Files
infinitefusion-e18/Data/Scripts/012_Overworld/002_Overworld_Metadata.rb

172 lines
5.2 KiB
Ruby

#===============================================================================
# Global metadata not specific to a map. This class holds field state data that
# span multiple maps.
#===============================================================================
class PokemonGlobalMetadata
# Movement
attr_accessor :bicycle
attr_accessor :surfing
attr_accessor :diving
attr_accessor :ice_sliding
attr_accessor :fishing
# Player data
attr_accessor :startTime
attr_accessor :stepcount
attr_accessor :pcItemStorage
attr_accessor :mailbox
attr_accessor :phoneNumbers # Deprecated - to be removed in v22
attr_accessor :phoneTime # Deprecated - to be removed in v22
attr_accessor :phone
attr_accessor :partner
attr_accessor :creditsPlayed
# Pokédex
attr_accessor :pokedexDex # Dex currently looking at (-1 is National Dex)
attr_accessor :pokedexIndex # Last species viewed per Dex
attr_accessor :pokedexMode # Search mode
# Day Care
attr_accessor :day_care
# Special battle modes
attr_accessor :safariState
attr_accessor :bugContestState
attr_accessor :challenge
attr_accessor :lastbattle # Saved recording of a battle
# Events
attr_accessor :eventvars
# Affecting the map
attr_accessor :bridge
attr_accessor :repel
attr_accessor :flashUsed
attr_reader :encounter_version
# Map transfers
attr_accessor :healingSpot
attr_accessor :escapePoint
attr_accessor :pokecenterMapId
attr_accessor :pokecenterX
attr_accessor :pokecenterY
attr_accessor :pokecenterDirection
# Movement history
attr_accessor :visitedMaps
attr_accessor :mapTrail
# Counters
attr_accessor :happinessSteps
attr_accessor :pokerusTime
# Save file
attr_accessor :safesave
def initialize
# Movement
@bicycle = false
@surfing = false
@diving = false
@ice_sliding = false
@fishing = false
# Player data
@startTime = Time.now
@stepcount = 0
@pcItemStorage = nil
@mailbox = nil
@phone = Phone.new
@partner = nil
@creditsPlayed = false
# Pokédex
numRegions = pbLoadRegionalDexes.length
@pokedexDex = (numRegions == 0) ? -1 : 0
@pokedexIndex = []
@pokedexMode = 0
(numRegions + 1).times do |i| # National Dex isn't a region, but is included
@pokedexIndex[i] = 0
end
# Day Care
@day_care = DayCare.new
# Special battle modes
@safariState = nil
@bugContestState = nil
@challenge = nil
@lastbattle = nil
# Events
@eventvars = {}
# Affecting the map
@bridge = 0
@repel = 0
@flashused = false
@encounter_version = 0
# Map transfers
@healingSpot = nil
@escapePoint = []
@pokecenterMapId = -1
@pokecenterX = -1
@pokecenterY = -1
@pokecenterDirection = -1
# Movement history
@visitedMaps = []
@mapTrail = []
# Counters
@happinessSteps = 0
@pokerusTime = nil
# Save file
@safesave = false
end
def encounter_version=(value)
validate value => Integer
return if @encounter_version == value
@encounter_version = value
$PokemonEncounters.setup($game_map.map_id) if $PokemonEncounters && $game_map
end
end
#===============================================================================
# This class keeps track of erased and moved events so their position
# can remain after a game is saved and loaded. This class also includes
# variables that should remain valid only for the current map.
#===============================================================================
class PokemonMapMetadata
attr_reader :erasedEvents
attr_reader :movedEvents
attr_accessor :strengthUsed
attr_accessor :blackFluteUsed
attr_accessor :whiteFluteUsed
def initialize
clear
end
def clear
@erasedEvents = {}
@movedEvents = {}
@strengthUsed = false
@blackFluteUsed = false
@whiteFluteUsed = false
end
def addErasedEvent(eventID)
key = [$game_map.map_id, eventID]
@erasedEvents[key] = true
end
def addMovedEvent(eventID)
key = [$game_map.map_id, eventID]
event = $game_map.events[eventID] if eventID.is_a?(Integer)
@movedEvents[key] = [event.x, event.y, event.direction, event.through] if event
end
def updateMap
@erasedEvents.each do |i|
$game_map.events[i[0][1]]&.erase if i[0][0] == $game_map.map_id && i[1]
end
@movedEvents.each do |i|
if i[0][0] == $game_map.map_id && i[1]
next if !$game_map.events[i[0][1]]
$game_map.events[i[0][1]].moveto(i[1][0], i[1][1])
case i[1][2]
when 2 then $game_map.events[i[0][1]].turn_down
when 4 then $game_map.events[i[0][1]].turn_left
when 6 then $game_map.events[i[0][1]].turn_right
when 8 then $game_map.events[i[0][1]].turn_up
end
end
$game_map.events[i[0][1]].through = i[1][3] if i[1][3]
end
end
end