Files
infinitefusion-e18/Data/Scripts/003_Game processing/001_StartGame.rb
2024-12-21 09:43:11 -05:00

260 lines
8.5 KiB
Ruby

# The Game module contains methods for saving and loading the game.
module Game
# Initializes various global variables and loads the game data.
def self.initialize
$PokemonTemp = PokemonTemp.new
$game_temp = Game_Temp.new
$game_system = Game_System.new
$data_animations = load_data('Data/Animations.rxdata')
$data_tilesets = load_data('Data/Tilesets.rxdata')
$data_common_events = load_data('Data/CommonEvents.rxdata')
$data_system = load_data('Data/System.rxdata')
pbLoadBattleAnimations
load_sprites_list_caches()
$updated_spritesheets = load_updated_spritesheets()
GameData.load_all
map_file = format('Data/Map%03d.rxdata', $data_system.start_map_id)
if $data_system.start_map_id == 0 || !pbRgssExists?(map_file)
raise _INTL('No starting position was set in the map editor.')
end
end
def self.load_updated_spritesheets
updated_spritesheets_file = Settings::UPDATED_SPRITESHEETS_CACHE
updated_spritesheets = []
if File.exist?(updated_spritesheets_file)
File.open(updated_spritesheets_file, "r") do |file|
file.each_line { |line| updated_spritesheets << line.chomp }
end
end
return updated_spritesheets
end
def self.load_sprites_list_caches()
self.load_custom_sprites_list_cache() if File.exists?(Settings::CUSTOM_SPRITES_FILE_PATH)
self.load_base_sprites_list_cache() if File.exists?(Settings::BASE_SPRITES_FILE_PATH)
end
def self.load_custom_sprites_list_cache()
return if !$game_temp.custom_sprites_list.keys.empty? #only load once at loadup
echoln "loading custom sprites cache"
sprite_index = {}
File.foreach(Settings::CUSTOM_SPRITES_FILE_PATH) do |line|
filename = line.strip
next unless filename =~ /^(\d+)\.(\d+)([a-zA-Z]*)\.png$/ # Regex: Captures the numbers and any trailing letters
# Match groups
head_number = $1.to_i # Head (e.g., "1" in "1.2.png")
body_number = $2.to_i # Body (e.g., "2" in "1.2.png")
letters = $3 # Letters after the second number (e.g., "a", "b", etc.)
key = "B#{body_number}H#{head_number}".to_sym
sprite_index[key] ||= []
if letters.empty?
sprite_index[key] << ""
else
sprite_index[key] << letters
end
end
$game_temp.custom_sprites_list = sprite_index
echoln "custom sprites loaded"
end
#
# {1 => ["","a","b"]
#etc.
#
def self.load_base_sprites_list_cache()
return if !$game_temp.base_sprites_list.keys.empty? #only load once at loadup
echoln "loading base sprites cache"
sprite_index = {}
File.foreach(Settings::BASE_SPRITES_FILE_PATH) do |line|
filename = line.strip
next unless filename =~ /^(\d+)([a-zA-Z]*)\.png$/ # Regex: Captures the numbers and any trailing letters
# Match groups
dex_number = $1.to_i # Head (e.g., "1" in "1.2.png")
letters = $2 # Letters after the second number (e.g., "a", "b", etc.)
key = dex_number
sprite_index[key] ||= []
if letters.empty?
sprite_index[key] << ""
else
sprite_index[key] << letters
end
end
$game_temp.base_sprites_list = sprite_index
echoln "custom sprites loaded"
end
#
# {:B10H10 => ["","a","b"]
#etc.
#
def self.set_up_system
SaveData.move_old_windows_save if System.platform[/Windows/]
save_data = (SaveData.exists?) ? SaveData.read_from_file(SaveData::FILE_PATH) : {}
if save_data.empty?
SaveData.initialize_bootup_values
else
SaveData.load_bootup_values(save_data)
end
# Set resize factor
pbSetResizeFactor([$PokemonSystem.screensize, 4].min)
# Set language (and choose language if there is no save file)
if Settings::LANGUAGES.length >= 2
$PokemonSystem.language = pbChooseLanguage if save_data.empty?
pbLoadMessages('Data/' + Settings::LANGUAGES[$PokemonSystem.language][1])
end
end
#For new game plus - resets everything in boxes/party to level 5 and 1st stage
def self.ngp_clean_pc_data(old_storage, old_party)
new_storage = old_storage
for pokemon in old_party
new_storage.pbStoreCaught(pokemon)
end
for box in new_storage.boxes
for pokemon in box.pokemon
if pokemon != nil
if !pokemon.egg?
pokemon.exp_when_fused_head=nil
pokemon.exp_when_fused_body=nil
pokemon.exp_gained_since_fused=nil
pokemon.level = 5
echoln pokemon.owner.id
pokemon.owner.id = $Trainer.id
pokemon.ot=$Trainer.name
pokemon.obtain_method = 0
pokemon.species = GameData::Species.get(pokemon.species).get_baby_species(false)
$Trainer.pokedex.set_seen(pokemon.species)
$Trainer.pokedex.set_owned(pokemon.species)
pokemon.reset_moves
pokemon.calc_stats
end
end
end
end
return new_storage
end
#For new game plus - removes key items
def self.ngp_clean_item_data(old_bag)
new_storage = old_bag
new_storage.clear
for pocket in old_bag.pockets
for bagElement in pocket
item_id = bagElement[0]
item_qt = bagElement[1]
item = GameData::Item.get(item_id)
if !item.is_key_item? && !item.is_HM?
new_storage.pbStoreItem(item, 1)
end
end
end
return new_storage
end
# Called when starting a new game. Initializes global variables
# and transfers the player into the map scene.
def self.start_new(ngp_bag = nil, ngp_storage = nil, ngp_trainer = nil)
if $game_map && $game_map.events
$game_map.events.each_value { |event| event.clear_starting }
end
$game_temp.common_event_id = 0 if $game_temp
$PokemonTemp.begunNewGame = true
$scene = Scene_Map.new
SaveData.load_new_game_values
$MapFactory = PokemonMapFactory.new($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$PokemonEncounters = PokemonEncounters.new
$PokemonEncounters.setup($game_map.map_id)
$game_map.autoplay
$game_map.update
#
# if ngp_bag != nil
# $PokemonBag = ngp_clean_item_data(ngp_bag)
# end
if ngp_storage != nil
$PokemonStorage = ngp_clean_pc_data(ngp_storage, ngp_trainer.party)
end
onStartingNewGame()
end
# Loads the game from the given save data and starts the map scene.
# @param save_data [Hash] hash containing the save data
# @raise [SaveData::InvalidValueError] if an invalid value is being loaded
def self.load(save_data)
validate save_data => Hash
SaveData.load_all_values(save_data)
self.load_map
pbAutoplayOnSave
$game_map.update
$PokemonMap.updateMap
$scene = Scene_Map.new
onLoadExistingGame()
end
# Loads and validates the map. Called when loading a saved game.
def self.load_map
$game_map = $MapFactory.map
magic_number_matches = ($game_system.magic_number == $data_system.magic_number)
if !magic_number_matches || $PokemonGlobal.safesave
if pbMapInterpreterRunning?
pbMapInterpreter.setup(nil, 0)
end
begin
$MapFactory.setup($game_map.map_id)
rescue Errno::ENOENT
if $DEBUG
pbMessage(_INTL('Map {1} was not found.', $game_map.map_id))
map = pbWarpToMapList
exit unless map
$MapFactory.setup(map[0])
$game_player.moveto(map[1], map[2])
else
raise _INTL('The map was not found. The game cannot continue.')
end
end
$game_player.center($game_player.x, $game_player.y)
else
$MapFactory.setMapChanged($game_map.map_id)
end
if $game_map.events.nil?
raise _INTL('The map is corrupt. The game cannot continue.')
end
$PokemonEncounters = PokemonEncounters.new
$PokemonEncounters.setup($game_map.map_id)
pbUpdateVehicle
end
# Saves the game. Returns whether the operation was successful.
# @param save_file [String] the save file path
# @param safe [Boolean] whether $PokemonGlobal.safesave should be set to true
# @return [Boolean] whether the operation was successful
# @raise [SaveData::InvalidValueError] if an invalid value is being saved
def self.save(save_file = SaveData::FILE_PATH, safe: false)
validate save_file => String, safe => [TrueClass, FalseClass]
$PokemonGlobal.safesave = safe
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
begin
SaveData.save_to_file(save_file)
Graphics.frame_reset
rescue IOError, SystemCallError
$game_system.save_count -= 1
return false
end
return true
end
end