Files
infinitefusion-e18/Data/Scripts/017_Minigames/002_Minigame_TripleTriad.rb

1329 lines
42 KiB
Ruby

#===============================================================================
# "Triple Triad" mini-game
# By Unknown
#===============================================================================
#===============================================================================
# Card class
#===============================================================================
class TriadCard
attr_reader :species, :form
attr_reader :north, :east, :south, :west
attr_reader :type
def initialize(species, form = 0)
@species = species
@form = form
species_data = GameData::Species.get_species_form(@species, @form)
baseStats = species_data.base_stats
hp = baseStats[:HP]
attack = baseStats[:ATTACK]
defense = baseStats[:DEFENSE]
spAtk = baseStats[:SPECIAL_ATTACK]
spDef = baseStats[:SPECIAL_DEFENSE]
speed = baseStats[:SPEED]
@type = species_data.types[0]
@type = species_data.types[1] if @type == :NORMAL && species_data.types[1]
@west = baseStatToValue(attack + (speed / 3))
@east = baseStatToValue(defense + (hp / 3))
@north = baseStatToValue(spAtk + (speed / 3))
@south = baseStatToValue(spDef + (hp / 3))
end
def baseStatToValue(stat)
return 10 if stat >= 189
return 9 if stat >= 160
return 8 if stat >= 134
return 7 if stat >= 115
return 6 if stat >= 100
return 5 if stat >= 86
return 4 if stat >= 73
return 3 if stat >= 60
return 2 if stat >= 45
return 1
end
def attack(panel)
return [@west, @east, @north, @south][panel]
end
def defense(panel)
return [@east, @west, @south, @north][panel]
end
def bonus(opponent)
effectiveness = Effectiveness.calculate(@type, opponent.type)
if Effectiveness.ineffective?(effectiveness)
return -2
elsif Effectiveness.not_very_effective?(effectiveness)
return -1
elsif Effectiveness.super_effective?(effectiveness)
return 1
end
return 0
end
def price
maxValue = [@north, @east, @south, @west].max
ret = (@north * @north) + (@east * @east) + (@south * @south) + (@west * @west)
ret += maxValue * maxValue * 2
ret *= maxValue
ret *= (@north + @east + @south + @west)
ret /= 10 # Ranges from 2 to 24,000
# Quantize prices to the next highest "unit"
if ret > 10_000
ret = (1 + (ret / 1000)) * 1000
elsif ret > 5000
ret = (1 + (ret / 500)) * 500
elsif ret > 1000
ret = (1 + (ret / 100)) * 100
elsif ret > 500
ret = (1 + (ret / 50)) * 50
else
ret = (1 + (ret / 10)) * 10
end
return ret
end
def self.createBack(type = nil, noback = false)
bitmap = BitmapWrapper.new(80, 96)
if !noback
cardbitmap = AnimatedBitmap.new("Graphics/UI/Triple Triad/card_opponent")
bitmap.blt(0, 0, cardbitmap.bitmap, Rect.new(0, 0, cardbitmap.width, cardbitmap.height))
cardbitmap.dispose
end
if type
typebitmap = AnimatedBitmap.new(_INTL("Graphics/UI/types"))
type_number = GameData::Type.get(type).icon_position
typerect = Rect.new(0, type_number * 28, 64, 28)
bitmap.blt(8, 50, typebitmap.bitmap, typerect, 192)
typebitmap.dispose
end
return bitmap
end
def createBitmap(owner)
return TriadCard.createBack if owner == 0
bitmap = BitmapWrapper.new(80, 96)
if owner == 2 # Opponent
cardbitmap = AnimatedBitmap.new("Graphics/UI/Triple Triad/card_opponent")
else # Player
cardbitmap = AnimatedBitmap.new("Graphics/UI/Triple Triad/card_player")
end
typebitmap = AnimatedBitmap.new(_INTL("Graphics/UI/types"))
iconbitmap = AnimatedBitmap.new(GameData::Species.icon_filename(@species, @form))
numbersbitmap = AnimatedBitmap.new("Graphics/UI/Triple Triad/numbers")
# Draw card background
bitmap.blt(0, 0, cardbitmap.bitmap, Rect.new(0, 0, cardbitmap.width, cardbitmap.height))
# Draw type icon
type_number = GameData::Type.get(@type).icon_position
typerect = Rect.new(0, type_number * 28, 64, 28)
bitmap.blt(8, 50, typebitmap.bitmap, typerect, 192)
# Draw Pokémon icon
bitmap.blt(8, 24, iconbitmap.bitmap, Rect.new(0, 0, 64, 64))
# Draw numbers
bitmap.blt(8, 16, numbersbitmap.bitmap, Rect.new(@west * 16, 0, 16, 16))
bitmap.blt(22, 6, numbersbitmap.bitmap, Rect.new(@north * 16, 0, 16, 16))
bitmap.blt(36, 16, numbersbitmap.bitmap, Rect.new(@east * 16, 0, 16, 16))
bitmap.blt(22, 26, numbersbitmap.bitmap, Rect.new(@south * 16, 0, 16, 16))
cardbitmap.dispose
typebitmap.dispose
iconbitmap.dispose
numbersbitmap.dispose
return bitmap
end
end
#===============================================================================
# Duel screen visuals
#===============================================================================
class TriadSquare
attr_accessor :owner, :card, :type
def initialize
@owner = 0
@card = nil
@type = nil
end
def attack(panel)
return @card.attack(panel)
end
def bonus(square)
return @card.bonus(square.card)
end
def defense(panel)
return @card.defense(panel)
end
end
# Scene class for handling appearance of the screen
class TriadScene
def pbStartScene(battle)
@sprites = {}
@bitmaps = []
@battle = battle
# Allocate viewport
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
addBackgroundPlane(@sprites, "background", "Triple Triad/bg", @viewport)
@sprites["helpwindow"] = Window_AdvancedTextPokemon.newWithSize(
"", 0, Graphics.height - 64, Graphics.width, 64, @viewport
)
(@battle.width * @battle.height).times do |i|
@sprites["sprite#{i}"] = Sprite.new(@viewport)
@sprites["sprite#{i}"].x = (Graphics.width / 2) - 118 + ((i % 3) * 78)
@sprites["sprite#{i}"].y = 36 + ((i / 3) * 94)
@sprites["sprite#{i}"].z = 2
bm = TriadCard.createBack(@battle.board[i].type, true)
@bitmaps.push(bm)
@sprites["sprite#{i}"].bitmap = bm
end
@cardBitmaps = []
@opponentCardBitmaps = []
@cardIndexes = []
@opponentCardIndexes = []
@boardSprites = []
@boardCards = []
@battle.maxCards.times do |i|
@sprites["player#{i}"] = Sprite.new(@viewport)
@sprites["player#{i}"].x = Graphics.width - 92
@sprites["player#{i}"].y = 44 + (44 * i)
@sprites["player#{i}"].z = 2
@cardIndexes.push(i)
end
@sprites["overlay"] = Sprite.new(@viewport)
@sprites["overlay"].bitmap = BitmapWrapper.new(Graphics.width, Graphics.height)
pbSetSystemFont(@sprites["overlay"].bitmap)
pbDrawTextPositions(
@sprites["overlay"].bitmap,
[[@battle.opponentName, 52, 10, 2, Color.new(248, 248, 248), Color.new(96, 96, 96)],
[@battle.playerName, Graphics.width - 52, 10, 2, Color.new(248, 248, 248), Color.new(96, 96, 96)]]
)
@sprites["score"] = Sprite.new(@viewport)
@sprites["score"].bitmap = BitmapWrapper.new(Graphics.width, Graphics.height)
pbSetSystemFont(@sprites["score"].bitmap)
pbBGMPlay("Triple Triad")
# Fade in all sprites
pbFadeInAndShow(@sprites) { pbUpdate }
end
def pbEndScene
pbBGMFade(1.0)
pbFadeOutAndHide(@sprites) { pbUpdate }
pbDisposeSpriteHash(@sprites)
@bitmaps.each { |bm| bm.dispose }
@viewport.dispose
end
def pbDisplay(text)
@sprites["helpwindow"].text = text
timer = 0.0
loop do
Graphics.update
Input.update
pbUpdate
timer += Graphics.delta_s
break if timer >= 1.5
end
end
def pbDisplayPaused(text)
@sprites["helpwindow"].letterbyletter = true
@sprites["helpwindow"].text = text + "\1"
loop do
Graphics.update
Input.update
pbUpdate
if Input.trigger?(Input::USE)
if @sprites["helpwindow"].busy?
pbPlayDecisionSE if @sprites["helpwindow"].pausing?
@sprites["helpwindow"].resume
else
break
end
end
end
@sprites["helpwindow"].letterbyletter = false
@sprites["helpwindow"].text = ""
end
def pbNotifyCards(playerCards, opponentCards)
@playerCards = playerCards
@opponentCards = opponentCards
end
def pbChooseTriadCard(cardStorage)
commands = []
chosenCards = []
cardStorage.each do |item|
commands.push(_INTL("{1} x{2}", GameData::Species.get(item[0]).name, item[1]))
end
command = Window_CommandPokemonEx.newWithSize(commands, 0, 0, Graphics.width / 2, Graphics.height - 64, @viewport)
@sprites["helpwindow"].text = _INTL("Choose {1} cards to use for this duel.", @battle.maxCards)
preview = Sprite.new(@viewport)
preview.x = (Graphics.width / 2) + 20
preview.y = 60
preview.z = 4
index = -1
@battle.maxCards.times do |i|
@sprites["player#{i}"] = Sprite.new(@viewport)
@sprites["player#{i}"].x = Graphics.width - 92
@sprites["player#{i}"].y = 44 + (44 * i)
@sprites["player#{i}"].z = 2
end
loop do
Graphics.update
Input.update
pbUpdate
command.update
if command.index != index
preview.bitmap&.dispose
if command.index < cardStorage.length
item = cardStorage[command.index]
preview.bitmap = TriadCard.new(item[0]).createBitmap(1)
end
index = command.index
end
if Input.trigger?(Input::BACK)
if chosenCards.length > 0
item = chosenCards.pop
@battle.pbAdd(cardStorage, item)
commands = []
cardStorage.each do |item|
commands.push(_INTL("{1} x{2}", GameData::Species.get(item[0]).name, item[1]))
end
command.commands = commands
index = -1
else
pbPlayBuzzerSE
end
elsif Input.trigger?(Input::USE)
break if chosenCards.length == @battle.maxCards
item = cardStorage[command.index]
if !item || @battle.quantity(cardStorage, item[0]) == 0
pbPlayBuzzerSE
else
pbPlayDecisionSE
sprite = @sprites["player#{chosenCards.length}"]
sprite.bitmap&.dispose
@cardBitmaps[chosenCards.length] = TriadCard.new(item[0]).createBitmap(1)
sprite.bitmap = @cardBitmaps[chosenCards.length]
chosenCards.push(item[0])
@battle.pbSubtract(cardStorage, item[0])
commands = []
cardStorage.each do |item|
commands.push(_INTL("{1} x{2}", GameData::Species.get(item[0]).name, item[1]))
end
command.commands = commands
command.index = commands.length - 1 if command.index >= commands.length
index = -1
end
end
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
@battle.maxCards.times do |i|
@sprites["player#{i}"].visible = (i < chosenCards.length)
end
if chosenCards.length == @battle.maxCards
@sprites["helpwindow"].text = _INTL("{1} cards have been chosen.", @battle.maxCards)
command.visible = false
command.active = false
preview.visible = false
else
@sprites["helpwindow"].text = _INTL("Choose {1} cards to use for this duel.", @battle.maxCards)
command.visible = true
command.active = true
preview.visible = true
end
end
end
command.dispose
preview.bitmap&.dispose
preview.dispose
return chosenCards
end
def pbShowPlayerCards(cards)
@battle.maxCards.times do |i|
@sprites["player#{i}"] = Sprite.new(@viewport)
@sprites["player#{i}"].x = Graphics.width - 92
@sprites["player#{i}"].y = 44 + (44 * i)
@sprites["player#{i}"].z = 2
@sprites["player#{i}"].bitmap = TriadCard.new(cards[i]).createBitmap(1)
@cardBitmaps.push(@sprites["player#{i}"].bitmap)
end
end
def pbShowOpponentCards(cards)
@battle.maxCards.times do |i|
@sprites["opponent#{i}"] = Sprite.new(@viewport)
@sprites["opponent#{i}"].x = 12
@sprites["opponent#{i}"].y = 44 + (44 * i)
@sprites["opponent#{i}"].z = 2
@sprites["opponent#{i}"].bitmap = @battle.openHand ? TriadCard.new(cards[i]).createBitmap(2) : TriadCard.createBack
@opponentCardBitmaps.push(@sprites["opponent#{i}"].bitmap)
@opponentCardIndexes.push(i)
end
end
def pbViewOpponentCards(numCards)
@sprites["helpwindow"].text = _INTL("Check opponent's cards.")
choice = 0
lastChoice = -1
loop do
if lastChoice != choice
y = 44
@opponentCardIndexes.length.times do |i|
@sprites["opponent#{@opponentCardIndexes[i]}"].bitmap = @opponentCardBitmaps[@opponentCardIndexes[i]]
@sprites["opponent#{@opponentCardIndexes[i]}"].x = (i == choice) ? 28 : 12
@sprites["opponent#{@opponentCardIndexes[i]}"].y = y
@sprites["opponent#{@opponentCardIndexes[i]}"].z = 2
y += 44
end
lastChoice = choice
end
break if choice == -1
Graphics.update
Input.update
pbUpdate
if Input.repeat?(Input::DOWN)
pbPlayCursorSE
choice += 1
choice = 0 if choice >= numCards
elsif Input.repeat?(Input::UP)
pbPlayCursorSE
choice -= 1
choice = numCards - 1 if choice < 0
elsif Input.trigger?(Input::BACK)
pbPlayCancelSE
choice = -1
end
end
return choice
end
def pbPlayerChooseCard(numCards)
if @battle.openHand
@sprites["helpwindow"].text = _INTL("Choose a card, or check opponent with Z.")
else
@sprites["helpwindow"].text = _INTL("Choose a card.")
end
choice = 0
lastChoice = -1
loop do
if lastChoice != choice
y = 44
@cardIndexes.length.times do |i|
@sprites["player#{@cardIndexes[i]}"].bitmap = @cardBitmaps[@cardIndexes[i]]
@sprites["player#{@cardIndexes[i]}"].x = (i == choice) ? Graphics.width - 108 : Graphics.width - 92
@sprites["player#{@cardIndexes[i]}"].y = y
@sprites["player#{@cardIndexes[i]}"].z = 2
y += 44
end
lastChoice = choice
end
Graphics.update
Input.update
pbUpdate
if Input.repeat?(Input::DOWN)
pbPlayCursorSE
choice += 1
choice = 0 if choice >= numCards
elsif Input.repeat?(Input::UP)
pbPlayCursorSE
choice -= 1
choice = numCards - 1 if choice < 0
elsif Input.trigger?(Input::USE)
pbPlayDecisionSE
break
elsif Input.trigger?(Input::ACTION) && @battle.openHand
pbPlayDecisionSE
pbViewOpponentCards(numCards)
@sprites["helpwindow"].text = _INTL("Choose a card, or check opponent with Z.")
choice = 0
lastChoice = -1
end
end
return choice
end
def pbPlayerPlaceCard(cardIndex)
@sprites["helpwindow"].text = _INTL("Place the card.")
boardX = 0
boardY = 0
doRefresh = true
loop do
if doRefresh
y = 44
@cardIndexes.length.times do |i|
if i == cardIndex # Card being placed
@sprites["player#{@cardIndexes[i]}"].x = (Graphics.width / 2) - 118 + (boardX * 78)
@sprites["player#{@cardIndexes[i]}"].y = 36 + (boardY * 94)
@sprites["player#{@cardIndexes[i]}"].z = 4
else # Other cards in hand
@sprites["player#{@cardIndexes[i]}"].x = Graphics.width - 92
@sprites["player#{@cardIndexes[i]}"].y = y
@sprites["player#{@cardIndexes[i]}"].z = 2
y += 44
end
end
doRefresh = false
end
Graphics.update
Input.update
pbUpdate
if Input.repeat?(Input::DOWN)
pbPlayCursorSE
boardY += 1
boardY = 0 if boardY >= @battle.height
doRefresh = true
elsif Input.repeat?(Input::UP)
pbPlayCursorSE
boardY -= 1
boardY = @battle.height - 1 if boardY < 0
doRefresh = true
elsif Input.repeat?(Input::LEFT)
pbPlayCursorSE
boardX -= 1
boardX = @battle.width - 1 if boardX < 0
doRefresh = true
elsif Input.repeat?(Input::RIGHT)
pbPlayCursorSE
boardX += 1
boardX = 0 if boardX >= @battle.width
doRefresh = true
elsif Input.trigger?(Input::BACK)
return nil
elsif Input.trigger?(Input::USE)
if @battle.isOccupied?(boardX, boardY)
pbPlayBuzzerSE
else
pbPlayDecisionSE
@sprites["player#{@cardIndexes[cardIndex]}"].z = 2
break
end
end
end
return [boardX, boardY]
end
def pbEndPlaceCard(position, cardIndex)
spriteIndex = @cardIndexes[cardIndex]
boardIndex = (position[1] * @battle.width) + position[0]
@boardSprites[boardIndex] = @sprites["player#{spriteIndex}"]
@boardCards[boardIndex] = TriadCard.new(@playerCards[spriteIndex])
pbRefresh
@cardIndexes.delete_at(cardIndex)
pbUpdateScore
end
def pbOpponentPlaceCard(triadCard, position, cardIndex)
y = 44
@opponentCardIndexes.length.times do |i|
sprite = @sprites["opponent#{@opponentCardIndexes[i]}"]
if i == cardIndex
@opponentCardBitmaps[@opponentCardIndexes[i]] = triadCard.createBitmap(2)
sprite.bitmap&.dispose
sprite.bitmap = @opponentCardBitmaps[@opponentCardIndexes[i]]
sprite.x = (Graphics.width / 2) - 118 + (position[0] * 78)
sprite.y = 36 + (position[1] * 94)
sprite.z = 2
else
sprite.x = 12
sprite.y = y
sprite.z = 2
y += 44
end
end
end
def pbEndOpponentPlaceCard(position, cardIndex)
spriteIndex = @opponentCardIndexes[cardIndex]
boardIndex = (position[1] * @battle.width) + position[0]
@boardSprites[boardIndex] = @sprites["opponent#{spriteIndex}"]
@boardCards[boardIndex] = TriadCard.new(@opponentCards[spriteIndex])
pbRefresh
@opponentCardIndexes.delete_at(cardIndex)
pbUpdateScore
end
def pbRefresh
(@battle.width * @battle.height).times do |i|
x = i % @battle.width
y = i / @battle.width
next if !@boardSprites[i]
@boardSprites[i].bitmap&.dispose
owner = @battle.getOwner(x, y)
@boardSprites[i].bitmap = @boardCards[i].createBitmap(owner)
end
end
def pbUpdateScore
bitmap = @sprites["score"].bitmap
bitmap.clear
playerscore = 0
oppscore = 0
(@battle.width * @battle.height).times do |i|
if @boardSprites[i]
playerscore += 1 if @battle.board[i].owner == 1
oppscore += 1 if @battle.board[i].owner == 2
end
end
if @battle.countUnplayedCards
playerscore += @cardIndexes.length
oppscore += @opponentCardIndexes.length
end
pbDrawTextPositions(
bitmap,
[[_INTL("{1}-{2}", oppscore, playerscore), Graphics.width / 2, 10, 2, Color.new(248, 248, 248), Color.new(96, 96, 96)]]
)
end
def pbUpdate
pbUpdateSpriteHash(@sprites)
end
end
#===============================================================================
# Duel screen logic
#===============================================================================
class TriadScreen
attr_accessor :openHand, :countUnplayedCards
attr_reader :width, :height
attr_reader :board
attr_reader :playerName
attr_reader :opponentName
def initialize(scene)
@scene = scene
@width = 3
@height = 3
@sameWins = false
@openHand = false
@wrapAround = false
@elements = false
@randomHand = false
@countUnplayedCards = false
@trade = 0
end
def maxCards
numcards = @width * @height
if numcards.odd?
numcards = (numcards / 2) + 1
else
numcards = numcards / 2
end
return numcards
end
def isOccupied?(x, y)
return @board[(y * @width) + x].owner != 0
end
def getOwner(x, y)
return @board[(y * @width) + x].owner
end
def getPanel(x, y)
return @board[(y * @width) + x]
end
def quantity(items, item)
return ItemStorageHelper.quantity(items, item)
end
def pbAdd(items, item)
return ItemStorageHelper.add(items, $PokemonGlobal.triads.maxSize,
TriadStorage::MAX_PER_SLOT, item, 1)
end
def pbSubtract(items, item)
return ItemStorageHelper.remove(items, item, 1)
end
def flipBoard(x, y, attackerParam = nil, recurse = false)
panels = [x - 1, y, x + 1, y, x, y - 1, x, y + 1]
panels[0] = (@wrapAround ? @width - 1 : 0) if panels[0] < 0 # left
panels[2] = (@wrapAround ? 0 : @width - 1) if panels[2] > @width - 1 # right
panels[5] = (@wrapAround ? @height - 1 : 0) if panels[5] < 0 # top
panels[7] = (@wrapAround ? 0 : @height - 1) if panels[7] > @height - 1 # bottom
attacker = attackerParam.nil? ? @board[(y * @width) + x] : attackerParam
flips = []
return nil if attackerParam && @board[(y * @width) + x].owner != 0
return nil if !attacker.card || attacker.owner == 0
4.times do |i|
defenderX = panels[i * 2]
defenderY = panels[(i * 2) + 1]
defender = @board[(defenderY * @width) + defenderX]
next if !defender.card
if attacker.owner != defender.owner
attack = attacker.attack(i)
defense = defender.defense(i)
if @elements
# If attacker's type matches the tile's element, add
# a bonus of 1 (only for original attacker, not combos)
attack += 1 if !recurse && attacker.type == attacker.card.type
else
# Modifier depends on opponent's Pokémon type:
# +1 - Super effective
# -1 - Not very effective
# -2 - Immune
# attack += attacker.bonus(defender)
end
if attack > defense || (attack == defense && @sameWins)
flips.push([defenderX, defenderY])
if attackerParam.nil?
defender.owner = attacker.owner
if @sameWins
# Combo with the "sameWins" rule
ret = flipBoard(defenderX, defenderY, nil, true)
flips.concat(ret) if ret
end
else
if @sameWins
# Combo with the "sameWins" rule
ret = flipBoard(defenderX, defenderY, attackerParam, true)
flips.concat(ret) if ret
end
end
end
end
end
return flips
end
# If pbStartScreen includes parameters, it should
# pass the parameters to pbStartScene.
def pbStartScreen(opponentName, minLevel, maxLevel, rules = nil, oppdeck = nil, prize = nil)
raise _INTL("Minimum level must be 0 through 9.") if minLevel < 0 || minLevel > 9
raise _INTL("Maximum level must be 0 through 9.") if maxLevel < 0 || maxLevel > 9
raise _INTL("Maximum level shouldn't be less than the minimum level.") if maxLevel < minLevel
if rules.is_a?(Array) && rules.length > 0
rules.each do |rule|
@sameWins = true if rule == "samewins"
@openHand = true if rule == "openhand"
@wrapAround = true if rule == "wrap"
@elements = true if rule == "elements"
@randomHand = true if rule == "randomhand"
@countUnplayedCards = true if rule == "countunplayed"
@trade = 1 if rule == "direct"
@trade = 2 if rule == "winall"
@trade = 3 if rule == "noprize"
end
end
@triadCards = []
count = 0
$PokemonGlobal.triads.length.times do |i|
item = $PokemonGlobal.triads[i]
ItemStorageHelper.add(@triadCards, $PokemonGlobal.triads.maxSize,
TriadStorage::MAX_PER_SLOT, item[0], item[1])
count += item[1] # Add item count to total count
end
@board = []
@playerName = $player ? $player.name : "Trainer"
@opponentName = opponentName
type_keys = GameData::Type.keys
(@width * @height).times do |i|
square = TriadSquare.new
if @elements
loop do
trial_type = type_keys.sample
type_data = GameData::Type.get(trial_type)
next if type_data.pseudo_type
square.type = type_data.id
break
end
end
@board.push(square)
end
@scene.pbStartScene(self) # (param1, param2)
# Check whether there are enough cards.
if count < self.maxCards
@scene.pbDisplayPaused(_INTL("You don't have enough cards."))
@scene.pbEndScene
return 0
end
# Set the player's cards.
cards = []
if @randomHand # Determine hand at random
self.maxCards.times do
randCard = @triadCards[rand(@triadCards.length)]
pbSubtract(@triadCards, randCard[0])
cards.push(randCard[0])
end
@scene.pbShowPlayerCards(cards)
else
cards = @scene.pbChooseTriadCard(@triadCards)
end
# Set the opponent's cards.
if oppdeck.is_a?(Array) && oppdeck.length == self.maxCards # Preset
opponentCards = []
oppdeck.each do |i|
species_data = GameData::Species.try_get(i)
if !species_data
@scene.pbDisplayPaused(_INTL("Opponent has an illegal card, \"{1}\".", i))
@scene.pbEndScene
return 0
end
opponentCards.push(species_data.id)
end
else
species_keys = GameData::Species.keys
candidates = []
while candidates.length < 200
card = species_keys.sample
card_data = GameData::Species.get(card)
card = card_data.id # Make sure it's a symbol
triad = TriadCard.new(card)
total = triad.north + triad.south + triad.east + triad.west
# Add random species and its total point count
candidates.push([card, total])
if candidates.length < 200 && $player.owned?(card_data.species)
# Add again if player owns the species
candidates.push([card, total])
end
end
# sort by total point count
candidates.sort! { |a, b| a[1] <=> b[1] }
opponentCards = []
self.maxCards.times do
# Choose random card from candidates based on trainer's level
index = minLevel + rand(20)
opponentCards.push(candidates[index][0])
end
end
originalCards = cards.clone
originalOpponentCards = opponentCards.clone
@scene.pbNotifyCards(cards.clone, opponentCards.clone)
@scene.pbShowOpponentCards(opponentCards)
@scene.pbDisplay(_INTL("Choosing the starting player..."))
@scene.pbUpdateScore
playerTurn = (rand(2) == 0)
@scene.pbDisplay(_INTL("{1} will go first.", (playerTurn) ? @playerName : @opponentName))
(@width * @height).times do |i|
position = nil
triadCard = nil
cardIndex = 0
if playerTurn
# Player's turn
until position
cardIndex = @scene.pbPlayerChooseCard(cards.length)
triadCard = TriadCard.new(cards[cardIndex])
position = @scene.pbPlayerPlaceCard(cardIndex)
end
else
# Opponent's turn
@scene.pbDisplay(_INTL("{1} is making a move...", @opponentName))
scores = []
opponentCards.length.times do |cardIndex|
square = TriadSquare.new
square.card = TriadCard.new(opponentCards[cardIndex])
square.owner = 2
(@width * @height).times do |i|
x = i % @width
y = i / @width
square.type = @board[i].type
flips = flipBoard(x, y, square)
scores.push([cardIndex, x, y, flips.length]) if flips
end
end
# Sort by number of flips
scores.sort! { |a, b| (b[3] == a[3]) ? rand(-1..1) : b[3] <=> a[3] }
scores = scores[0, opponentCards.length] # Get the best results
if scores.length == 0
@scene.pbDisplay(_INTL("{1} can't move somehow...", @opponentName))
playerTurn = !playerTurn
continue
end
result = scores[rand(scores.length)]
cardIndex = result[0]
triadCard = TriadCard.new(opponentCards[cardIndex])
position = [result[1], result[2]]
@scene.pbOpponentPlaceCard(triadCard, position, cardIndex)
end
boardIndex = (position[1] * @width) + position[0]
board[boardIndex].card = triadCard
board[boardIndex].owner = playerTurn ? 1 : 2
flipBoard(position[0], position[1])
if playerTurn
cards.delete_at(cardIndex)
@scene.pbEndPlaceCard(position, cardIndex)
else
opponentCards.delete_at(cardIndex)
@scene.pbEndOpponentPlaceCard(position, cardIndex)
end
playerTurn = !playerTurn
end
# Determine the winner
playerCount = 0
opponentCount = 0
(@width * @height).times do |i|
playerCount += 1 if board[i].owner == 1
opponentCount += 1 if board[i].owner == 2
end
if @countUnplayedCards
playerCount += cards.length
opponentCount += opponentCards.length
end
result = 0
if playerCount == opponentCount
@scene.pbDisplayPaused(_INTL("The game is a draw."))
result = 3
if @trade == 1
# Keep only cards of your color
originalCards.each do |card|
$PokemonGlobal.triads.remove(card)
end
cards.each do |i|
$PokemonGlobal.triads.add(i)
end
(@width * @height).times do |i|
if board[i].owner == 1
card = GameData::Species.get_species_form(board[i].card.species, board[i].card.form).id
$PokemonGlobal.triads.add(card)
end
end
@scene.pbDisplayPaused(_INTL("Kept all cards of your color."))
end
elsif playerCount > opponentCount
@scene.pbDisplayPaused(_INTL("{1} won against {2}.", @playerName, @opponentName))
result = 1
if prize
species_data = GameData::Species.try_get(prize)
if species_data && $PokemonGlobal.triads.add(species_data.id)
@scene.pbDisplayPaused(_INTL("Got opponent's {1} card.", species_data.name))
end
else
case @trade
when 0 # Gain 1 random card from opponent's deck
card = originalOpponentCards[rand(originalOpponentCards.length)]
if $PokemonGlobal.triads.add(card)
cardname = GameData::Species.get(card).name
@scene.pbDisplayPaused(_INTL("Got opponent's {1} card.", cardname))
end
when 1 # Keep only cards of your color
originalCards.each do |card|
$PokemonGlobal.triads.remove(card)
end
cards.each do |i|
$PokemonGlobal.triads.add(i)
end
(@width * @height).times do |i|
if board[i].owner == 1
card = GameData::Species.get_species_form(board[i].card.species, board[i].card.form).id
$PokemonGlobal.triads.add(card)
end
end
@scene.pbDisplayPaused(_INTL("Kept all cards of your color."))
when 2 # Gain all opponent's cards
originalOpponentCards.each do |card|
$PokemonGlobal.triads.add(card)
end
@scene.pbDisplayPaused(_INTL("Got all opponent's cards."))
end
end
else
@scene.pbDisplayPaused(_INTL("{1} lost against {2}.", @playerName, @opponentName))
result = 2
case @trade
when 0 # Lose 1 random card from your deck
card = originalCards[rand(originalCards.length)]
$PokemonGlobal.triads.remove(card)
cardname = GameData::Species.get(card).name
@scene.pbDisplayPaused(_INTL("Opponent won your {1} card.", cardname))
when 1 # Keep only cards of your color
originalCards.each do |card|
$PokemonGlobal.triads.remove(card)
end
cards.each do |i|
$PokemonGlobal.triads.add(i)
end
(@width * @height).times do |i|
if board[i].owner == 1
card = GameData::Species.get_species_form(board[i].card.species, board[i].card.form).id
$PokemonGlobal.triads.add(card)
end
end
@scene.pbDisplayPaused(_INTL("Kept all cards of your color.", cardname))
when 2 # Lose all your cards
originalCards.each do |card|
$PokemonGlobal.triads.remove(card)
end
@scene.pbDisplayPaused(_INTL("Opponent won all your cards."))
end
end
@scene.pbEndScene
return result
end
end
#===============================================================================
# Start duel
#===============================================================================
def pbCanTriadDuel?
card_count = $PokemonGlobal.triads.total_cards
return card_count >= PokemonGlobalMetadata::MINIMUM_TRIAD_CARDS
end
def pbTriadDuel(name, minLevel, maxLevel, rules = nil, oppdeck = nil, prize = nil)
ret = 0
pbFadeOutInWithMusic {
scene = TriadScene.new
screen = TriadScreen.new(scene)
ret = screen.pbStartScreen(name, minLevel, maxLevel, rules, oppdeck, prize)
}
return ret
end
#===============================================================================
# Card storage
#===============================================================================
class PokemonGlobalMetadata
attr_writer :triads
MINIMUM_TRIAD_CARDS = 5
def triads
@triads = TriadStorage.new if !@triads
return @triads
end
end
class TriadStorage
attr_reader :items
MAX_PER_SLOT = 999 # Max. number of items per slot
def initialize
@items = []
end
def [](i)
return @items[i]
end
def length
return @items.length
end
def empty?
return @items.length == 0
end
def maxSize
return @items.length + 1
end
def clear
@items.clear
end
def get_item(index)
return nil if index < 0 || index >= @items.length
return @items[index][0]
end
# Number of the item in the given index
def get_item_count(index)
return 0 if index < 0 || index >= @items.length
return @items[index][1]
end
def quantity(item)
return ItemStorageHelper.quantity(@items, item)
end
def can_add?(item, qty = 1)
return ItemStorageHelper.can_add?(@items, self.maxSize, MAX_PER_SLOT, item, qty)
end
def add(item, qty = 1)
return ItemStorageHelper.add(@items, self.maxSize, MAX_PER_SLOT, item, qty)
end
def remove(item, qty = 1)
return ItemStorageHelper.remove(@items, item, qty)
end
def total_cards
ret = 0
@items.each { |itm| ret += itm[1] }
return ret
end
end
#===============================================================================
# Card shop screen
#===============================================================================
def pbBuyTriads
commands = []
realcommands = []
GameData::Species.each_species do |s|
next if !$player.owned?(s.species)
price = TriadCard.new(s.id).price
commands.push([price, s.name, _INTL("{1} - ${2}", s.name, price.to_s_formatted), s.id])
end
if commands.length == 0
pbMessage(_INTL("There are no cards that you can buy."))
return
end
commands.sort! { |a, b| a[1] <=> b[1] } # Sort alphabetically
commands.each do |command|
realcommands.push(command[2])
end
# Scroll right before showing screen
pbScrollMap(4, 3, 5)
cmdwindow = Window_CommandPokemonEx.newWithSize(realcommands, 0, 0, Graphics.width / 2, Graphics.height)
cmdwindow.z = 99999
goldwindow = Window_UnformattedTextPokemon.newWithSize(
_INTL("Money:\r\n{1}", pbGetGoldString), 0, 0, 32, 32
)
goldwindow.resizeToFit(goldwindow.text, Graphics.width)
goldwindow.x = Graphics.width - goldwindow.width
goldwindow.y = 0
goldwindow.z = 99999
preview = Sprite.new
preview.x = (Graphics.width * 3 / 4) - 40
preview.y = (Graphics.height / 2) - 48
preview.z = 4
preview.bitmap = TriadCard.new(commands[cmdwindow.index][3]).createBitmap(1)
olditem = commands[cmdwindow.index][3]
Graphics.frame_reset
loop do
Graphics.update
Input.update
cmdwindow.active = true
cmdwindow.update
goldwindow.update
if commands[cmdwindow.index][3] != olditem
preview.bitmap&.dispose
preview.bitmap = TriadCard.new(commands[cmdwindow.index][3]).createBitmap(1)
olditem = commands[cmdwindow.index][3]
end
if Input.trigger?(Input::BACK)
break
elsif Input.trigger?(Input::USE)
price = commands[cmdwindow.index][0]
item = commands[cmdwindow.index][3]
itemname = commands[cmdwindow.index][1]
cmdwindow.active = false
cmdwindow.update
if $player.money < price
pbMessage(_INTL("You don't have enough money."))
next
end
maxafford = (price <= 0) ? 99 : $player.money / price
maxafford = 99 if maxafford > 99
params = ChooseNumberParams.new
params.setRange(1, maxafford)
params.setInitialValue(1)
params.setCancelValue(0)
quantity = pbMessageChooseNumber(
_INTL("The {1} card? Certainly. How many would you like?", itemname), params
)
next if quantity <= 0
price *= quantity
next if !pbConfirmMessage(_INTL("{1}, and you want {2}. That will be ${3}. OK?", itemname, quantity, price.to_s_formatted))
if $player.money < price
pbMessage(_INTL("You don't have enough money."))
next
end
if !$PokemonGlobal.triads.can_add?(item, quantity)
pbMessage(_INTL("You have no room for more cards."))
next
end
$PokemonGlobal.triads.add(item, quantity)
$player.money -= price
goldwindow.text = _INTL("Money:\r\n{1}", pbGetGoldString)
pbMessage(_INTL("Here you are! Thank you!\\se[Mart buy item]"))
end
end
cmdwindow.dispose
goldwindow.dispose
preview.bitmap&.dispose
preview.dispose
Graphics.frame_reset
# Scroll right before showing screen
pbScrollMap(6, 3, 5)
end
def pbSellTriads
total_cards = 0
commands = []
$PokemonGlobal.triads.length.times do |i|
item = $PokemonGlobal.triads[i]
speciesname = GameData::Species.get(item[0]).name
commands.push(_INTL("{1} x{2}", speciesname, item[1]))
total_cards += item[1]
end
commands.push(_INTL("CANCEL"))
if total_cards == 0
pbMessage(_INTL("You have no cards."))
return
end
# Scroll right before showing screen
pbScrollMap(4, 3, 5)
cmdwindow = Window_CommandPokemonEx.newWithSize(commands, 0, 0, Graphics.width / 2, Graphics.height)
cmdwindow.z = 99999
goldwindow = Window_UnformattedTextPokemon.newWithSize(
_INTL("Money:\r\n{1}", pbGetGoldString), 0, 0, 32, 32
)
goldwindow.resizeToFit(goldwindow.text, Graphics.width)
goldwindow.x = Graphics.width - goldwindow.width
goldwindow.y = 0
goldwindow.z = 99999
preview = Sprite.new
preview.x = (Graphics.width * 3 / 4) - 40
preview.y = (Graphics.height / 2) - 48
preview.z = 4
item = $PokemonGlobal.triads.get_item(cmdwindow.index)
preview.bitmap = TriadCard.new(item).createBitmap(1)
olditem = $PokemonGlobal.triads.get_item(cmdwindow.index)
done = false
Graphics.frame_reset
until done
loop do
Graphics.update
Input.update
cmdwindow.active = true
cmdwindow.update
goldwindow.update
item = $PokemonGlobal.triads.get_item(cmdwindow.index)
if olditem != item
preview.bitmap&.dispose
if item
preview.bitmap = TriadCard.new(item).createBitmap(1)
end
olditem = item
end
if Input.trigger?(Input::BACK)
done = true
break
end
if Input.trigger?(Input::USE)
if cmdwindow.index >= $PokemonGlobal.triads.length
done = true
break
end
item = $PokemonGlobal.triads.get_item(cmdwindow.index)
itemname = GameData::Species.get(item).name
quantity = $PokemonGlobal.triads.quantity(item)
price = TriadCard.new(item).price
if price == 0
pbDisplayPaused(_INTL("The {1} card? Oh, no. I can't buy that.", itemname))
break
end
cmdwindow.active = false
cmdwindow.update
if quantity > 1
params = ChooseNumberParams.new
params.setRange(1, quantity)
params.setInitialValue(1)
params.setCancelValue(0)
quantity = pbMessageChooseNumber(
_INTL("The {1} card? How many would you like to sell?", itemname), params
)
end
if quantity > 0
price /= 4
price *= quantity
if pbConfirmMessage(_INTL("I can pay ${1}. Would that be OK?", price.to_s_formatted))
$player.money += price
goldwindow.text = _INTL("Money:\r\n{1}", pbGetGoldString)
$PokemonGlobal.triads.remove(item, quantity)
pbMessage(_INTL("Turned over the {1} card and received ${2}.\\se[Mart buy item]", itemname, price.to_s_formatted))
commands = []
$PokemonGlobal.triads.length.times do |i|
item = $PokemonGlobal.triads[i]
speciesname = GameData::Species.get(item[0]).name
commands.push(_INTL("{1} x{2}", speciesname, item[1]))
end
commands.push(_INTL("CANCEL"))
cmdwindow.commands = commands
break
end
end
end
end
end
cmdwindow.dispose
goldwindow.dispose
preview.bitmap&.dispose
preview.dispose
Graphics.frame_reset
# Scroll right before showing screen
pbScrollMap(6, 3, 5)
end
def pbTriadList
total_cards = 0
commands = []
$PokemonGlobal.triads.length.times do |i|
item = $PokemonGlobal.triads[i]
speciesname = GameData::Species.get(item[0]).name
commands.push(_INTL("{1} x{2}", speciesname, item[1]))
total_cards += item[1]
end
commands.push(_INTL("CANCEL"))
if total_cards == 0
pbMessage(_INTL("You have no cards."))
return
end
cmdwindow = Window_CommandPokemonEx.newWithSize(commands, 0, 0, Graphics.width / 2, Graphics.height)
cmdwindow.z = 99999
sprite = Sprite.new
sprite.x = (Graphics.width / 2) + 40
sprite.y = 48
sprite.z = 99999
done = false
lastIndex = -1
until done
loop do
Graphics.update
Input.update
cmdwindow.update
if lastIndex != cmdwindow.index
sprite.bitmap&.dispose
if cmdwindow.index < $PokemonGlobal.triads.length
sprite.bitmap = TriadCard.new($PokemonGlobal.triads.get_item(cmdwindow.index)).createBitmap(1)
end
lastIndex = cmdwindow.index
end
if Input.trigger?(Input::BACK) ||
(Input.trigger?(Input::USE) && cmdwindow.index >= $PokemonGlobal.triads.length)
done = true
break
end
end
end
cmdwindow.dispose
sprite.dispose
end
#===============================================================================
# Give the player a particular card
#===============================================================================
def pbGiveTriadCard(species, quantity = 1)
sp = GameData::Species.try_get(species)
return false if !sp
return false if !$PokemonGlobal.triads.can_add?(sp.id, quantity)
$PokemonGlobal.triads.add(sp.id, quantity)
return true
end