Files
infinitefusion-e18/Data/Scripts/052_AddOns/FusionSprites.rb

402 lines
14 KiB
Ruby

module GameData
class Species
def self.sprite_bitmap_from_pokemon(pkmn, back = false, species = nil)
species = pkmn.species if !species
species = GameData::Species.get(species).id_number # Just to be sure it's a number
return self.egg_sprite_bitmap(species, pkmn.form) if pkmn.egg?
if back
ret = self.back_sprite_bitmap(species, pkmn.shiny?, pkmn.bodyShiny?, pkmn.headShiny?)
else
ret = self.front_sprite_bitmap(species, pkmn.shiny?, pkmn.bodyShiny?, pkmn.headShiny?)
end
ret.scale_bitmap(pkmn.sprite_scale) #for pokemon with size differences
return ret
end
def self.sprite_bitmap_from_pokemon_id(id, back = false, shiny = false, bodyShiny = false, headShiny = false)
if back
ret = self.back_sprite_bitmap(id, shiny, bodyShiny, headShiny)
else
ret = self.front_sprite_bitmap(id, shiny, bodyShiny, headShiny)
end
return ret
end
MAX_SHIFT_VALUE = 360
MINIMUM_OFFSET = 40
ADDITIONAL_OFFSET_WHEN_TOO_CLOSE = 40
MINIMUM_DEX_DIF = 20
def self.calculateShinyHueOffset(dex_number, isBodyShiny = false, isHeadShiny = false)
if dex_number <= NB_POKEMON
if SHINY_COLOR_OFFSETS[dex_number]
return SHINY_COLOR_OFFSETS[dex_number]
end
body_number = dex_number
head_number = dex_number
else
body_number = getBodyID(dex_number)
head_number = getHeadID(dex_number, body_number)
end
if isBodyShiny && isHeadShiny && SHINY_COLOR_OFFSETS[body_number] && SHINY_COLOR_OFFSETS[head_number]
offset = SHINY_COLOR_OFFSETS[body_number] + SHINY_COLOR_OFFSETS[head_number]
elsif isHeadShiny && SHINY_COLOR_OFFSETS[head_number]
offset = SHINY_COLOR_OFFSETS[head_number]
elsif isBodyShiny && SHINY_COLOR_OFFSETS[body_number]
offset = SHINY_COLOR_OFFSETS[body_number]
else
offset = calculateShinyHueOffsetDefaultMethod(body_number, head_number, dex_number, isBodyShiny, isHeadShiny)
end
return offset
end
def self.calculateShinyHueOffsetDefaultMethod(body_number, head_number, dex_number, isBodyShiny = false, isHeadShiny = false)
dex_offset = dex_number
#body_number = getBodyID(dex_number)
#head_number=getHeadID(dex_number,body_number)
dex_diff = (body_number - head_number).abs
if isBodyShiny && isHeadShiny
dex_offset = dex_number
elsif isHeadShiny
dex_offset = head_number
elsif isBodyShiny
dex_offset = dex_diff > MINIMUM_DEX_DIF ? body_number : body_number + ADDITIONAL_OFFSET_WHEN_TOO_CLOSE
end
offset = dex_offset + Settings::SHINY_HUE_OFFSET
offset /= MAX_SHIFT_VALUE if offset > NB_POKEMON
offset = MINIMUM_OFFSET if offset < MINIMUM_OFFSET
offset = MINIMUM_OFFSET if (MAX_SHIFT_VALUE - offset).abs < MINIMUM_OFFSET
offset += pbGet(VAR_SHINY_HUE_OFFSET) #for testing - always 0 during normal gameplay
return offset
end
def self.getAutogenSprite(head_id, body_id)
end
# species can be either a number, a Species objet of a symbol
def self.front_sprite_bitmap(species, isShiny = false, bodyShiny = false, headShiny = false)
dex_number = getDexNumberForSpecies(species)
if species.is_a?(Species)
dex_number = species.id_number
end
spriteLoader = BattleSpriteLoader.new
if isFusion(dex_number)
body_id = getBodyID(dex_number)
head_id = getHeadID(dex_number, body_id)
sprite = spriteLoader.load_fusion_sprite(head_id,body_id)
else
if isTripleFusion?(dex_number)
sprite = spriteLoader.load_triple_fusion_sprite(dex_number)
else
sprite = spriteLoader.load_base_sprite(dex_number)
end
end
if isShiny
sprite.shiftColors(self.calculateShinyHueOffset(dex_number, bodyShiny, headShiny))
end
return sprite
end
# def self.front_sprite_bitmap(dex_number, isShiny = false, bodyShiny = false, headShiny = false)
# # body_id = getBodyID(dex_number)
# # head_id = getHeadID(dex_number, body_id)
# # return getAutogenSprite(head_id,body_id)
#
# #la méthode est utilisé ailleurs avec d'autres arguments (gender, form, etc.) mais on les veut pas
# if dex_number.is_a?(Symbol)
# dex_number = GameData::Species.get(dex_number).id_number
# end
# filename = self.sprite_filename(dex_number)
# sprite = (filename) ? AnimatedBitmap.new(filename) : nil
# if isShiny
# sprite.shiftColors(self.calculateShinyHueOffset(dex_number, bodyShiny, headShiny))
# end
# return sprite
# end
def self.back_sprite_bitmap(dex_number, isShiny = false, bodyShiny = false, headShiny = false)
# filename = self.sprite_filename(dex_number)
# sprite = (filename) ? AnimatedBitmap.new(filename) : nil
# if isShiny
# sprite.shiftColors(self.calculateShinyHueOffset(dex_number, bodyShiny, headShiny))
# end
# return sprite
sprite = self.front_sprite_bitmap(dex_number,isShiny,bodyShiny,headShiny)
return sprite#.mirror
end
def self.egg_sprite_bitmap(dex_number, form = nil)
filename = self.egg_sprite_filename(dex_number, form)
return (filename) ? AnimatedBitmap.new(filename) : nil
end
end
end
# def self.sprite_filename(dex_number)
# #dex_number = GameData::NAT_DEX_MAPPING[dex_number] ? GameData::NAT_DEX_MAPPING[dex_number] : dex_number
# if dex_number.is_a?(GameData::Species)
# dex_number = dex_number.id_number
# end
# if dex_number.is_a?(Symbol)
# dex_number = getDexNumberForSpecies(dex_number)
# end
# return nil if dex_number == nil
# if dex_number <= Settings::NB_POKEMON
# return get_unfused_sprite_path(dex_number)
# else
# if dex_number >= Settings::ZAPMOLCUNO_NB
# specialPath = getSpecialSpriteName(dex_number)
# return pbResolveBitmap(specialPath)
# head_id = nil
# else
# body_id = getBodyID(dex_number)
# head_id = getHeadID(dex_number, body_id)
# return get_fusion_sprite_path(head_id, body_id)
# # folder = head_id.to_s
# # filename = sprintf("%s.%s.png", head_id, body_id)
# end
# end
# # customPath = pbResolveBitmap(Settings::CUSTOM_BATTLERS_FOLDER_INDEXED + "/" + head_id.to_s + "/" +filename)
# # customPath = download_custom_sprite(head_id,body_id)
# #
# # species = getSpecies(dex_number)
# # use_custom = customPath && !species.always_use_generated
# # if use_custom
# # return customPath
# # end
# # #return Settings::BATTLERS_FOLDER + folder + "/" + filename
# # return download_autogen_sprite(head_id,body_id)
# end
# def get_unfused_sprite_path(dex_number_id, localOnly = false)
# dex_number = dex_number_id.to_s
# folder = dex_number.to_s
# substitution_id = _INTL("{1}", dex_number)
#
# if alt_sprites_substitutions_available && $PokemonGlobal.alt_sprite_substitutions.keys.include?(substitution_id)
# substitutionPath = $PokemonGlobal.alt_sprite_substitutions[substitution_id]
# return substitutionPath if pbResolveBitmap(substitutionPath)
# end
# random_alt = get_random_alt_letter_for_unfused(dex_number, true) #nil if no main
# random_alt = "" if !random_alt || localOnly
#
#
# filename = _INTL("{1}{2}.png", dex_number,random_alt)
#
# path = Settings::CUSTOM_BASE_SPRITES_FOLDER + filename
# if pbResolveBitmap(path)
# record_sprite_substitution(substitution_id,path)
# return path
# end
# echoln "downloading main sprite #{filename}"
# downloaded_path = download_unfused_main_sprite(dex_number, random_alt) if !localOnly
# if pbResolveBitmap(downloaded_path)
# record_sprite_substitution(substitution_id,downloaded_path)
# return downloaded_path
# end
# return path
# end
def alt_sprites_substitutions_available
return $PokemonGlobal && $PokemonGlobal.alt_sprite_substitutions
end
def print_stack_trace
stack_trace = caller
stack_trace.each_with_index do |call, index|
echo("#{index + 1}: #{call}")
end
end
# def record_sprite_substitution(substitution_id, sprite_name)
# return if !$PokemonGlobal
# return if !$PokemonGlobal.alt_sprite_substitutions
# $PokemonGlobal.alt_sprite_substitutions[substitution_id] = sprite_name
# end
def add_to_autogen_cache(pokemon_id, sprite_name)
return if !$PokemonGlobal
return if !$PokemonGlobal.autogen_sprites_cache
$PokemonGlobal.autogen_sprites_cache[pokemon_id]=sprite_name
end
class PokemonGlobalMetadata
attr_accessor :autogen_sprites_cache
end
#To force a specific sprites before a battle
#
# ex:
# $PokemonTemp.forced_alt_sprites={"20.25" => "20.25a"}
#
class PokemonTemp
attr_accessor :forced_alt_sprites
end
#todo:
# DO NOT USE ANYMORE
# Replace by BattleSpriteLoader
# def get_fusion_sprite_path(head_id, body_id, localOnly=false)
# $PokemonGlobal.autogen_sprites_cache = {} if $PokemonGlobal && !$PokemonGlobal.autogen_sprites_cache
# #Todo: ça va chier si on fusionne une forme d'un pokemon avec une autre forme, mais pas un problème pour tout de suite
# form_suffix = ""
#
# #Swap path if alt is selected for this pokemon
# dex_num = getSpeciesIdForFusion(head_id, body_id)
# substitution_id = dex_num.to_s + form_suffix
#
# if alt_sprites_substitutions_available && $PokemonGlobal.alt_sprite_substitutions.keys.include?(substitution_id)
# substitutionPath= $PokemonGlobal.alt_sprite_substitutions[substitution_id]
# return substitutionPath if pbResolveBitmap(substitutionPath)
# end
#
#
# pokemon_name = _INTL("{1}.{2}",head_id, body_id)
#
# #get altSprite letter
# random_alt = get_random_alt_letter_for_custom(head_id, body_id) #nil if no main
# random_alt = "" if !random_alt
# forcingSprite=false
# if $PokemonTemp.forced_alt_sprites && $PokemonTemp.forced_alt_sprites.key?(pokemon_name)
# random_alt = $PokemonTemp.forced_alt_sprites[pokemon_name]
# forcingSprite=true
# end
#
#
# filename = _INTL("{1}{2}.png", pokemon_name, random_alt)
# #Try local custom sprite
# local_custom_path = Settings::CUSTOM_BATTLERS_FOLDER_INDEXED + head_id.to_s + "/" + filename
# if pbResolveBitmap(local_custom_path)
# record_sprite_substitution(substitution_id, local_custom_path) if !forcingSprite
# return local_custom_path
# end
# #if the game has loaded an autogen earlier, no point in trying to redownload, so load that instead
# return $PokemonGlobal.autogen_sprites_cache[substitution_id] if $PokemonGlobal && $PokemonGlobal.autogen_sprites_cache[substitution_id]
#
# #Try to download custom sprite if none found locally
# downloaded_custom = download_custom_sprite(head_id, body_id, random_alt) if !localOnly
# if downloaded_custom
# record_sprite_substitution(substitution_id, downloaded_custom) if !forcingSprite
# return downloaded_custom
# end
#
# #Try local generated sprite
# local_generated_path = Settings::BATTLERS_FOLDER + head_id.to_s + "/" + filename
# if pbResolveBitmap(local_generated_path)
# add_to_autogen_cache(substitution_id,local_generated_path)
# return local_generated_path
# end
#
# #Download generated sprite if nothing else found
# autogen_path = download_autogen_sprite(head_id, body_id) if !localOnly
# if pbResolveBitmap(autogen_path)
# add_to_autogen_cache(substitution_id,autogen_path)
# return autogen_path
# end
#
# return Settings::DEFAULT_SPRITE_PATH
# end
def get_random_alt_letter_for_custom(head_id, body_id, onlyMain = true)
spriteName = _INTL("{1}.{2}", head_id, body_id)
if onlyMain
alts_list = list_main_sprites_letters(spriteName)
return nil if alts_list.empty?
return alts_list.sample
else
alts_list = list_all_sprites_letters(spriteName)
return nil if alts_list.empty?
return alts_list.sample
end
end
def get_random_alt_letter_for_unfused(dex_num, onlyMain = true)
spriteName = _INTL("{1}", dex_num)
if onlyMain
letters_list= list_main_sprites_letters(spriteName)
else
letters_list= list_all_sprites_letters(spriteName)
end
letters_list << "" #add main sprite
return letters_list.sample
end
def list_main_sprites_letters(spriteName)
all_sprites = map_alt_sprite_letters_for_pokemon(spriteName)
main_sprites = []
all_sprites.each do |key, value|
main_sprites << key if value == "main"
end
#add temp sprites if no main sprites found
if main_sprites.empty?
all_sprites.each do |key, value|
main_sprites << key if value == "temp"
end
end
return main_sprites
end
def list_all_sprites_letters_head_body(head_id,body_id)
spriteName = _INTL("{1}.{2}", head_id, body_id)
all_sprites_map = map_alt_sprite_letters_for_pokemon(spriteName)
letters = []
all_sprites_map.each do |key, value|
letters << key
end
return letters
end
def list_all_sprites_letters(spriteName)
all_sprites_map = map_alt_sprite_letters_for_pokemon(spriteName)
letters = []
all_sprites_map.each do |key, value|
letters << key
end
return letters
end
def list_alt_sprite_letters(spriteName)
all_sprites = map_alt_sprite_letters_for_pokemon(spriteName)
alt_sprites = []
all_sprites.each do |key, value|
alt_sprites << key if value == "alt"
end
end
#ex: "1" -> "main"
# "1a" -> "alt"
def map_alt_sprite_letters_for_pokemon(spriteName)
alt_sprites = {}
File.foreach(Settings::CREDITS_FILE_PATH) do |line|
row = line.split(',')
sprite_name = row[0]
if sprite_name.start_with?(spriteName)
if sprite_name.length > spriteName.length #alt letter
letter = sprite_name[spriteName.length]
if letter.match?(/[a-zA-Z]/)
main_or_alt = row[2] ? row[2] : nil
alt_sprites[letter] = main_or_alt
end
else #letterless
main_or_alt = row[2] ? row[2].gsub("\n","") : nil
alt_sprites[""] = main_or_alt
end
end
end
return alt_sprites
end