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