Files
infinitefusion-e18/Data/Scripts/004_Game classes/005_Game_MapFactory.rb

509 lines
16 KiB
Ruby

#===============================================================================
# Map Factory (allows multiple maps to be loaded at once and connected).
#===============================================================================
class PokemonMapFactory
attr_reader :maps
def initialize(id)
@maps = []
@fixup = false
@mapChanged = false # transient instance variable
setup(id)
end
# Clears all maps and sets up the current map with id. This function also sets
# the positions of neighboring maps and notifies the game system of a map
# change.
def setup(id)
@maps.clear
@maps[0] = Game_Map.new
@mapIndex = 0
oldID = ($game_map) ? $game_map.map_id : 0
setMapChanging(id, @maps[0]) if oldID != 0 && oldID != @maps[0].map_id
$game_map = @maps[0]
@maps[0].setup(id)
setMapsInRange
setMapChanged(oldID)
end
def map
@mapIndex = 0 if !@mapIndex || @mapIndex < 0
return @maps[@mapIndex] if @maps[@mapIndex]
raise "No maps in save file... (mapIndex=#{@mapIndex})" if @maps.length == 0
if @maps[0]
echoln "Using next map, may be incorrect (mapIndex=#{@mapIndex}, length=#{@maps.length})"
return @maps[0]
end
raise "No maps in save file... (all maps empty; mapIndex=#{@mapIndex})"
end
def hasMap?(id)
@maps.each do |map|
return true if map.map_id == id
end
return false
end
def getMapIndex(id)
@maps.length.times do |i|
return i if @maps[i].map_id == id
end
return -1
end
def getMap(id, add = true)
@maps.each do |map|
return map if map.map_id == id
end
map = Game_Map.new
map.setup(id)
@maps.push(map) if add
return map
end
def getMapNoAdd(id)
return getMap(id, false)
end
def getNewMap(playerX, playerY, map_id = nil)
id = map_id || $game_map.map_id
MapFactoryHelper.eachConnectionForMap(id) do |conn|
mapidB = nil
newx = 0
newy = 0
if conn[0] == id
mapidB = conn[3]
mapB = MapFactoryHelper.getMapDims(conn[3])
newx = conn[4] - conn[1] + playerX
newy = conn[5] - conn[2] + playerY
else
mapidB = conn[0]
mapB = MapFactoryHelper.getMapDims(conn[0])
newx = conn[1] - conn[4] + playerX
newy = conn[2] - conn[5] + playerY
end
if newx >= 0 && newx < mapB[0] && newy >= 0 && newy < mapB[1]
return [getMapNoAdd(mapidB), newx, newy] if map_id
return [getMap(mapidB), newx, newy]
end
end
return nil
end
# Detects whether the player has moved onto a connected map, and if so, causes
# their transfer to that map.
def setCurrentMap
return if $game_player.moving? || $game_player.jumping?
return if $game_map.valid?($game_player.x, $game_player.y)
newmap = getNewMap($game_player.x, $game_player.y)
return if !newmap
oldmap = $game_map.map_id
if oldmap != 0 && oldmap != newmap[0].map_id
setMapChanging(newmap[0].map_id, newmap[0])
end
$game_map = newmap[0]
@mapIndex = getMapIndex($game_map.map_id)
$game_player.moveto(newmap[1], newmap[2])
$game_map.update
pbAutoplayOnTransition
$game_map.refresh
setMapChanged(oldmap)
$game_screen.weather_duration = 20
end
def setMapsInRange
return if @fixup
@fixup = true
id = $game_map.map_id
MapFactoryHelper.eachConnectionForMap(id) do |conn|
if conn[0] == id
mapA = getMap(conn[0])
newdispx = ((conn[4] - conn[1]) * Game_Map::REAL_RES_X) + mapA.display_x
newdispy = ((conn[5] - conn[2]) * Game_Map::REAL_RES_Y) + mapA.display_y
if hasMap?(conn[3]) || MapFactoryHelper.mapInRangeById?(conn[3], newdispx, newdispy)
mapB = getMap(conn[3])
mapB.display_x = newdispx if mapB.display_x != newdispx
mapB.display_y = newdispy if mapB.display_y != newdispy
end
else
mapA = getMap(conn[3])
newdispx = ((conn[1] - conn[4]) * Game_Map::REAL_RES_X) + mapA.display_x
newdispy = ((conn[2] - conn[5]) * Game_Map::REAL_RES_Y) + mapA.display_y
if hasMap?(conn[0]) || MapFactoryHelper.mapInRangeById?(conn[0], newdispx, newdispy)
mapB = getMap(conn[0])
mapB.display_x = newdispx if mapB.display_x != newdispx
mapB.display_y = newdispy if mapB.display_y != newdispy
end
end
end
@fixup = false
end
def setMapChanging(newID, newMap)
EventHandlers.trigger(:on_leave_map, newID, newMap)
end
def setMapChanged(prevMap)
EventHandlers.trigger(:on_enter_map, prevMap)
@mapChanged = true
end
def setSceneStarted(scene)
EventHandlers.trigger(:on_map_or_spriteset_change, scene, @mapChanged)
@mapChanged = false
end
# Similar to Game_Player#passable?, but supports map connections
def isPassableFromEdge?(x, y, dir = 0)
return true if $game_map.valid?(x, y)
newmap = getNewMap(x, y, $game_map.map_id)
return false if !newmap
return isPassable?(newmap[0].map_id, newmap[1], newmap[2], dir)
end
def isPassable?(mapID, x, y, dir = 0, thisEvent = nil)
thisEvent = $game_player if !thisEvent
map = getMapNoAdd(mapID)
return false if !map
return false if !map.valid?(x, y)
return true if thisEvent.through
# Check passability of tile
return true if $DEBUG && Input.press?(Input::CTRL) && thisEvent.is_a?(Game_Player)
return false if !map.passable?(x, y, dir, thisEvent)
# Check passability of event(s) in that spot
map.events.each_value do |event|
next if event == thisEvent || !event.at_coordinate?(x, y)
return false if !event.through && event.character_name != ""
end
# Check passability of player
if !thisEvent.is_a?(Game_Player) &&
$game_map.map_id == mapID && $game_player.x == x && $game_player.y == y &&
!$game_player.through && $game_player.character_name != ""
return false
end
return true
end
# Only used by follower events
def isPassableStrict?(mapID, x, y, thisEvent = nil)
thisEvent = $game_player if !thisEvent
map = getMapNoAdd(mapID)
return false if !map
return false if !map.valid?(x, y)
return true if thisEvent.through
return true if $DEBUG && Input.press?(Input::CTRL) && thisEvent.is_a?(Game_Player)
return false if !map.passableStrict?(x, y, 0, thisEvent)
map.events.each_value do |event|
next if event == thisEvent || !event.at_coordinate?(x, y)
return false if !event.through && event.character_name != ""
end
return true
end
def getTerrainTag(mapid, x, y, countBridge = false)
map = getMapNoAdd(mapid)
return map.terrain_tag(x, y, countBridge)
end
# NOTE: Assumes the event is 1x1 tile in size. Only returns one terrain tag.
def getFacingTerrainTag(dir = nil, event = nil)
tile = getFacingTile(dir, event)
return GameData::TerrainTag.get(:None) if !tile
return getTerrainTag(tile[0], tile[1], tile[2])
end
def getTerrainTagFromCoords(mapid, x, y, countBridge = false)
tile = getRealTilePos(mapid, x, y)
return GameData::TerrainTag.get(:None) if !tile
return getTerrainTag(tile[0], tile[1], tile[2])
end
def areConnected?(mapID1, mapID2)
return true if mapID1 == mapID2
return MapFactoryHelper.mapsConnected?(mapID1, mapID2)
end
# Returns the coordinate change to go from this position to other position
def getRelativePos(thisMapID, thisX, thisY, otherMapID, otherX, otherY)
if thisMapID == otherMapID # Both events share the same map
return [otherX - thisX, otherY - thisY]
end
MapFactoryHelper.eachConnectionForMap(thisMapID) do |conn|
if conn[0] == otherMapID
posX = conn[4] - conn[1] + otherX - thisX
posY = conn[5] - conn[2] + otherY - thisY
return [posX, posY]
elsif conn[3] == otherMapID
posX = conn[1] - conn[4] + otherX - thisX
posY = conn[2] - conn[5] + otherY - thisY
return [posX, posY]
end
end
return [0, 0]
end
# Gets the distance from this event to another event. Example: If this event's
# coordinates are (2,5) and the other event's coordinates are (5,1), returns
# the array (3,-4), because (5-2=3) and (1-5=-4).
def getThisAndOtherEventRelativePos(thisEvent, otherEvent)
return [0, 0] if !thisEvent || !otherEvent
return getRelativePos(thisEvent.map.map_id, thisEvent.x, thisEvent.y,
otherEvent.map.map_id, otherEvent.x, otherEvent.y)
end
def getThisAndOtherPosRelativePos(thisEvent, otherMapID, otherX, otherY)
return [0, 0] if !thisEvent
return getRelativePos(thisEvent.map.map_id, thisEvent.x, thisEvent.y,
otherMapID, otherX, otherY)
end
# Unused
def getOffsetEventPos(event, xOffset, yOffset)
event = $game_player if !event
return nil if !event
return getRealTilePos(event.map.map_id, event.x + xOffset, event.y + yOffset)
end
# NOTE: Assumes the event is 1x1 tile in size. Only returns one tile.
def getFacingTile(direction = nil, event = nil, steps = 1)
event = $game_player if event.nil?
return [0, 0, 0] if !event
x = event.x
y = event.y
id = event.map.map_id
direction = event.direction if direction.nil?
return getFacingTileFromPos(id, x, y, direction, steps)
end
def getFacingTileFromPos(mapID, x, y, direction = 0, steps = 1)
id = mapID
case direction
when 1
x -= steps
y += steps
when 2
y += steps
when 3
x += steps
y += steps
when 4
x -= steps
when 6
x += steps
when 7
x -= steps
y -= steps
when 8
y -= steps
when 9
x += steps
y -= steps
else
return [id, x, y]
end
return getRealTilePos(mapID, x, y)
end
def getRealTilePos(mapID, x, y)
id = mapID
return [id, x, y] if getMapNoAdd(id).valid?(x, y)
MapFactoryHelper.eachConnectionForMap(id) do |conn|
if conn[0] == id
newX = x + conn[4] - conn[1]
newY = y + conn[5] - conn[2]
next if newX < 0 || newY < 0
dims = MapFactoryHelper.getMapDims(conn[3])
next if newX >= dims[0] || newY >= dims[1]
return [conn[3], newX, newY]
else
newX = x + conn[1] - conn[4]
newY = y + conn[2] - conn[5]
next if newX < 0 || newY < 0
dims = MapFactoryHelper.getMapDims(conn[0])
next if newX >= dims[0] || newY >= dims[1]
return [conn[0], newX, newY]
end
end
return nil
end
def getFacingCoords(x, y, direction = 0, steps = 1)
case direction
when 1
x -= steps
y += steps
when 2
y += steps
when 3
x += steps
y += steps
when 4
x -= steps
when 6
x += steps
when 7
x -= steps
y -= steps
when 8
y -= steps
when 9
x += steps
y -= steps
end
return [x, y]
end
def updateMaps(scene)
updateMapsInternal
setSceneStarted(scene) if @mapChanged
end
def updateMapsInternal
return if $game_player.moving?
if !MapFactoryHelper.hasConnections?($game_map.map_id)
return if @maps.length == 1
@maps.delete_if { |map| map.map_id != $game_map.map_id }
@mapIndex = getMapIndex($game_map.map_id)
return
end
old_num_maps = @maps.length
@maps.delete_if { |map| !MapFactoryHelper.mapsConnected?($game_map.map_id, map.map_id) }
@mapIndex = getMapIndex($game_map.map_id) if @maps.length != old_num_maps
setMapsInRange
old_num_maps = @maps.length
@maps.delete_if { |map| !MapFactoryHelper.mapInRange?(map) }
@mapIndex = getMapIndex($game_map.map_id) if @maps.length != old_num_maps
end
end
#===============================================================================
# Map Factory Helper (stores map connection and size data and calculations
# involving them)
#===============================================================================
module MapFactoryHelper
@@MapConnections = nil
@@MapDims = nil
module_function
def clear
@@MapConnections = nil
@@MapDims = nil
end
def getMapConnections
if !@@MapConnections
@@MapConnections = []
conns = load_data("Data/map_connections.dat")
conns.each do |conn|
# Ensure both maps in a connection are valid
dimensions = getMapDims(conn[0])
next if dimensions[0] == 0 || dimensions[1] == 0
dimensions = getMapDims(conn[3])
next if dimensions[0] == 0 || dimensions[1] == 0
# Convert first map's edge and coordinate to pair of coordinates
edge = getMapEdge(conn[0], conn[1])
case conn[1]
when "N", "S"
conn[1] = conn[2]
conn[2] = edge
when "E", "W"
conn[1] = edge
end
# Convert second map's edge and coordinate to pair of coordinates
edge = getMapEdge(conn[3], conn[4])
case conn[4]
when "N", "S"
conn[4] = conn[5]
conn[5] = edge
when "E", "W"
conn[4] = edge
end
# Add connection to arrays for both maps
@@MapConnections[conn[0]] = [] if !@@MapConnections[conn[0]]
@@MapConnections[conn[0]].push(conn)
@@MapConnections[conn[3]] = [] if !@@MapConnections[conn[3]]
@@MapConnections[conn[3]].push(conn)
end
end
return @@MapConnections
end
def hasConnections?(id)
conns = MapFactoryHelper.getMapConnections
return conns[id] ? true : false
end
def mapsConnected?(id1, id2)
MapFactoryHelper.eachConnectionForMap(id1) do |conn|
return true if conn[0] == id2 || conn[3] == id2
end
return false
end
def eachConnectionForMap(id)
conns = MapFactoryHelper.getMapConnections
return if !conns[id]
conns[id].each { |conn| yield conn }
end
# Gets the height and width of the map with id.
def getMapDims(id)
# Create cache if doesn't exist
@@MapDims = [] if !@@MapDims
# Add map to cache if can't be found
if !@@MapDims[id]
begin
map = load_data(sprintf("Data/Map%03d.rxdata", id))
@@MapDims[id] = [map.width, map.height]
rescue
@@MapDims[id] = [0, 0]
end
end
# Return map in cache
return @@MapDims[id]
end
# Returns the X or Y coordinate of an edge on the map with id.
# Considers the special strings "N","W","E","S"
def getMapEdge(id, edge)
return 0 if ["N", "W"].include?(edge)
dims = getMapDims(id) # Get dimensions
return dims[0] if edge == "E"
return dims[1] if edge == "S"
return dims[0] # real dimension (use width)
end
def mapInRange?(map)
range = 6 # Number of tiles
dispx = map.display_x
dispy = map.display_y
return false if dispx >= (map.width + range) * Game_Map::REAL_RES_X
return false if dispy >= (map.height + range) * Game_Map::REAL_RES_Y
return false if dispx <= -(Graphics.width + (range * Game_Map::TILE_WIDTH)) * Game_Map::X_SUBPIXELS
return false if dispy <= -(Graphics.height + (range * Game_Map::TILE_HEIGHT)) * Game_Map::Y_SUBPIXELS
return true
end
def mapInRangeById?(id, dispx, dispy)
range = 6 # Number of tiles
dims = MapFactoryHelper.getMapDims(id)
return false if dispx >= (dims[0] + range) * Game_Map::REAL_RES_X
return false if dispy >= (dims[1] + range) * Game_Map::REAL_RES_Y
return false if dispx <= -(Graphics.width + (range * Game_Map::TILE_WIDTH)) * Game_Map::X_SUBPIXELS
return false if dispy <= -(Graphics.height + (range * Game_Map::TILE_HEIGHT)) * Game_Map::Y_SUBPIXELS
return true
end
end
#===============================================================================
#
#===============================================================================
# Unused
def updateTilesets
maps = $map_factory.maps
maps.each do |map|
map&.updateTileset
end
end