Files
infinitefusion-e18/Data/Scripts/020_Debug/001_Editor_Utilities.rb
2022-02-13 00:57:54 +00:00

411 lines
12 KiB
Ruby

def pbGetLegalMoves(species)
species_data = GameData::Species.get(species)
moves = []
return moves if !species_data
species_data.moves.each { |m| moves.push(m[1]) }
species_data.tutor_moves.each { |m| moves.push(m) }
babyspecies = species_data.get_baby_species
GameData::Species.get(babyspecies).egg_moves.each { |m| moves.push(m) }
moves |= [] # Remove duplicates
return moves
end
def pbSafeCopyFile(x, y, z = nil)
if safeExists?(x)
safetocopy = true
filedata = nil
if safeExists?(y)
different = false
if FileTest.size(x) == FileTest.size(y)
filedata2 = ""
File.open(x, "rb") { |f| filedata = f.read }
File.open(y, "rb") { |f| filedata2 = f.read }
different = true if filedata != filedata2
else
different = true
end
if different
safetocopy = pbConfirmMessage(_INTL("A different file named '{1}' already exists. Overwrite it?", y))
else
# No need to copy
return
end
end
if safetocopy
if !filedata
File.open(x, "rb") { |f| filedata = f.read }
end
File.open((z) ? z : y, "wb") { |f| f.write(filedata) }
end
end
end
def pbAllocateAnimation(animations, name)
(1...animations.length).each do |i|
anim = animations[i]
return i if !anim
# if name && name!="" && anim.name==name
# # use animation with same name
# return i
# end
if anim.length == 1 && anim[0].length == 2 && anim.name == ""
# assume empty
return i
end
end
oldlength = animations.length
animations.resize(10)
return oldlength
end
def pbMapTree
mapinfos = pbLoadMapInfos
maplevels = []
retarray = []
mapinfos.each_key do |i|
info = mapinfos[i]
level = -1
while info
info = mapinfos[info.parent_id]
level += 1
end
if level >= 0
info = mapinfos[i]
maplevels.push([i, level, info.parent_id, info.order])
end
end
maplevels.sort! { |a, b|
next a[1] <=> b[1] if a[1] != b[1] # level
next a[2] <=> b[2] if a[2] != b[2] # parent ID
next a[3] <=> b[3] # order
}
stack = []
stack.push(0, 0)
while stack.length > 0
parent = stack[stack.length - 1]
index = stack[stack.length - 2]
if index >= maplevels.length
stack.pop
stack.pop
next
end
maplevel = maplevels[index]
stack[stack.length - 2] += 1
if maplevel[2] != parent
stack.pop
stack.pop
next
end
retarray.push([maplevel[0], mapinfos[maplevel[0]].name, maplevel[1]])
(index + 1...maplevels.length).each do |i|
next if maplevels[i][2] != maplevel[0]
stack.push(i)
stack.push(maplevel[0])
break
end
end
return retarray
end
#===============================================================================
# List all members of a class
#===============================================================================
def pbChooseFromGameDataList(game_data, default = nil)
if !GameData.const_defined?(game_data.to_sym)
raise _INTL("Couldn't find class {1} in module GameData.", game_data.to_s)
end
game_data_module = GameData.const_get(game_data.to_sym)
commands = []
game_data_module.each do |data|
name = data.real_name
name = yield(data) if block_given?
next if !name
commands.push([commands.length + 1, name, data.id])
end
return pbChooseList(commands, default, nil, -1)
end
# Displays a list of all Pokémon species, and returns the ID of the species
# selected (or nil if the selection was canceled). "default", if specified, is
# the ID of the species to initially select. Pressing Input::ACTION will toggle
# the list sorting between numerical and alphabetical.
def pbChooseSpeciesList(default = nil)
return pbChooseFromGameDataList(:Species, default) { |data|
next (data.form > 0) ? nil : data.real_name
}
end
def pbChooseSpeciesFormList(default = nil)
return pbChooseFromGameDataList(:Species, default) { |data|
next (data.form > 0) ? sprintf("%s_%d", data.real_name, data.form) : data.real_name
}
end
# Displays a list of all types, and returns the ID of the type selected (or nil
# if the selection was canceled). "default", if specified, is the ID of the type
# to initially select. Pressing Input::ACTION will toggle the list sorting
# between numerical and alphabetical.
def pbChooseTypeList(default = nil)
return pbChooseFromGameDataList(:Type, default) { |data|
next (data.pseudo_type) ? nil : data.real_name
}
end
# Displays a list of all items, and returns the ID of the item selected (or nil
# if the selection was canceled). "default", if specified, is the ID of the item
# to initially select. Pressing Input::ACTION will toggle the list sorting
# between numerical and alphabetical.
def pbChooseItemList(default = nil)
return pbChooseFromGameDataList(:Item, default)
end
# Displays a list of all abilities, and returns the ID of the ability selected
# (or nil if the selection was canceled). "default", if specified, is the ID of
# the ability to initially select. Pressing Input::ACTION will toggle the list
# sorting between numerical and alphabetical.
def pbChooseAbilityList(default = nil)
return pbChooseFromGameDataList(:Ability, default)
end
# Displays a list of all moves, and returns the ID of the move selected (or nil
# if the selection was canceled). "default", if specified, is the ID of the move
# to initially select. Pressing Input::ACTION will toggle the list sorting
# between numerical and alphabetical.
def pbChooseMoveList(default = nil)
return pbChooseFromGameDataList(:Move, default)
end
def pbChooseMoveListForSpecies(species, defaultMoveID = nil)
cmdwin = pbListWindow([], 200)
commands = []
index = 1
# Get all legal moves
legalMoves = pbGetLegalMoves(species)
legalMoves.each do |move|
move_data = GameData::Move.get(move)
commands.push([index, move_data.name, move_data.id])
index += 1
end
commands.sort! { |a, b| a[1] <=> b[1] }
moveDefault = 0
if defaultMoveID
commands.each_with_index do |item, i|
moveDefault = i if moveDefault == 0 && item[2] == defaultMoveID
end
end
# Get all moves
commands2 = []
GameData::Move.each do |move_data|
commands2.push([index, move_data.name, move_data.id])
index += 1
end
commands2.sort! { |a, b| a[1] <=> b[1] }
if defaultMoveID
commands2.each_with_index do |item, i|
moveDefault = i if moveDefault == 0 && item[2] == defaultMoveID
end
end
# Choose from all moves
commands.concat(commands2)
realcommands = []
commands.each { |cmd| realcommands.push(cmd[1]) }
ret = pbCommands2(cmdwin, realcommands, -1, moveDefault, true)
cmdwin.dispose
return (ret >= 0) ? commands[ret][2] : nil
end
def pbChooseBallList(defaultMoveID = nil)
cmdwin = pbListWindow([], 200)
commands = []
moveDefault = 0
GameData::Item.each do |item_data|
commands.push([item_data.id, item_data.name]) if item_data.is_poke_ball?
end
commands.sort! { |a, b| a[1] <=> b[1] }
if defaultMoveID
commands.each_with_index do |cmd, i|
next if cmd[0] != defaultMoveID
moveDefault = i
break
end
end
realcommands = []
commands.each do |i|
realcommands.push(i[1])
end
ret = pbCommands2(cmdwin, realcommands, -1, moveDefault, true)
cmdwin.dispose
return (ret >= 0) ? commands[ret][0] : defaultMoveID
end
#===============================================================================
# General list methods
#===============================================================================
def pbCommands2(cmdwindow, commands, cmdIfCancel, defaultindex = -1, noresize = false)
cmdwindow.commands = commands
cmdwindow.index = defaultindex if defaultindex >= 0
cmdwindow.x = 0
cmdwindow.y = 0
if noresize
cmdwindow.height = Graphics.height
else
cmdwindow.width = Graphics.width / 2
end
cmdwindow.height = Graphics.height if cmdwindow.height > Graphics.height
cmdwindow.z = 99999
cmdwindow.visible = true
cmdwindow.active = true
command = 0
loop do
Graphics.update
Input.update
cmdwindow.update
if Input.trigger?(Input::BACK)
if cmdIfCancel > 0
command = cmdIfCancel - 1
break
elsif cmdIfCancel < 0
command = cmdIfCancel
break
end
elsif Input.trigger?(Input::USE)
command = cmdwindow.index
break
end
end
ret = command
cmdwindow.active = false
return ret
end
def pbCommands3(cmdwindow, commands, cmdIfCancel, defaultindex = -1, noresize = false)
cmdwindow.commands = commands
cmdwindow.index = defaultindex if defaultindex >= 0
cmdwindow.x = 0
cmdwindow.y = 0
if noresize
cmdwindow.height = Graphics.height
else
cmdwindow.width = Graphics.width / 2
end
cmdwindow.height = Graphics.height if cmdwindow.height > Graphics.height
cmdwindow.z = 99999
cmdwindow.visible = true
cmdwindow.active = true
command = 0
loop do
Graphics.update
Input.update
cmdwindow.update
if Input.trigger?(Input::SPECIAL)
command = [5, cmdwindow.index]
break
elsif Input.press?(Input::ACTION)
if Input.repeat?(Input::UP)
command = [1, cmdwindow.index]
break
elsif Input.repeat?(Input::DOWN)
command = [2, cmdwindow.index]
break
elsif Input.trigger?(Input::LEFT)
command = [3, cmdwindow.index]
break
elsif Input.trigger?(Input::RIGHT)
command = [4, cmdwindow.index]
break
end
elsif Input.trigger?(Input::BACK)
if cmdIfCancel > 0
command = [0, cmdIfCancel - 1]
break
elsif cmdIfCancel < 0
command = [0, cmdIfCancel]
break
end
elsif Input.trigger?(Input::USE)
command = [0, cmdwindow.index]
break
end
end
ret = command
cmdwindow.active = false
return ret
end
def pbChooseList(commands, default = 0, cancelValue = -1, sortType = 1)
cmdwin = pbListWindow([])
itemID = default
itemIndex = 0
sortMode = (sortType >= 0) ? sortType : 0 # 0=ID, 1=alphabetical
sorting = true
loop do
if sorting
case sortMode
when 0
commands.sort! { |a, b| a[0] <=> b[0] }
when 1
commands.sort! { |a, b| a[1] <=> b[1] }
end
if itemID.is_a?(Symbol)
commands.each_with_index { |command, i| itemIndex = i if command[2] == itemID }
elsif itemID && itemID > 0
commands.each_with_index { |command, i| itemIndex = i if command[0] == itemID }
end
realcommands = []
commands.each do |command|
if sortType <= 0
realcommands.push(sprintf("%03d: %s", command[0], command[1]))
else
realcommands.push(command[1])
end
end
sorting = false
end
cmd = pbCommandsSortable(cmdwin, realcommands, -1, itemIndex, (sortType < 0))
case cmd[0]
when 0 # Chose an option or cancelled
itemID = (cmd[1] < 0) ? cancelValue : (commands[cmd[1]][2] || commands[cmd[1]][0])
break
when 1 # Toggle sorting
itemID = commands[cmd[1]][2] || commands[cmd[1]][0]
sortMode = (sortMode + 1) % 2
sorting = true
end
end
cmdwin.dispose
return itemID
end
def pbCommandsSortable(cmdwindow, commands, cmdIfCancel, defaultindex = -1, sortable = false)
cmdwindow.commands = commands
cmdwindow.index = defaultindex if defaultindex >= 0
cmdwindow.x = 0
cmdwindow.y = 0
cmdwindow.width = Graphics.width / 2 if cmdwindow.width < Graphics.width / 2
cmdwindow.height = Graphics.height
cmdwindow.z = 99999
cmdwindow.active = true
command = 0
loop do
Graphics.update
Input.update
cmdwindow.update
if Input.trigger?(Input::ACTION) && sortable
command = [1, cmdwindow.index]
break
elsif Input.trigger?(Input::BACK)
command = [0, (cmdIfCancel > 0) ? cmdIfCancel - 1 : cmdIfCancel]
break
elsif Input.trigger?(Input::USE)
command = [0, cmdwindow.index]
break
end
end
ret = command
cmdwindow.active = false
return ret
end