mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
166 lines
4.1 KiB
Ruby
166 lines
4.1 KiB
Ruby
# frozen_string_literal: true
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SURF_SPLASH_ANIMATION_ID = 30
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class Game_Temp
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attr_accessor :surf_patches
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def initializeSurfPatches
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@surf_patches = []
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end
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def clearSurfSplashPatches
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return unless $game_temp.surf_patches
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$game_temp.surf_patches.clear
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end
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end
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class Spriteset_Map
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alias surf_patch_update update
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def update
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surf_patch_update
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return unless $scene.is_a?(Scene_Map)
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return unless Settings::GAME_ID == :IF_HOENN
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return unless $PokemonGlobal.surfing
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return if Graphics.frame_count % 32 != 0
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animate_surf_water_splashes
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end
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end
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class SurfPatch
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MAX_NUMBER_SURF_SPLASHES = 6
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attr_accessor :shape #Array of tiles coordinates (ex: [[10,20],[1,5]])
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def initialize(patch_size)
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x, y = getRandomPositionOnPerimeter(8, 6, $game_player.x, $game_player.y, 2)
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variance = rand(5..8)
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@shape =getRandomSplashPatch(patch_size,x,y,variance)
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end
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def getRandomSplashPatch(tile_count, center_x, center_y, variance = rand(4))
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return [] if tile_count <= 0
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center_pos = getRandomPositionOnPerimeter(tile_count, tile_count, center_x, center_y, variance)
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area = [center_pos]
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visited = { center_pos => true }
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queue = [center_pos]
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directions = [[1, 0], [-1, 0], [0, 1], [0, -1],
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[1, 1], [-1, -1], [1, -1], [-1, 1]] # 8 directions
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while area.length < tile_count && !queue.empty?
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current = queue.sample
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queue.delete(current)
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cx, cy = current
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# Randomize how many directions to try (1 to 4)
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directions.shuffle.take(rand(1..4)).each do |dx, dy|
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nx, ny = cx + dx, cy + dy
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new_pos = [nx, ny]
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next if visited[new_pos]
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visited[new_pos] = true
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area << new_pos
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queue << new_pos
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break if area.length >= tile_count
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end
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end
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# Filter to keep only water tiles
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map_id = $game_map.map_id
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area.select! do |pos|
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x, y = pos
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terrain = $MapFactory.getTerrainTag(map_id, x, y, false)
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next false unless terrain&.can_surf # Only water/surfable tiles
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$game_map.playerPassable?(x, y, 2) # Direction 2 (down) or any direction for checking passability
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end
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return area
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end
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end
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def animate_surf_water_splashes
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animation_frequency = 16 #in frames
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return unless $game_temp.surf_patches
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return unless Graphics.frame_count % animation_frequency == 0
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$game_temp.surf_patches.each do |patch|
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next if patch.nil? || patch.shape.empty?
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patch.shape.each do |splash_tile|
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x_position= splash_tile[0]
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y_position = splash_tile[1]
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$scene.spriteset.addUserAnimation(SURF_SPLASH_ANIMATION_ID, x_position, y_position, true, 0)
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end
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end
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end
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def try_spawn_surf_water_splashes
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water_splash_chance = 0.1 #Chance each step 10%
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steps_interval = 5 # Only check once every 5 steps
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return if $PokemonGlobal.stepcount % steps_interval != 0
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return unless rand < water_splash_chance
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spawnSurfSplashPatch
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end
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Events.onStepTaken += proc { |sender, e|
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water_encounter_chance = 25
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next unless $scene.is_a?(Scene_Map)
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next unless Settings::GAME_ID == :IF_HOENN
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next unless $PokemonGlobal.surfing
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player_x = $game_player.x
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player_y = $game_player.y
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if $game_temp.surf_patches
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$game_temp.surf_patches.each_with_index do |patch,index|
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next unless patch && patch.shape
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if patch.shape.include?([player_x, player_y])
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next if rand(100) > water_encounter_chance
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$game_temp.surf_patches.delete_at(index)
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echoln "surf patch encounter!"
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wild_pokemon = $PokemonEncounters.choose_wild_pokemon(:Water)
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if wild_pokemon
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species = wild_pokemon[0]
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level = wild_pokemon[1]
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pbWildBattle(species, level)
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break
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else
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pbItemBall(:OLDBOOT)
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end
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end
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end
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end
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try_spawn_surf_water_splashes
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}
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def spawnSurfSplashPatch
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$game_temp.initializeSurfPatches unless $game_temp.surf_patches
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patch_size = [3,4,5,6].sample
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splash_patch = SurfPatch.new(patch_size)
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$game_temp.surf_patches << splash_patch
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$game_temp.surf_patches.shift if $game_temp.surf_patches.length >= SurfPatch::MAX_NUMBER_SURF_SPLASHES
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echoln $game_temp.surf_patches
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end
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