mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
544 lines
18 KiB
Ruby
544 lines
18 KiB
Ruby
#===============================================================================
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#
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#===============================================================================
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class UI::MartStockWrapper
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def initialize(stock)
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@stock = stock
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refresh
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end
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def length
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return @stock.length
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end
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def [](index)
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return @stock[index]
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end
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def buy_price(item)
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return 0 if item.nil?
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if $game_temp.mart_prices && $game_temp.mart_prices[item]
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return $game_temp.mart_prices[item][0] if $game_temp.mart_prices[item][0] > 0
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end
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return GameData::Item.get(item).price
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end
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def buy_price_string(item)
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price = buy_price(item)
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return _INTL("${1}", price.to_s_formatted)
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end
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def sell_price(item)
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return 0 if item.nil?
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if $game_temp.mart_prices && $game_temp.mart_prices[item]
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return $game_temp.mart_prices[item][1] if $game_temp.mart_prices[item][1] >= 0
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end
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return GameData::Item.get(item).sell_price
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end
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def refresh
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@stock.delete_if { |itm| GameData::Item.get(itm).is_important? && $bag.has?(itm) }
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end
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end
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#===============================================================================
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# Pokémon Mart.
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#===============================================================================
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class UI::MartVisualsList < Window_DrawableCommand
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def initialize(stock, x, y, width, height, viewport = nil)
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@stock = stock
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super(x, y, width, height, viewport)
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@selarrow = AnimatedBitmap.new(bag_folder + "cursor")
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@baseColor = UI::MartVisuals::TEXT_COLOR_THEMES[:black][0]
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@shadowColor = UI::MartVisuals::TEXT_COLOR_THEMES[:black][1]
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self.windowskin = nil
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end
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#-----------------------------------------------------------------------------
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def itemCount
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return @stock.length + 1 # The extra 1 is the Cancel option
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end
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def bag_folder
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return UI::MartVisuals::UI_FOLDER + UI::MartVisuals::GRAPHICS_FOLDER
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end
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def item_id
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return (self.index >= @stock.length) ? nil : @stock[self.index]
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end
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def expensive_base_color=(value)
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@expensive_base_color = value
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end
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def expensive_shadow_color=(value)
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@expensive_shadow_color = value
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end
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def expensive?(this_item)
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return @stock.buy_price(this_item) > $player.money
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end
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#-----------------------------------------------------------------------------
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# This draws all the visible options first, and then draws the cursor.
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def refresh
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@item_max = itemCount
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update_cursor_rect
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dwidth = self.width - self.borderX
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dheight = self.height - self.borderY
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self.contents = pbDoEnsureBitmap(self.contents, dwidth, dheight)
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self.contents.clear
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@item_max.times do |i|
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next if i < self.top_item || i > self.top_item + self.page_item_max
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drawItem(i, @item_max, itemRect(i))
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end
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drawCursor(self.index, itemRect(self.index))
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end
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def drawItem(index, count, rect)
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textpos = []
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rect = drawCursor(index, rect)
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ypos = rect.y
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this_item = @stock[index]
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if this_item
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# Draw item name
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item_name = GameData::Item.get(this_item).display_name
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textpos.push([item_name, rect.x, ypos + 2, :left, self.baseColor, self.shadowColor])
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# Draw item price
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price = @stock.buy_price_string(this_item)
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price_width = self.contents.text_size(price).width
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price_x = rect.x + rect.width - price_width - 2 - 16
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expensive = expensive?(this_item)
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price_base_color = (expensive) ? @expensive_base_color || self.baseColor : self.baseColor
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price_shadow_color = (expensive) ? @expensive_shadow_color || self.shadowColor : self.shadowColor
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textpos.push([price, price_x, ypos + 2, :left, price_base_color, price_shadow_color])
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else
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textpos.push([_INTL("CANCEL"), rect.x, ypos + 2, :left, self.baseColor, self.shadowColor])
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end
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pbDrawTextPositions(self.contents, textpos)
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class UI::MartVisuals < UI::BaseVisuals
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attr_reader :pocket
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GRAPHICS_FOLDER = "Mart/" # Subfolder in Graphics/UI
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TEXT_COLOR_THEMES = { # These color themes are added to @sprites[:overlay]
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:default => [Color.new(248, 248, 248), Color.new(56, 56, 56)], # Base and shadow colour
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:white => [Color.new(248, 248, 248), Color.new(56, 56, 56)],
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:black => [Color.new(88, 88, 80), Color.new(168, 184, 184)],
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:expensive => [Color.new(224, 0, 0), Color.new(248, 144, 144)]
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}
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ITEMS_VISIBLE = 7
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def initialize(stock, bag)
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@stock = stock
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@bag = bag
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super()
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end
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def initialize_sprites
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initialize_item_list
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initialize_item_sprites
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initialize_money_window
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initialize_bag_quantity_window
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end
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def initialize_item_list
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@sprites[:item_list] = UI::MartVisualsList.new(@stock, 152, 10, 374, 38 + (ITEMS_VISIBLE * 32), @viewport)
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@sprites[:item_list].expensive_base_color = TEXT_COLOR_THEMES[:expensive][0]
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@sprites[:item_list].expensive_shadow_color = TEXT_COLOR_THEMES[:expensive][1]
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@sprites[:item_list].active = false
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end
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def initialize_item_sprites
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# Selected item's icon
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@sprites[:item_icon] = ItemIconSprite.new(48, Graphics.height - 48, nil, @viewport)
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# Selected item's description text box
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@sprites[:item_description] = Window_UnformattedTextPokemon.newWithSize(
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"", 80, 272, Graphics.width - 98, 128, @viewport
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)
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@sprites[:item_description].baseColor = TEXT_COLOR_THEMES[:white][0]
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@sprites[:item_description].shadowColor = TEXT_COLOR_THEMES[:white][1]
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@sprites[:item_description].visible = true
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@sprites[:item_description].windowskin = nil
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end
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def initialize_money_window
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@sprites[:money_window] = Window_AdvancedTextPokemon.newWithSize("", 0, 0, 162, 96, @viewport)
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@sprites[:money_window].setSkin("Graphics/Windowskins/goldskin")
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@sprites[:money_window].baseColor = TEXT_COLOR_THEMES[:black][0]
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@sprites[:money_window].shadowColor = TEXT_COLOR_THEMES[:black][1]
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@sprites[:money_window].letterbyletter = false
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@sprites[:money_window].visible = true
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end
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def initialize_bag_quantity_window
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@sprites[:bag_quantity_window] = Window_AdvancedTextPokemon.newWithSize(
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_INTL("In Bag:<r>{1}", @bag.quantity(item)), 0, 0, 162, 64, @viewport
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)
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@sprites[:bag_quantity_window].setSkin("Graphics/Windowskins/goldskin")
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@sprites[:bag_quantity_window].baseColor = TEXT_COLOR_THEMES[:black][0]
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@sprites[:bag_quantity_window].shadowColor = TEXT_COLOR_THEMES[:black][1]
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@sprites[:bag_quantity_window].letterbyletter = false
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@sprites[:bag_quantity_window].visible = true
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@sprites[:bag_quantity_window].y = Graphics.height - 102 - @sprites[:bag_quantity_window].height
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end
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#-----------------------------------------------------------------------------
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def index
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return @sprites[:item_list].index
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end
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def set_index(value)
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@sprites[:item_list].index = value
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refresh_on_index_changed(nil)
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end
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def item
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return @sprites[:item_list].item_id
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end
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def show_money_window
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@sprites[:money_window].visible = true
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end
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def hide_money_window
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@sprites[:money_window].visible = false
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end
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def show_bag_quantity_window
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@sprites[:bag_quantity_window].visible = true
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end
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def hide_bag_quantity_window
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@sprites[:bag_quantity_window].visible = false
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end
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#-----------------------------------------------------------------------------
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def refresh
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refresh_item_list
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refresh_selected_item
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refresh_money_window
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end
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def refresh_item_list
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@sprites[:item_list].refresh
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end
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def refresh_selected_item
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selected_item = item
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# Set the selected item's icon
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@sprites[:item_icon].item = selected_item
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# Set the selected item's description
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if selected_item
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@sprites[:item_description].text = GameData::Item.get(selected_item).description
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else
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@sprites[:item_description].text = _INTL("Quit shopping.")
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end
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refresh_bag_quantity_window
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end
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def refresh_bag_quantity_window
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@sprites[:bag_quantity_window].text = _INTL("In Bag:<r>{1}", @bag.quantity(item))
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(item) ? show_bag_quantity_window : hide_bag_quantity_window
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end
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def refresh_money_window
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@sprites[:money_window].text = _INTL("Money:\n<r>${1}", $player.money.to_s_formatted)
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end
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def refresh_on_index_changed(old_index)
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refresh_selected_item
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end
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#-----------------------------------------------------------------------------
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def update_input
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# Check for interaction
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if Input.trigger?(Input::USE)
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return update_interaction(Input::USE)
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elsif Input.trigger?(Input::BACK)
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return update_interaction(Input::BACK)
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end
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return nil
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end
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def update_interaction(input)
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case input
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when Input::USE
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if item
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pbPlayDecisionSE
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return :interact
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end
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pbPlayCloseMenuSE
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return :quit
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when Input::BACK
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pbPlayCloseMenuSE
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return :quit
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end
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return nil
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end
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def navigate
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@sprites[:item_list].active = true
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ret = super
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@sprites[:item_list].active = false
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return ret
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class UI::Mart < UI::BaseScreen
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attr_reader :stock, :bag
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SCREEN_ID = :mart_screen
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def initialize(stock, bag)
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pbScrollMap(6, 5, 5) # Direction 6 (right), 5 tiles, speed 5 (cycling speed, 10 tiles/second)
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@bag = bag
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initialize_stock(stock)
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super()
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end
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def initialize_stock(stock)
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@stock = UI::MartStockWrapper.new(stock)
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end
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def initialize_visuals
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@visuals = UI::MartVisuals.new(@stock, @bag)
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end
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def start_screen
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pbSEPlay("GUI menu open")
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end
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def end_screen
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return if @disposed
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pbPlayCloseMenuSE
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silent_end_screen
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pbScrollMap(4, 5, 5) # Direction 4 (left), 5 tiles, speed 5 (cycling speed, 10 tiles/second)
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end
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#-----------------------------------------------------------------------------
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def item
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return nil if @visuals.item.nil?
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return GameData::Item.get(@visuals.item)
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end
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end
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#===============================================================================
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#
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#===============================================================================
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UIActionHandlers.add(UI::Mart::SCREEN_ID, :interact, {
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:effect => proc { |screen|
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item = screen.item
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item_price = screen.stock.buy_price(item)
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# Check affordability
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if $player.money < item_price
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screen.show_message(_INTL("You don't have enough money."))
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next
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end
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# Choose how many of the item to buy
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quantity = 0
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if item.is_important?
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quantity = 1
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next if !screen.show_confirm_message(
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_INTL("So you want the {1}?\nIt'll be ${2}. All right?",
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item.portion_name, item_price.to_s_formatted)
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)
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else
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max_quantity = (item_price <= 0) ? PokemonBag::MAX_PER_SLOT : $player.money / item_price
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max_quantity = [max_quantity, PokemonBag::MAX_PER_SLOT].min
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quantity = screen.choose_number_as_money_multiplier(
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_INTL("How many {1} would you like?", item.portion_name_plural), item_price, max_quantity
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)
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next if quantity == 0
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item_price *= quantity
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if quantity > 1
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next if !screen.show_confirm_message(
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_INTL("So you want {1} {2}?\nThey'll be ${3}. All right?",
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quantity, item.portion_name_plural, item_price.to_s_formatted)
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)
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elsif quantity > 0
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next if !screen.show_confirm_message(
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_INTL("So you want {1} {2}?\nIt'll be ${3}. All right?",
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quantity, item.portion_name, item_price.to_s_formatted)
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)
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end
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end
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# Check affordability (should always be possible, but just make sure)
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if $player.money < item_price
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screen.show_message(_INTL("You don't have enough money."))
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next
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end
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# Check the item can be put in the Bag
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if !screen.bag.can_add?(item.id, quantity)
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screen.show_message(_INTL("You have no room in your Bag."))
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next
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end
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# Add the bought item(s)
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screen.bag.add(item.id, quantity)
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$stats.money_spent_at_marts += item_price
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$stats.mart_items_bought += quantity
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$player.money -= item_price
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screen.stock.refresh
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screen.refresh
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screen.show_message(_INTL("Here you are! Thank you!")) { pbSEPlay("Mart buy item") }
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# Give bonus Premier Ball(s)
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if quantity >= 10 && item.is_poke_ball? && GameData::Item.exists?(:PREMIERBALL)
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if Settings::MORE_BONUS_PREMIER_BALLS || item.id == :POKEBALL
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premier_balls_earned = (Settings::MORE_BONUS_PREMIER_BALLS) ? (quantity / 10) : 1
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premier_balls_added = 0
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premier_balls_earned.times do
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break if !screen.bag.add(:PREMIERBALL)
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premier_balls_added += 1
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end
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if premier_balls_added > 0
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$stats.premier_balls_earned += premier_balls_added
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if premier_balls_added > 1
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ball_name = GameData::Item.get(:PREMIERBALL).portion_name_plural
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else
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ball_name = GameData::Item.get(:PREMIERBALL).portion_name
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end
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screen.show_message(_INTL("And have {1} {2} on the house!", premier_balls_added, ball_name))
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end
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end
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end
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}
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})
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#===============================================================================
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#
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#===============================================================================
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class UI::BagSellVisuals < UI::BagVisuals
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def initialize(bag, stock, mode = :choose_item)
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@stock = stock
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super(bag, mode: mode)
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end
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def initialize_sprites
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super
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@sprites[:money_window] = Window_AdvancedTextPokemon.newWithSize("", 0, 36, 184, 96, @viewport)
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@sprites[:money_window].setSkin("Graphics/Windowskins/goldskin")
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@sprites[:money_window].z = 2000
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@sprites[:money_window].baseColor = TEXT_COLOR_THEMES[:black][0]
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@sprites[:money_window].shadowColor = TEXT_COLOR_THEMES[:black][1]
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@sprites[:money_window].letterbyletter = false
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@sprites[:money_window].visible = true
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@sprites[:unit_price_window] = Window_AdvancedTextPokemon.newWithSize("", 0, 184, 184, 96, @viewport)
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@sprites[:unit_price_window].setSkin("Graphics/Windowskins/goldskin")
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@sprites[:unit_price_window].z = 2000
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@sprites[:unit_price_window].baseColor = TEXT_COLOR_THEMES[:black][0]
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@sprites[:unit_price_window].shadowColor = TEXT_COLOR_THEMES[:black][1]
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@sprites[:unit_price_window].letterbyletter = false
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@sprites[:unit_price_window].visible = true
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end
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def refresh
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super
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@sprites[:money_window].text = _INTL("Money:\n<r>${1}", $player.money.to_s_formatted)
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refresh_unit_price_window
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end
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def refresh_input_indicators; end
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def refresh_unit_price_window
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@sprites[:unit_price_window].visible = (!item.nil?)
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return if item.nil?
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price = @stock.sell_price(item)
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if GameData::Item.get(item).is_important? || price == 0
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@sprites[:unit_price_window].text = _INTL("You can't sell this item.")
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else
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@sprites[:unit_price_window].text = _INTL("Price each:\n<r>${1}", price.to_s_formatted)
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end
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end
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def refresh_on_index_changed(old_index)
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refresh_unit_price_window
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class UI::BagSell < UI::Bag
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def initialize(bag, mode: :choose_item)
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@stock = UI::MartStockWrapper.new([])
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super(bag, mode: mode)
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end
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def initialize_visuals
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@visuals = UI::BagSellVisuals.new(@bag, @stock, mode: @mode)
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end
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def sell_items
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choose_item do |item|
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item_data = GameData::Item.get(item)
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item_name = item_data.portion_name
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item_name_plural = item_data.portion_name_plural
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price = @stock.sell_price(item)
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# Ensure item can be sold
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if item_data.is_important? || price == 0
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show_message(_INTL("Oh, no. I can't buy {1}.", item_name_plural))
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next
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end
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# Choose a quantity of the item to sell
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quantity = @bag.quantity(item)
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if quantity > 1
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quantity = choose_number_as_money_multiplier(
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_INTL("How many {1} would you like to sell?", item_name_plural), price, quantity
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)
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end
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next if quantity == 0
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# Sell the item(s)
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price *= quantity
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if show_confirm_message(_INTL("I can pay ${1}.\nWould that be OK?", price.to_s_formatted))
|
|
@bag.remove(item, quantity)
|
|
old_money = $player.money
|
|
$player.money += price
|
|
$stats.money_earned_at_marts += $player.money - old_money
|
|
refresh
|
|
sold_item_name = (quantity > 1) ? item_name_plural : item_name
|
|
show_message(_INTL("You turned over the {1} and got ${2}.",
|
|
sold_item_name, price.to_s_formatted)) { pbSEPlay("Mart buy item") }
|
|
end
|
|
next false
|
|
end
|
|
end
|
|
end
|
|
|
|
#===============================================================================
|
|
#
|
|
#===============================================================================
|
|
def pbPokemonMart(stock, speech = nil, cannot_sell = false)
|
|
commands = {}
|
|
commands[:buy] = _INTL("I'm here to buy")
|
|
commands[:sell] = _INTL("I'm here to sell") if !cannot_sell
|
|
commands[:cancel] = _INTL("No, thanks")
|
|
cmd = pbMessage(speech || _INTL("Welcome! How may I help you?"), commands.values, commands.length)
|
|
loop do
|
|
case commands.keys[cmd]
|
|
when :buy
|
|
UI::Mart.new(stock, $bag).main
|
|
when :sell
|
|
pbFadeOutIn { UI::BagSell.new($bag).sell_items }
|
|
else
|
|
pbMessage(_INTL("Do come again!"))
|
|
break
|
|
end
|
|
cmd = pbMessage(_INTL("Is there anything else I can do for you?"), commands.values, commands.length, nil, cmd)
|
|
end
|
|
$game_temp.clear_mart_prices
|
|
end
|