Files
infinitefusion-e18/Data/Scripts/901_GameData/Animation.rb

251 lines
9.5 KiB
Ruby

module GameData
class Animation
attr_reader :type # :move, :opp_move, :common, :opp_common
attr_reader :move # Either the move's ID or the common animation's name
attr_reader :version # Hit number
attr_reader :name # Shown in the sublist; cosmetic only
# TODO: Boolean for not played if target is on user's side.
attr_reader :particles
attr_reader :flags
attr_reader :pbs_path # Whole path minus "PBS/Animations/" at start and ".txt" at end
DATA = {}
DATA_FILENAME = "animations.dat"
OPTIONAL = true
SCHEMA = {
# TODO: Add support for overworld animations.
"SectionName" => [:id, "esU", {"Move" => :move, "OppMove" => :opp_move,
"Common" => :common, "OppCommon" => :opp_common}],
"Name" => [:name, "s"],
# TODO: Target (Screen, User, UserAndTarget, etc. Determines which focuses
# a particle can be given and whether "Target" particle exists).
# TODO: DamageFrame (keyframe at which the battle continues, i.e. damage
# animations start playing).
"Flags" => [:flags, "*s"],
"Particle" => [:particles, "s"]
}
# For individual particles. All actions should have "^" in them.
# TODO: If more "SetXYZ"/"MoveXYZ" properties are added, ensure the "SetXYZ"
# ones are given a duration of 0 in def validate_compiled_animation.
SUB_SCHEMA = {
# These properties cannot be changed partway through the animation.
# TODO: "Name" isn't actually used; the name comes from the subsection
# written between <these> and uses "Particle" above.
# "Name" => [:name, "s"],
"Focus" => [:focus, "e", {"User" => :user, "Target" => :target,
"UserAndTarget" => :user_and_target, "Screen" => :screen}],
# TODO FlipIfFoe, RotateIfFoe kinds of thing.
# All properties below are "Set" or "Move". "Set" has the keyframe and the
# value, and "Move" has the keyframe, duration and the value. All are "^".
# "Set" is turned into "Move" with a duration (second value) of 0.
# TODO: The "MoveXYZ" commands will have optional easing (an enum).
"SetGraphic" => [:graphic, "^us"],
"SetFrame" => [:frame, "^uu"], # Frame within the graphic if it's a spritesheet
"MoveFrame" => [:frame, "^uuu"],
"SetBlending" => [:blending, "^uu"], # 0, 1 or 2
"SetFlip" => [:flip, "^ub"],
"SetX" => [:x, "^ui"],
"MoveX" => [:x, "^uui"],
"SetY" => [:y, "^ui"],
"MoveY" => [:y, "^uui"],
"SetZoomX" => [:zoom_x, "^uu"],
"MoveZoomX" => [:zoom_x, "^uuu"],
"SetZoomY" => [:zoom_y, "^uu"],
"MoveZoomY" => [:zoom_y, "^uuu"],
"SetAngle" => [:angle, "^ui"],
"MoveAngle" => [:angle, "^uui"],
# TODO: Remember that :visible defaults to false at the beginning for a
# particle, and becomes true automatically when the first command
# happens for that particle. For "User" and "Target", it defaults to
# true at the beginning instead. This affects the display of the
# particle's timeline and canvas sprite in the editor, as well as
# the animation player.
"SetVisible" => [:visible, "^ub"],
"SetOpacity" => [:opacity, "^uu"],
"MoveOpacity" => [:opacity, "^uuu"]
# TODO: SetPriority should be an enum. There should also be a property
# (set and move) for the sub-priority within that priority bracket.
# "SetPriority"
# TODO: Color.
# TODO: Tone.
# TODO: Play, PlayUserCry, PlayTargetCry.
# TODO: ScreenShake? Not sure how to work this yet. Edit def
# validate_compiled_animation like the "SE" particle does with the
# "Play"-type commands.
}
PARTICLE_DEFAULT_VALUES = {
# :name => "",
:focus => :screen
}
PARTICLE_KEYFRAME_DEFAULT_VALUES = {
:graphic => nil,
:frame => 0,
:blending => 0,
:flip => false,
:x => 0,
:y => 0,
:zoom_x => 100,
:zoom_y => 100,
:angle => 0,
:visible => false,
:opacity => 255
}
@@cmd_to_pbs_name = nil # USed for writing animation PBS files
extend ClassMethodsIDNumbers
include InstanceMethods
singleton_class.alias_method(:__new_anim__load, :load) unless singleton_class.method_defined?(:__new_anim__load)
def self.load
__new_anim__load if FileTest.exist?("Data/#{self::DATA_FILENAME}")
end
def self.sub_schema
return SUB_SCHEMA
end
def self.register(hash, id_num = -1)
DATA[(id_num >= 0) ? id_num : DATA.keys.length] = self.new(hash)
end
# TODO: Rewrite this to query animations from other criteria. Remember that
# multiple animations could have the same move/version. Odds are this
# method won't be used much at all.
# TODO: Separate exists? methods for move and common animations?
# def exists?(other)
# end
# TODO: Rewrite this to get animations from other criteria. Remember that
# multiple animations could have the same move/version. Odds are this
# method won't be used much at all.
# TODO: Separate get methods for move and common animations?
# def get(other)
# end
# TODO: Rewrite this to get animations from other criteria. Remember that
# multiple animations could have the same move/version. Odds are this
# method won't be used much at all.
# TODO: Separate try_get methods for move and common animations?
# def try_get(other)
# end
def initialize(hash)
# NOTE: hash has an :id entry, but it's unused here.
@type = hash[:type]
@move = hash[:move]
@version = hash[:version] || 0
@name = hash[:name]
@particles = hash[:particles] || []
@flags = hash[:flags] || []
@pbs_path = hash[:pbs_path] || "#{@type} - #{@move}"
end
# Returns a clone of the animation in a hash format, the same as created by
# the Compiler. This hash can be passed into self.register.
def clone_as_hash
ret = {}
ret[:type] = @type
ret[:move] = @move
ret[:version] = @version
ret[:name] = @name
ret[:particles] = [] # Clone the @particles array, which is nested hashes and arrays
@particles.each do |particle|
new_p = {}
particle.each_pair do |key, val|
if val.is_a?(Array)
new_p[key] = []
val.each { |cmd| new_p[key].push(cmd.clone) }
else
new_p[key] = val
end
end
ret[:particles].push(new_p)
end
ret[:flags] = @flags.clone
ret[:pbs_path] = @pbs_path
return ret
end
def move_animation?
return [:move, :opp_move].include?(@type)
end
def common_animation?
return [:common, :opp_common].include?(@type)
end
alias __new_anim__get_property_for_PBS get_property_for_PBS unless method_defined?(:__new_anim__get_property_for_PBS)
def get_property_for_PBS(key)
ret = __new_anim__get_property_for_PBS(key)
case key
when "SectionName"
ret = [@type, @move]
ret.push(@version) if @version > 0
end
return ret
end
def get_particle_property_for_PBS(key, index = 0)
ret = nil
ret = @particles[index][SUB_SCHEMA[key][0]] if SUB_SCHEMA[key]
ret = nil if ret == false || (ret.is_a?(Array) && ret.length == 0) || ret == ""
case key
when "Focus"
# The User and Target particles are hardcoded to only have their
# corresponding foci, so they don't need writing to PBS
if ["User", "Target"].include?(@particles[index][:name])
ret = nil
elsif ret
ret = SUB_SCHEMA[key][2].key(ret)
end
when "AllCommands"
# Get translations of all properties to their names as seen in PBS
# animation files
if !@@cmd_to_pbs_name
@@cmd_to_pbs_name = {}
SUB_SCHEMA.each_pair do |key, val|
@@cmd_to_pbs_name[val[0]] ||= []
@@cmd_to_pbs_name[val[0]].push([key, val[1].length])
end
# For each property translation, put "SetXYZ" before "MoveXYZ"
@@cmd_to_pbs_name.each_value do |val|
val.sort! { |a, b| a[1] <=> b[1] }
val.map! { |a| a[0] }
end
end
# Gather all commands into a single array
ret = []
@particles[index].each_pair do |key, val|
next if !val.is_a?(Array)
val.each do |cmd|
new_cmd = cmd.clone
if new_cmd[1] > 0
ret.push([@@cmd_to_pbs_name[key][1]] + new_cmd) # ["MoveXYZ", keyframe, duration, value]
else
ret.push([@@cmd_to_pbs_name[key][0]] + new_cmd) # ["SetXYZ", keyframe, duration, value]
end
end
end
# Sort the array of commands by keyframe order, then by duration, then
# by the order they're defined in SUB_SCHEMA
ret.sort! do |a, b|
if a[1] == b[1]
if a[2] == b[2]
next SUB_SCHEMA.keys.index(a[0]) <=> SUB_SCHEMA.keys.index(b[0])
else
next a[2] <=> b[2] # Sort by duration
end
else
next a[1] <=> b[1] # Sort by keyframe
end
end
end
return ret
end
end
end