Files
infinitefusion-e18/Data/Scripts/016_UI/021_UI_BattlePointShop.rb
2023-05-06 22:45:50 +01:00

523 lines
16 KiB
Ruby

#===============================================================================
# Abstraction layer for Pokemon Essentials
#===============================================================================
class BattlePointShopAdapter
def getBP
return $player.battle_points
end
def getBPString
return _INTL("{1} BP", $player.battle_points.to_s_formatted)
end
def setBP(value)
$player.battle_points = value
end
def getInventory
return $bag
end
def getName(item)
return GameData::Item.get(item).portion_name
end
def getNamePlural(item)
return GameData::Item.get(item).portion_name_plural
end
def getDisplayName(item)
item_name = GameData::Item.get(item).name
if GameData::Item.get(item).is_machine?
machine = GameData::Item.get(item).move
item_name = _INTL("{1} {2}", item_name, GameData::Move.get(machine).name)
end
return item_name
end
def getDisplayNamePlural(item)
item_name_plural = GameData::Item.get(item).name_plural
if GameData::Item.get(item).is_machine?
machine = GameData::Item.get(item).move
item_name_plural = _INTL("{1} {2}", item_name_plural, GameData::Move.get(machine).name)
end
return item_name_plural
end
def getDescription(item)
return GameData::Item.get(item).description
end
def getItemIcon(item)
return (item) ? GameData::Item.icon_filename(item) : nil
end
# Unused
def getItemIconRect(_item)
return Rect.new(0, 0, 48, 48)
end
def getQuantity(item)
return $bag.quantity(item)
end
def showQuantity?(item)
return !GameData::Item.get(item).is_important?
end
def getPrice(item)
if $game_temp.mart_prices && $game_temp.mart_prices[item]
if $game_temp.mart_prices[item][0] > 0
return $game_temp.mart_prices[item][0]
end
end
return GameData::Item.get(item).bp_price
end
def getDisplayPrice(item, selling = false)
price = getPrice(item).to_s_formatted
return _INTL("{1} BP", price)
end
def addItem(item)
return $bag.add(item)
end
def removeItem(item)
return $bag.remove(item)
end
end
#===============================================================================
# Battle Point Shop
#===============================================================================
class Window_BattlePointShop < Window_DrawableCommand
def initialize(stock, adapter, x, y, width, height, viewport = nil)
@stock = stock
@adapter = adapter
super(x, y, width, height, viewport)
@selarrow = AnimatedBitmap.new("Graphics/UI/Mart/cursor")
@baseColor = Color.new(88, 88, 80)
@shadowColor = Color.new(168, 184, 184)
self.windowskin = nil
end
def itemCount
return @stock.length + 1
end
def item
return (self.index >= @stock.length) ? nil : @stock[self.index]
end
def drawItem(index, count, rect)
textpos = []
rect = drawCursor(index, rect)
ypos = rect.y
if index == count - 1
textpos.push([_INTL("CANCEL"), rect.x, ypos + 2, :left, self.baseColor, self.shadowColor])
else
item = @stock[index]
itemname = @adapter.getDisplayName(item)
qty = @adapter.getDisplayPrice(item)
sizeQty = self.contents.text_size(qty).width
xQty = rect.x + rect.width - sizeQty - 2 - 16
textpos.push([itemname, rect.x, ypos + 2, :left, self.baseColor, self.shadowColor])
textpos.push([qty, xQty, ypos + 2, :left, self.baseColor, self.shadowColor])
end
pbDrawTextPositions(self.contents, textpos)
end
end
#===============================================================================
#
#===============================================================================
class BattlePointShop_Scene
def update
pbUpdateSpriteHash(@sprites)
@subscene&.pbUpdate
end
def pbRefresh
if @subscene
@subscene.pbRefresh
else
itemwindow = @sprites["itemwindow"]
@sprites["icon"].item = itemwindow.item
@sprites["itemtextwindow"].text =
(itemwindow.item) ? @adapter.getDescription(itemwindow.item) : _INTL("Quit shopping.")
@sprites["qtywindow"].visible = !itemwindow.item.nil?
@sprites["qtywindow"].text = _INTL("In Bag:<r>{1}", @adapter.getQuantity(itemwindow.item))
@sprites["qtywindow"].y = Graphics.height - 102 - @sprites["qtywindow"].height
itemwindow.refresh
end
@sprites["battlepointwindow"].text = _INTL("Battle Points:\n<r>{1}", @adapter.getBPString)
end
def pbStartScene(stock, adapter)
# Scroll right before showing screen
pbScrollMap(6, 5, 5)
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@viewport.z = 99999
@stock = stock
@adapter = adapter
@sprites = {}
@sprites["background"] = IconSprite.new(0, 0, @viewport)
@sprites["background"].setBitmap("Graphics/UI/Mart/bg")
@sprites["icon"] = ItemIconSprite.new(36, Graphics.height - 50, nil, @viewport)
winAdapter = BattlePointShopAdapter.new
@sprites["itemwindow"] = Window_BattlePointShop.new(
stock, winAdapter, Graphics.width - 316 - 16, 10, 330 + 16, Graphics.height - 124
)
@sprites["itemwindow"].viewport = @viewport
@sprites["itemwindow"].index = 0
@sprites["itemwindow"].refresh
@sprites["itemtextwindow"] = Window_UnformattedTextPokemon.newWithSize(
"", 64, Graphics.height - 96 - 16, Graphics.width - 64, 128, @viewport
)
pbPrepareWindow(@sprites["itemtextwindow"])
@sprites["itemtextwindow"].baseColor = Color.new(248, 248, 248)
@sprites["itemtextwindow"].shadowColor = Color.new(0, 0, 0)
@sprites["itemtextwindow"].windowskin = nil
@sprites["helpwindow"] = Window_AdvancedTextPokemon.new("")
pbPrepareWindow(@sprites["helpwindow"])
@sprites["helpwindow"].visible = false
@sprites["helpwindow"].viewport = @viewport
pbBottomLeftLines(@sprites["helpwindow"], 1)
@sprites["battlepointwindow"] = Window_AdvancedTextPokemon.new("")
pbPrepareWindow(@sprites["battlepointwindow"])
@sprites["battlepointwindow"].setSkin("Graphics/Windowskins/goldskin")
@sprites["battlepointwindow"].visible = true
@sprites["battlepointwindow"].viewport = @viewport
@sprites["battlepointwindow"].x = 0
@sprites["battlepointwindow"].y = 0
@sprites["battlepointwindow"].width = 190
@sprites["battlepointwindow"].height = 96
@sprites["battlepointwindow"].baseColor = Color.new(88, 88, 80)
@sprites["battlepointwindow"].shadowColor = Color.new(168, 184, 184)
@sprites["qtywindow"] = Window_AdvancedTextPokemon.new("")
pbPrepareWindow(@sprites["qtywindow"])
@sprites["qtywindow"].setSkin("Graphics/Windowskins/goldskin")
@sprites["qtywindow"].viewport = @viewport
@sprites["qtywindow"].width = 190
@sprites["qtywindow"].height = 64
@sprites["qtywindow"].baseColor = Color.new(88, 88, 80)
@sprites["qtywindow"].shadowColor = Color.new(168, 184, 184)
@sprites["qtywindow"].text = _INTL("In Bag:<r>{1}", @adapter.getQuantity(@sprites["itemwindow"].item))
@sprites["qtywindow"].y = Graphics.height - 102 - @sprites["qtywindow"].height
pbDeactivateWindows(@sprites)
pbRefresh
Graphics.frame_reset
end
def pbEndScene
pbDisposeSpriteHash(@sprites)
@viewport.dispose
# Scroll left after showing screen
pbScrollMap(4, 5, 5)
end
def pbPrepareWindow(window)
window.visible = true
window.letterbyletter = false
end
def pbShowBattlePoints
pbRefresh
@sprites["battlepointwindow"].visible = true
end
def pbHideBattlePoints
pbRefresh
@sprites["battlepointwindow"].visible = false
end
def pbShowQuantity
pbRefresh
@sprites["qtywindow"].visible = true
end
def pbHideQuantity
pbRefresh
@sprites["qtywindow"].visible = false
end
def pbDisplay(msg, brief = false)
cw = @sprites["helpwindow"]
cw.letterbyletter = true
cw.text = msg
pbBottomLeftLines(cw, 2)
cw.visible = true
i = 0
pbPlayDecisionSE
loop do
Graphics.update
Input.update
self.update
if !cw.busy?
return if brief
pbRefresh if i == 0
end
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
cw.resume if cw.busy?
end
return if i >= Graphics.frame_rate * 3 / 2
i += 1 if !cw.busy?
end
end
def pbDisplayPaused(msg)
cw = @sprites["helpwindow"]
cw.letterbyletter = true
cw.text = msg
pbBottomLeftLines(cw, 2)
cw.visible = true
yielded = false
pbPlayDecisionSE
loop do
Graphics.update
Input.update
wasbusy = cw.busy?
self.update
if !cw.busy? && !yielded
yield if block_given? # For playing SE as soon as the message is all shown
yielded = true
end
pbRefresh if !cw.busy? && wasbusy
if Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
if cw.resume && !cw.busy?
@sprites["helpwindow"].visible = false
break
end
end
end
end
def pbConfirm(msg)
dw = @sprites["helpwindow"]
dw.letterbyletter = true
dw.text = msg
dw.visible = true
pbBottomLeftLines(dw, 2)
commands = [_INTL("Yes"), _INTL("No")]
cw = Window_CommandPokemon.new(commands)
cw.viewport = @viewport
pbBottomRight(cw)
cw.y -= dw.height
cw.index = 0
pbPlayDecisionSE
loop do
cw.visible = !dw.busy?
Graphics.update
Input.update
cw.update
self.update
if Input.trigger?(Input::BACK) && dw.resume && !dw.busy?
cw.dispose
@sprites["helpwindow"].visible = false
return false
end
if Input.trigger?(Input::USE) && dw.resume && !dw.busy?
cw.dispose
@sprites["helpwindow"].visible = false
return (cw.index == 0)
end
end
end
def pbChooseNumber(helptext, item, maximum)
curnumber = 1
ret = 0
helpwindow = @sprites["helpwindow"]
itemprice = @adapter.getPrice(item)
itemprice /= 2 if !@buying
pbDisplay(helptext, true)
using(numwindow = Window_AdvancedTextPokemon.new("")) do # Showing number of items
pbPrepareWindow(numwindow)
numwindow.viewport = @viewport
numwindow.width = 224
numwindow.height = 64
numwindow.baseColor = Color.new(88, 88, 80)
numwindow.shadowColor = Color.new(168, 184, 184)
numwindow.text = _INTL("x{1}<r>{2} BP", curnumber, (curnumber * itemprice).to_s_formatted)
pbBottomRight(numwindow)
numwindow.y -= helpwindow.height
loop do
Graphics.update
Input.update
numwindow.update
update
oldnumber = curnumber
if Input.repeat?(Input::LEFT)
curnumber -= 10
curnumber = 1 if curnumber < 1
if curnumber != oldnumber
numwindow.text = _INTL("x{1}<r>{2} BP", curnumber, (curnumber * itemprice).to_s_formatted)
pbPlayCursorSE
end
elsif Input.repeat?(Input::RIGHT)
curnumber += 10
curnumber = maximum if curnumber > maximum
if curnumber != oldnumber
numwindow.text = _INTL("x{1}<r>{2} BP", curnumber, (curnumber * itemprice).to_s_formatted)
pbPlayCursorSE
end
elsif Input.repeat?(Input::UP)
curnumber += 1
curnumber = 1 if curnumber > maximum
if curnumber != oldnumber
numwindow.text = _INTL("x{1}<r>{2} BP", curnumber, (curnumber * itemprice).to_s_formatted)
pbPlayCursorSE
end
elsif Input.repeat?(Input::DOWN)
curnumber -= 1
curnumber = maximum if curnumber < 1
if curnumber != oldnumber
numwindow.text = _INTL("x{1}<r>{2} BP", curnumber, (curnumber * itemprice).to_s_formatted)
pbPlayCursorSE
end
elsif Input.trigger?(Input::USE)
ret = curnumber
break
elsif Input.trigger?(Input::BACK)
pbPlayCancelSE
ret = 0
break
end
end
end
helpwindow.visible = false
return ret
end
def pbChooseItem
itemwindow = @sprites["itemwindow"]
@sprites["helpwindow"].visible = false
pbActivateWindow(@sprites, "itemwindow") do
pbRefresh
loop do
Graphics.update
Input.update
olditem = itemwindow.item
self.update
pbRefresh if itemwindow.item != olditem
if Input.trigger?(Input::BACK)
pbPlayCloseMenuSE
return nil
elsif Input.trigger?(Input::USE)
if itemwindow.index < @stock.length
pbRefresh
return @stock[itemwindow.index]
else
return nil
end
end
end
end
end
end
#===============================================================================
#
#===============================================================================
class BattlePointShopScreen
def initialize(scene, stock)
@scene = scene
@stock = stock
@adapter = BattlePointShopAdapter.new
end
def pbConfirm(msg)
return @scene.pbConfirm(msg)
end
def pbDisplay(msg)
return @scene.pbDisplay(msg)
end
def pbDisplayPaused(msg, &block)
return @scene.pbDisplayPaused(msg, &block)
end
def pbBuyScreen
@scene.pbStartScene(@stock, @adapter)
item = nil
loop do
item = @scene.pbChooseItem
break if !item
quantity = 0
itemname = @adapter.getName(item)
itemnameplural = @adapter.getNamePlural(item)
price = @adapter.getPrice(item)
if @adapter.getBP < price
pbDisplayPaused(_INTL("You don't have enough BP."))
next
end
if GameData::Item.get(item).is_important?
next if !pbConfirm(_INTL("You would like the {1}?\nThat will be {2} BP.",
itemname, price.to_s_formatted))
quantity = 1
else
maxafford = (price <= 0) ? Settings::BAG_MAX_PER_SLOT : @adapter.getBP / price
maxafford = Settings::BAG_MAX_PER_SLOT if maxafford > Settings::BAG_MAX_PER_SLOT
quantity = @scene.pbChooseNumber(
_INTL("How many {1} would you like?", itemnameplural), item, maxafford
)
next if quantity == 0
price *= quantity
if quantity > 1
next if !pbConfirm(_INTL("You would like {1} {2}?\nThey'll be {3} BP.",
quantity, itemnameplural, price.to_s_formatted))
elsif quantity > 0
next if !pbConfirm(_INTL("So you want {1} {2}?\nIt'll be {3} BP.",
quantity, itemname, price.to_s_formatted))
end
end
if @adapter.getBP < price
pbDisplayPaused(_INTL("I'm sorry, you don't have enough BP."))
next
end
added = 0
quantity.times do
break if !@adapter.addItem(item)
added += 1
end
if added == quantity
$stats.battle_points_spent += price
# TODO: Add bpshop_items_bought to $stats?
# $stats.bpshop_items_bought += quantity
@adapter.setBP(@adapter.getBP - price)
@stock.delete_if { |itm| GameData::Item.get(itm).is_important? && $bag.has?(itm) }
pbDisplayPaused(_INTL("Here you are! Thank you!")) { pbSEPlay("Mart buy item") }
else
added.times do
if !@adapter.removeItem(item)
raise _INTL("Failed to delete stored items")
end
end
pbDisplayPaused(_INTL("You have no room in your Bag."))
end
end
@scene.pbEndScene
end
end
#===============================================================================
#
#===============================================================================
def pbBattlePointShop(stock, speech = nil)
stock.delete_if { |item| GameData::Item.get(item).is_important? && $bag.has?(item) }
if speech.nil?
pbMessage(_INTL("Welcome to the Exchange Service Corner!"))
pbMessage(_INTL("We can exchange your BP for fabulous items."))
else
pbMessage(speech)
end
scene = BattlePointShop_Scene.new
screen = BattlePointShopScreen.new(scene, stock)
screen.pbBuyScreen
pbMessage(_INTL("Thank you for visiting."))
pbMessage(_INTL("Please visit us again when you have saved up more BP."))
$game_temp.clear_mart_prices
end