This repository has been archived on 2026-05-18. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
rpgskeleton/Scripts/RPG/Game_Event.rb

310 lines
12 KiB
Ruby
Raw Normal View History

2014-04-23 21:59:50 -07:00
# -*- coding: utf-8 -*-
#==============================================================================
# ** Game_Event
#------------------------------------------------------------------------------
# This class handles events. Functions include event page switching via
# condition determinants and running parallel process events. Used within the
# Game_Map class.
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :trigger # trigger
attr_reader :list # list of event commands
attr_reader :starting # starting flag
#--------------------------------------------------------------------------
# * Object Initialization
# event: RPG::Event
#--------------------------------------------------------------------------
def initialize(map_id, event)
super()
@map_id = map_id
@event = event
@id = @event.id
moveto(@event.x, @event.y)
refresh
end
#--------------------------------------------------------------------------
# * Initialize Public Member Variables
#--------------------------------------------------------------------------
def init_public_members
super
@trigger = 0
@list = nil
@starting = false
end
#--------------------------------------------------------------------------
# * Initialize Private Member Variables
#--------------------------------------------------------------------------
def init_private_members
super
@move_type = 0 # Movement type
@erased = false # Temporary erase flag
@page = nil # Event page
end
#--------------------------------------------------------------------------
# * Detect Collision with Character
#--------------------------------------------------------------------------
def collide_with_characters?(x, y)
super || collide_with_player_characters?(x, y)
end
#--------------------------------------------------------------------------
# * Detect Collision with Player (Including Followers)
#--------------------------------------------------------------------------
def collide_with_player_characters?(x, y)
normal_priority? && $game_player.collide?(x, y)
end
#--------------------------------------------------------------------------
# * Lock (Processing in Which Executing Events Stop)
#--------------------------------------------------------------------------
def lock
unless @locked
@prelock_direction = @direction
turn_toward_player
@locked = true
end
end
#--------------------------------------------------------------------------
# * Unlock
#--------------------------------------------------------------------------
def unlock
if @locked
@locked = false
set_direction(@prelock_direction)
end
end
#--------------------------------------------------------------------------
# * Update While Stopped
#--------------------------------------------------------------------------
def update_stop
super
update_self_movement unless @move_route_forcing
end
#--------------------------------------------------------------------------
# * Update During Autonomous Movement
#--------------------------------------------------------------------------
def update_self_movement
if near_the_screen? && @stop_count > stop_count_threshold
case @move_type
when 1; move_type_random
when 2; move_type_toward_player
when 3; move_type_custom
end
end
end
#--------------------------------------------------------------------------
# * Determine if Near Visible Area of Screen
# dx: A certain number of tiles left/right of screen's center
# dy: A certain number of tiles above/below screen's center
#--------------------------------------------------------------------------
def near_the_screen?(dx = 12, dy = 8)
ax = $game_map.adjust_x(@real_x) - Graphics.width / 2 / 32
ay = $game_map.adjust_y(@real_y) - Graphics.height / 2 / 32
ax >= -dx && ax <= dx && ay >= -dy && ay <= dy
end
#--------------------------------------------------------------------------
# * Calculate Threshold of Counter for Stopping Autonomous Movement Startup
#--------------------------------------------------------------------------
def stop_count_threshold
30 * (5 - @move_frequency)
end
#--------------------------------------------------------------------------
# * Move Type : Random
#--------------------------------------------------------------------------
def move_type_random
case rand(6)
when 0..1; move_random
when 2..4; move_forward
when 5; @stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Move Type : Approach
#--------------------------------------------------------------------------
def move_type_toward_player
if near_the_player?
case rand(6)
when 0..3; move_toward_player
when 4; move_random
when 5; move_forward
end
else
move_random
end
end
#--------------------------------------------------------------------------
# * Determine if Near Player
#--------------------------------------------------------------------------
def near_the_player?
sx = distance_x_from($game_player.x).abs
sy = distance_y_from($game_player.y).abs
sx + sy < 20
end
#--------------------------------------------------------------------------
# * Move Type : Custom
#--------------------------------------------------------------------------
def move_type_custom
update_routine_move
end
#--------------------------------------------------------------------------
# * Clear Starting Flag
#--------------------------------------------------------------------------
def clear_starting_flag
@starting = false
end
#--------------------------------------------------------------------------
# * Determine if Contents Are Empty
#--------------------------------------------------------------------------
def empty?
!@list || @list.size <= 1
end
#--------------------------------------------------------------------------
# * Determine if One of Specified Triggers
# triggers : Trigger array
#--------------------------------------------------------------------------
def trigger_in?(triggers)
triggers.include?(@trigger)
end
#--------------------------------------------------------------------------
# * Start Event
#--------------------------------------------------------------------------
def start
return if empty?
@starting = true
lock if trigger_in?([0,1,2])
end
#--------------------------------------------------------------------------
# * Temporarily Erase
#--------------------------------------------------------------------------
def erase
@erased = true
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
new_page = @erased ? nil : find_proper_page
setup_page(new_page) if !new_page || new_page != @page
end
#--------------------------------------------------------------------------
# * Find Event Page Meeting Conditions
#--------------------------------------------------------------------------
def find_proper_page
@event.pages.reverse.find {|page| conditions_met?(page) }
end
#--------------------------------------------------------------------------
# * Determine if Event Page Conditions Are Met
#--------------------------------------------------------------------------
def conditions_met?(page)
c = page.condition
if c.switch1_valid
return false unless $game_switches[c.switch1_id]
end
if c.switch2_valid
return false unless $game_switches[c.switch2_id]
end
if c.variable_valid
return false if $game_variables[c.variable_id] < c.variable_value
end
if c.self_switch_valid
key = [@map_id, @event.id, c.self_switch_ch]
return false if $game_self_switches[key] != true
end
if c.item_valid
item = $data_items[c.item_id]
return false unless $game_party.has_item?(item)
end
if c.actor_valid
actor = $game_actors[c.actor_id]
return false unless $game_party.members.include?(actor)
end
return true
end
#--------------------------------------------------------------------------
# * Event Page Setup
#--------------------------------------------------------------------------
def setup_page(new_page)
@page = new_page
if @page
setup_page_settings
else
clear_page_settings
end
update_bush_depth
clear_starting_flag
check_event_trigger_auto
end
#--------------------------------------------------------------------------
# * Clear Event Page Settings
#--------------------------------------------------------------------------
def clear_page_settings
@tile_id = 0
@character_name = ""
@character_index = 0
@move_type = 0
@through = true
@trigger = nil
@list = nil
@interpreter = nil
end
#--------------------------------------------------------------------------
# * Set Up Event Page Settings
#--------------------------------------------------------------------------
def setup_page_settings
@tile_id = @page.graphic.tile_id
@character_name = @page.graphic.character_name
@character_index = @page.graphic.character_index
if @original_direction != @page.graphic.direction
@direction = @page.graphic.direction
@original_direction = @direction
@prelock_direction = 0
end
if @original_pattern != @page.graphic.pattern
@pattern = @page.graphic.pattern
@original_pattern = @pattern
end
@move_type = @page.move_type
@move_speed = @page.move_speed
@move_frequency = @page.move_frequency
@move_route = @page.move_route
@move_route_index = 0
@move_route_forcing = false
@walk_anime = @page.walk_anime
@step_anime = @page.step_anime
@direction_fix = @page.direction_fix
@through = @page.through
@priority_type = @page.priority_type
@trigger = @page.trigger
@list = @page.list
@interpreter = @trigger == 4 ? Game_Interpreter.new : nil
end
#--------------------------------------------------------------------------
# * Determine if Touch Event is Triggered
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
return if $game_map.interpreter.running?
if @trigger == 2 && $game_player.pos?(x, y)
start if !jumping? && normal_priority?
end
end
#--------------------------------------------------------------------------
# * Determine if Autorun Event is Triggered
#--------------------------------------------------------------------------
def check_event_trigger_auto
start if @trigger == 3
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
check_event_trigger_auto
return unless @interpreter
@interpreter.setup(@list, @event.id) unless @interpreter.running?
@interpreter.update
end
end