do |j|
NUM_TILES.times do |j|
points = @squares[j][2] if i == 2
icons[j] = [@directory + "tiles", @squares[j][0], @squares[j][1], 320 + (i * 64) + (points * 64), 0, 64, 64]
icons[j] = [GRAPHICS_DIRECTORY + "tiles", @squares[j][0], @squares[j][1], 320 + (i * 64) + (points * 64), 0, 64, 64]
end
icons.compact!
pbDrawImagePositions(@sprites[i].bitmap, icons)
end
icons = []
25.times do |i|
icons[i] = [@directory + "tiles", @squares[i][0], @squares[i][1], @squares[i][2] * 64, 0, 64, 64]
NUM_TILES.times do |i|
icons[i] = [GRAPHICS_DIRECTORY + "tiles", @squares[i][0], @squares[i][1], @squares[i][2] * 64, 0, 64, 64]
end
pbDrawImagePositions(@sprites[5].bitmap, icons)
# Default cursor image
@cursor[0] = [@directory + "cursor", 0 + 128, 0, 0, 0, 64, 64]
@cursor[0] = [GRAPHICS_DIRECTORY + "cursor", 0 + 128, 0, 0, 0, 64, 64]
end
def getInput
@@ -257,7 +362,7 @@ class VoltorbFlip
end
(@marks.length + 1).times do |i|
if @marks[i].nil?
@marks[i] = [@directory + "tiles", (@index[0] * 64) + 128, @index[1] * 64, 256, 0, 64, 64]
@marks[i] = [GRAPHICS_DIRECTORY + "tiles", (@index[0] * 64) + 128, @index[1] * 64, 256, 0, 64, 64]
elsif @marks[i][1] == (@index[0] * 64) + 128 && @marks[i][2] == @index[1] * 64
@marks.delete_at(i)
@marks.compact!
@@ -281,7 +386,7 @@ class VoltorbFlip
# Part1
animation = []
3.times do |j|
animation[0] = icons[0] = [@directory + "tiles", (@index[0] * 64) + 128, @index[1] * 64,
animation[0] = icons[0] = [GRAPHICS_DIRECTORY + "tiles", (@index[0] * 64) + 128, @index[1] * 64,
704 + (64 * j), 0, 64, 64]
pbDrawImagePositions(@sprites["animation"].bitmap, animation)
pbWait(0.05)
@@ -290,7 +395,7 @@ class VoltorbFlip
# Part2
animation = []
6.times do |j|
animation[0] = [@directory + "explosion", (@index[0] * 64) - 32 + 128, (@index[1] * 64) - 32,
animation[0] = [GRAPHICS_DIRECTORY + "explosion", (@index[0] * 64) - 32 + 128, (@index[1] * 64) - 32,
j * 128, 0, 128, 128]
pbDrawImagePositions(@sprites["animation"].bitmap, animation)
pbWait(0.1)
@@ -302,14 +407,10 @@ class VoltorbFlip
@sprites["mark"].bitmap.clear
if @level > 1
# Determine how many levels to reduce by
newLevel = 0
@squares.length.times do |j|
newLevel += 1 if @squares[j][3] == true && @squares[j][2] > 1
end
newLevel = @level if newLevel > @level
if @level > newLevel
newLevel = @squares.count { |tile| tile[3] && tile[2] > 0 }
newLevel = newLevel.clamp(@level, 1)
if newLevel < @level
@level = newLevel
@level = 1 if @level < 1
pbMessage("\\se[Voltorb Flip level down]" + _INTL("Dropped to Game Lv. {1}!", @level.to_s))
end
end
@@ -321,10 +422,8 @@ class VoltorbFlip
pbUpdateCoins
# Revert numbers to 0s
@sprites["numbers"].bitmap.clear
5.times do |j|
pbUpdateRowNumbers(0, 0, j)
pbUpdateColumnNumbers(0, 0, j)
end
NUM_ROWS.times { |j| pbUpdateRowNumbers(0, 0, j) }
NUM_COLUMNS.times { |j| pbUpdateColumnNumbers(0, 0, j) }
pbDisposeSpriteHash(@sprites)
@firstRound = false
pbNewGame
@@ -332,7 +431,7 @@ class VoltorbFlip
# Play tile animation
animation = []
4.times do |j|
animation[0] = [@directory + "flipAnimation", (@index[0] * 64) - 14 + 128, (@index[1] * 64) - 16,
animation[0] = [GRAPHICS_DIRECTORY + "flipAnimation", (@index[0] * 64) - 14 + 128, (@index[1] * 64) - 16,
j * 92, 0, 92, 96]
pbDrawImagePositions(@sprites["animation"].bitmap, animation)
pbWait(0.05)
@@ -375,10 +474,8 @@ class VoltorbFlip
pbShowAndDispose
# Revert numbers to 0s
@sprites["numbers"].bitmap.clear
5.times do |i|
pbUpdateRowNumbers(0, 0, i)
pbUpdateColumnNumbers(0, 0, i)
end
NUM_ROWS.times { |i| pbUpdateRowNumbers(0, 0, i) }
NUM_COLUMNS.times { |i| pbUpdateColumnNumbers(0, 0, i) }
@sprites["curtain"].opacity = 100
if @level < 8
@level += 1
@@ -395,11 +492,11 @@ class VoltorbFlip
elsif Input.trigger?(Input::ACTION)
pbPlayDecisionSE
@sprites["cursor"].bitmap.clear
if @cursor[0][3] == 0 # If in normal mode
@cursor[0] = [@directory + "cursor", 128, 0, 64, 0, 64, 64]
if @cursor[0][3] == 0 # If in normal mode
@cursor[0] = [GRAPHICS_DIRECTORY + "cursor", 128, 0, 64, 0, 64, 64]
@sprites["memo"].visible = true
else # Mark mode
@cursor[0] = [@directory + "cursor", 128, 0, 0, 0, 64, 64]
else # Mark mode
@cursor[0] = [GRAPHICS_DIRECTORY + "cursor", 128, 0, 0, 0, 64, 64]
@sprites["memo"].visible = false
end
elsif Input.trigger?(Input::BACK)
@@ -431,9 +528,9 @@ class VoltorbFlip
def pbUpdateRowNumbers(num, voltorbs, i)
numText = sprintf("%02d", num)
numText.chars.each_with_index do |digit, j|
@numbers[j] = [@directory + "numbersSmall", 472 + (j * 16), 8 + (i * 64), digit.to_i * 16, 0, 16, 16]
@numbers[j] = [GRAPHICS_DIRECTORY + "numbersSmall", 472 + (j * 16), 8 + (i * 64), digit.to_i * 16, 0, 16, 16]
end
@voltorbNumbers[i] = [@directory + "numbersSmall", 488, 34 + (i * 64), voltorbs * 16, 0, 16, 16]
@voltorbNumbers[i] = [GRAPHICS_DIRECTORY + "numbersSmall", 488, 34 + (i * 64), voltorbs * 16, 0, 16, 16]
# Display the numbers
pbDrawImagePositions(@sprites["numbers"].bitmap, @numbers)
pbDrawImagePositions(@sprites["numbers"].bitmap, @voltorbNumbers)
@@ -442,9 +539,9 @@ class VoltorbFlip
def pbUpdateColumnNumbers(num, voltorbs, i)
numText = sprintf("%02d", num)
numText.chars.each_with_index do |digit, j|
@numbers[j] = [@directory + "numbersSmall", 152 + (i * 64) + (j * 16), 328, digit.to_i * 16, 0, 16, 16]
@numbers[j] = [GRAPHICS_DIRECTORY + "numbersSmall", 152 + (i * 64) + (j * 16), 328, digit.to_i * 16, 0, 16, 16]
end
@voltorbNumbers[i] = [@directory + "numbersSmall", 168 + (i * 64), 354, voltorbs * 16, 0, 16, 16]
@voltorbNumbers[i] = [GRAPHICS_DIRECTORY + "numbersSmall", 168 + (i * 64), 354, voltorbs * 16, 0, 16, 16]
# Display the numbers
pbDrawImagePositions(@sprites["numbers"].bitmap, @numbers)
pbDrawImagePositions(@sprites["numbers"].bitmap, @voltorbNumbers)
@@ -453,7 +550,7 @@ class VoltorbFlip
def pbCreateCoins(source, y)
coinText = sprintf("%05d", source)
coinText.chars.each_with_index do |digit, i|
@coins[i] = [@directory + "numbersScore", 6 + (i * 24), y, digit.to_i * 24, 0, 24, 38]
@coins[i] = [GRAPHICS_DIRECTORY + "numbersScore", 6 + (i * 24), y, digit.to_i * 24, 0, 24, 38]
end
end
@@ -473,11 +570,11 @@ class VoltorbFlip
points = 0
3.times do |i|
points = tile if i == 2
icons[i] = [@directory + "tiles", x, y, 320 + (i * 64) + (points * 64), 0, 64, 64]
icons[i] = [GRAPHICS_DIRECTORY + "tiles", x, y, 320 + (i * 64) + (points * 64), 0, 64, 64]
pbDrawImagePositions(@sprites["icon"].bitmap, icons)
pbWait(0.05)
end
icons[3] = [@directory + "tiles", x, y, tile * 64, 0, 64, 64]
icons[3] = [GRAPHICS_DIRECTORY + "tiles", x, y, tile * 64, 0, 64, 64]
pbDrawImagePositions(@sprites["icon"].bitmap, icons)
pbSEPlay("Voltorb Flip tile")
end
@@ -504,27 +601,30 @@ class VoltorbFlip
end
end
# "Dispose" of tiles by column
5.times do |i|
NUM_COLUMNS.times do |i|
icons = []
pbSEPlay("Voltorb Flip tile")
5.times do |j|
icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1],
448 + (@squares[i + (j * 5)][2] * 64), 0, 64, 64]
NUM_ROWS.times do |j|
icons[j] = [GRAPHICS_DIRECTORY + "tiles", @squares[i + (j * NUM_COLUMNS)][0], @squares[i + (j * NUM_COLUMNS)][1],
448 + (@squares[i + (j * NUM_COLUMNS)][2] * 64), 0, 64, 64]
end
pbDrawImagePositions(@sprites[i].bitmap, icons)
pbWait(0.05)
5.times do |j|
icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 384, 0, 64, 64]
NUM_ROWS.times do |j|
icons[j] = [GRAPHICS_DIRECTORY + "tiles", @squares[i + (j * NUM_COLUMNS)][0], @squares[i + (j * NUM_COLUMNS)][1],
384, 0, 64, 64]
end
pbDrawImagePositions(@sprites[i].bitmap, icons)
pbWait(0.05)
5.times do |j|
icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 320, 0, 64, 64]
NUM_ROWS.times do |j|
icons[j] = [GRAPHICS_DIRECTORY + "tiles", @squares[i + (j * NUM_COLUMNS)][0], @squares[i + (j * NUM_COLUMNS)][1],
320, 0, 64, 64]
end
pbDrawImagePositions(@sprites[i].bitmap, icons)
pbWait(0.05)
5.times do |j|
icons[j] = [@directory + "tiles", @squares[i + (j * 5)][0], @squares[i + (j * 5)][1], 896, 0, 64, 64]
NUM_ROWS.times do |j|
icons[j] = [GRAPHICS_DIRECTORY + "tiles", @squares[i + (j * NUM_COLUMNS)][0], @squares[i + (j * NUM_COLUMNS)][1],
896, 0, 64, 64]
end
pbDrawImagePositions(@sprites[i].bitmap, icons)
pbWait(0.05)