mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2026-07-22 07:37:00 +00:00
142 lines
3.9 KiB
Ruby
142 lines
3.9 KiB
Ruby
# frozen_string_literal: true
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SURF_SPLASH_ANIMATION_ID = 31
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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 @surf_patches
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@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 % 60 != 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 = 4
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attr_accessor :shape
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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 = {} # Use hash with key format "x,y" for O(1) lookups
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visited["#{center_pos[0]},#{center_pos[1]}"] = true
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queue = [center_pos]
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# Pre-shuffle directions once
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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]].shuffle
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map_id = $game_map.map_id # Cache map_id
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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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directions.take(rand(1..4)).each do |dx, dy|
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nx, ny = cx + dx, cy + dy
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key = "#{nx},#{ny}"
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next if visited[key]
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# Check terrain validity immediately before adding
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terrain = $MapFactory.getTerrainTag(map_id, nx, ny, false)
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next unless terrain&.can_surf
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next unless $game_map.playerPassable?(nx, ny, 2)
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visited[key] = true
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new_pos = [nx, ny]
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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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area
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end
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end
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def animate_surf_water_splashes
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return unless $game_temp.surf_patches
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$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 |x_pos, y_pos|
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$scene.spriteset.addUserAnimation(SURF_SPLASH_ANIMATION_ID, x_pos, y_pos, true, -1)
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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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return if $PokemonGlobal.stepcount % 5 != 0
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return unless rand < 0.1
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spawnSurfSplashPatch
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end
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# Events.onStepTaken += proc { |sender, e|
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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 $PokemonGlobal.surfing
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#
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# player_pos = [$game_player.x, $game_player.y] # Cache player position
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#
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# if $game_temp.surf_patches
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# # Use reverse_each to safely delete while iterating
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# $game_temp.surf_patches.reverse_each.with_index do |patch, reverse_idx|
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# next unless patch && patch.shape
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#
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# if patch.shape.include?(player_pos)
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# next if rand(100) > 25
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#
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# # Calculate actual index for deletion
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# actual_idx = $game_temp.surf_patches.length - 1 - reverse_idx
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# $game_temp.surf_patches.delete_at(actual_idx)
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#
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# echoln "surf patch encounter!"
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# wild_pokemon = $PokemonEncounters.choose_wild_pokemon(:Water)
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# if wild_pokemon
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# pbWildBattle(wild_pokemon[0], wild_pokemon[1])
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# else
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# pbItemBall(:OLDBOOT)
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# end
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# break
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# end
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# end
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# end
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#
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# try_spawn_surf_water_splashes
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# }
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def spawnSurfSplashPatch
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$game_temp.initializeSurfPatches unless $game_temp.surf_patches
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patch_size = rand(3..6) # Faster than .sample for small ranges
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splash_patch = SurfPatch.new(patch_size)
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$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 |