Files
infinitefusion-e18/Data/Scripts/004_Game classes/010_Game_Follower.rb

216 lines
7.7 KiB
Ruby

#===============================================================================
# Instances of this are stored in @realEvents.
#===============================================================================
class Game_Follower < Game_Event
attr_writer :map
def initialize(event_data)
# Create RPG::Event to base self on
rpg_event = RPG::Event.new(event_data.x, event_data.y)
rpg_event.id = event_data.event_id
rpg_event.name = event_data.event_name
if event_data.common_event_id
# Must setup common event list here and now
common_event = Game_CommonEvent.new(event_data.common_event_id)
rpg_event.pages[0].list = common_event.list
end
# Create self
super(event_data.original_map_id, rpg_event, $map_factory.getMap(event_data.current_map_id))
# Modify self
self.character_name = event_data.character_name
self.character_hue = event_data.character_hue
case event_data.direction
when 2 then turn_down
when 4 then turn_left
when 6 then turn_right
when 8 then turn_up
end
end
def map_id
return @map.map_id
end
#-----------------------------------------------------------------------------
def move_through(direction)
old_through = @through
@through = true
case direction
when 2 then move_down
when 4 then move_left
when 6 then move_right
when 8 then move_up
end
@through = old_through
end
def move_fancy(direction)
delta_x = (direction == 6) ? 1 : (direction == 4) ? -1 : 0
delta_y = (direction == 2) ? 1 : (direction == 8) ? -1 : 0
new_x = self.x + delta_x
new_y = self.y + delta_y
# Move if new position is the player's, or the new position is passable,
# or self's current position is not passable
if ($game_player.x == new_x && $game_player.y == new_y) ||
location_passable?(new_x, new_y, 10 - direction) ||
!location_passable?(self.x, self.y, direction)
move_through(direction)
end
end
def jump_fancy(direction, leader)
delta_x = (direction == 6) ? 2 : (direction == 4) ? -2 : 0
delta_y = (direction == 2) ? 2 : (direction == 8) ? -2 : 0
half_delta_x = delta_x / 2
half_delta_y = delta_y / 2
if location_passable?(self.x + half_delta_x, self.y + half_delta_y, 10 - direction)
# Can walk over the middle tile normally; just take two steps
move_fancy(direction)
move_fancy(direction)
elsif location_passable?(self.x + delta_x, self.y + delta_y, 10 - direction)
# Can't walk over the middle tile, but can walk over the end tile; jump over
if location_passable?(self.x, self.y, direction)
if leader.jumping?
self.jump_speed = leader.jump_speed || 3
else
self.jump_speed = leader.move_speed || 3
# This is halved because self has to jump 2 tiles in the time it takes
# the leader to move one tile
@jump_time /= 2
end
jump(delta_x, delta_y)
else
# self's current tile isn't passable; just take two steps ignoring passability
move_through(direction)
move_through(direction)
end
end
end
def fancy_moveto(new_x, new_y, leader)
if self.x - new_x == 1 && self.y == new_y
move_fancy(4)
elsif self.x - new_x == -1 && self.y == new_y
move_fancy(6)
elsif self.x == new_x && self.y - new_y == 1
move_fancy(8)
elsif self.x == new_x && self.y - new_y == -1
move_fancy(2)
elsif self.x - new_x == 2 && self.y == new_y
jump_fancy(4, leader)
elsif self.x - new_x == -2 && self.y == new_y
jump_fancy(6, leader)
elsif self.x == new_x && self.y - new_y == 2
jump_fancy(8, leader)
elsif self.x == new_x && self.y - new_y == -2
jump_fancy(2, leader)
elsif self.x != new_x || self.y != new_y
moveto(new_x, new_y)
end
end
# Ceases all movement immediately. Used when the leader wants to move another
# tile but self hasn't quite finished its previous movement yet.
def end_movement
@x = x % self.map.width
@y = y % self.map.height
@real_x = @x * Game_Map::REAL_RES_X
@real_y = @y * Game_Map::REAL_RES_Y
@move_timer = nil
@jump_timer = nil
@jump_peak = 0
@jump_distance = 0
@jump_fraction = 0
@jumping_on_spot = false
end
#-----------------------------------------------------------------------------
def turn_towards_leader(leader)
pbTurnTowardEvent(self, leader)
end
def follow_leader(leader, instant = false, leaderIsTrueLeader = true)
return if @move_route_forcing
end_movement
maps_connected = $map_factory.areConnected?(leader.map.map_id, self.map.map_id)
target = nil
# Get the target tile that self wants to move to
if maps_connected
behind_direction = 10 - leader.direction
target = $map_factory.getFacingTile(behind_direction, leader)
if target && $map_factory.getTerrainTag(target[0], target[1], target[2]).ledge
# Get the tile above the ledge (where the leader jumped from)
target = $map_factory.getFacingTileFromPos(target[0], target[1], target[2], behind_direction)
end
target = [leader.map.map_id, leader.x, leader.y] if !target
else
# Map transfer to an unconnected map
target = [leader.map.map_id, leader.x, leader.y]
end
# Move self to the target
if self.map.map_id != target[0]
vector = $map_factory.getRelativePos(target[0], 0, 0, self.map.map_id, @x, @y)
@map = $map_factory.getMap(target[0])
# NOTE: Can't use moveto because vector is outside the boundaries of the
# map, and moveto doesn't allow setting invalid coordinates.
@x = vector[0]
@y = vector[1]
@real_x = @x * Game_Map::REAL_RES_X
@real_y = @y * Game_Map::REAL_RES_Y
end
if instant || !maps_connected
moveto(target[1], target[2])
else
fancy_moveto(target[1], target[2], leader)
end
end
#-----------------------------------------------------------------------------
private
def location_passable?(x, y, direction)
this_map = self.map
return false if !this_map || !this_map.valid?(x, y)
return true if @through
passed_tile_checks = false
bit = (1 << ((direction / 2) - 1)) & 0x0f
# Check all events for ones using tiles as graphics, and see if they're passable
this_map.events.each_value do |event|
next if event.tile_id < 0 || event.through || !event.at_coordinate?(x, y)
tile_data = GameData::TerrainTag.try_get(this_map.terrain_tags[event.tile_id])
next if tile_data.ignore_passability
next if tile_data.bridge && $PokemonGlobal.bridge == 0
return false if tile_data.ledge
passage = this_map.passages[event.tile_id] || 0
return false if passage & bit != 0
passed_tile_checks = true if (tile_data.bridge && $PokemonGlobal.bridge > 0) ||
(this_map.priorities[event.tile_id] || -1) == 0
break if passed_tile_checks
end
# Check if tiles at (x, y) allow passage for followe
if !passed_tile_checks
[2, 1, 0].each do |i|
tile_id = this_map.data[x, y, i] || 0
next if tile_id == 0
tile_data = GameData::TerrainTag.try_get(this_map.terrain_tags[tile_id])
next if tile_data.ignore_passability
next if tile_data.bridge && $PokemonGlobal.bridge == 0
return false if tile_data.ledge
passage = this_map.passages[tile_id] || 0
return false if passage & bit != 0
break if tile_data.bridge && $PokemonGlobal.bridge > 0
break if (this_map.priorities[tile_id] || -1) == 0
end
end
# Check all events on the map to see if any are in the way
this_map.events.each_value do |event|
next if !event.at_coordinate?(x, y)
return false if !event.through && event.character_name != ""
end
return true
end
end