#encoding:utf-8
#==============================================================================
# ■ Game_Event
#------------------------------------------------------------------------------
# 处理事件的类。拥有条件判断、事件页的切换、并行处理、执行事件等功能。
# 在 Game_Map 类的内部使用。
#==============================================================================
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :trigger # 启动方式
attr_reader :list # 执行内容
attr_reader :starting # 启动中的标志
#--------------------------------------------------------------------------
# ● 初始化对象
# 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
#--------------------------------------------------------------------------
# ● 初始化公有成员变量
#--------------------------------------------------------------------------
def init_public_members
super
@trigger = 0
@list = nil
@starting = false
end
#--------------------------------------------------------------------------
# ● 初始化私有成员变量
#--------------------------------------------------------------------------
def init_private_members
super
@move_type = 0 # 移动类型
@erased = false # 暂时消除的标志
@page = nil # 事件页
end
#--------------------------------------------------------------------------
# ● 判定是否与人物碰撞
#--------------------------------------------------------------------------
def collide_with_characters?(x, y)
super || collide_with_player_characters?(x, y)
end
#--------------------------------------------------------------------------
# ● 判定是否与玩家碰撞(包括跟随角色)
#--------------------------------------------------------------------------
def collide_with_player_characters?(x, y)
normal_priority? && $game_player.collide?(x, y)
end
#--------------------------------------------------------------------------
# ● 锁定(立即停止执行中的事件)
#--------------------------------------------------------------------------
def lock
unless @locked
@prelock_direction = @direction
turn_toward_player
@locked = true
end
end
#--------------------------------------------------------------------------
# ● 解锁
#--------------------------------------------------------------------------
def unlock
if @locked
@locked = false
set_direction(@prelock_direction)
end
end
#--------------------------------------------------------------------------
# ● 停止时的更新
#--------------------------------------------------------------------------
def update_stop
super
update_self_movement unless @move_route_forcing
end
#--------------------------------------------------------------------------
# ● 自动移动的更新
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 判定是否在画面的可视区域內
# dx : 从画面中央开始计算,左右有多少个图块。
# dy : 从画面中央开始计算,上下有多少个图块。
#--------------------------------------------------------------------------
def near_the_screen?(dx = 12, dy = 8)
ax = $game_map.adjust_x(@real_x) - Graphics.width / 2 / 32
ay = $game_map.adjust_y(@real_y) - Graphics.height / 2 / 32
ax >= -dx && ax <= dx && ay >= -dy && ay <= dy
end
#--------------------------------------------------------------------------
# ● 计算自动移动时停止计数最低值
#--------------------------------------------------------------------------
def stop_count_threshold
30 * (5 - @move_frequency)
end
#--------------------------------------------------------------------------
# ● 移动类型 : 随机
#--------------------------------------------------------------------------
def move_type_random
case rand(6)
when 0..1; move_random
when 2..4; move_forward
when 5; @stop_count = 0
end
end
#--------------------------------------------------------------------------
# ● 移动类型 : 接近
#--------------------------------------------------------------------------
def move_type_toward_player
if near_the_player?
case rand(6)
when 0..3; move_toward_player
when 4; move_random
when 5; move_forward
end
else
move_random
end
end
#--------------------------------------------------------------------------
# ● 判定事件是否临近玩家
#--------------------------------------------------------------------------
def near_the_player?
sx = distance_x_from($game_player.x).abs
sy = distance_y_from($game_player.y).abs
sx + sy < 20
end
#--------------------------------------------------------------------------
# ● 移动类型 : 自定义
#--------------------------------------------------------------------------
def move_type_custom
update_routine_move
end
#--------------------------------------------------------------------------
# ● 清除启动中的标志
#--------------------------------------------------------------------------
def clear_starting_flag
@starting = false
end
#--------------------------------------------------------------------------
# ● 判定执行内容是否为空
#--------------------------------------------------------------------------
def empty?
!@list || @list.size <= 1
end
#--------------------------------------------------------------------------
# ● 判定指定的启动方式是否能启动事件
# triggers : 启动方式的数组
#--------------------------------------------------------------------------
def trigger_in?(triggers)
triggers.include?(@trigger)
end
#--------------------------------------------------------------------------
# ● 事件启动
#--------------------------------------------------------------------------
def start
return if empty?
@starting = true
lock if trigger_in?([0,1,2])
end
#--------------------------------------------------------------------------
# ● 暂时消除
#--------------------------------------------------------------------------
def erase
@erased = true
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
new_page = @erased ? nil : find_proper_page
setup_page(new_page) if !new_page || new_page != @page
end
#--------------------------------------------------------------------------
# ● 寻找条件符合的事件页
#--------------------------------------------------------------------------
def find_proper_page
@event.pages.reverse.find {|page| conditions_met?(page) }
end
#--------------------------------------------------------------------------
# ● 判定事件页的条件是否符合
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 设置事件页
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 清除事件页的设置
#--------------------------------------------------------------------------
def clear_page_settings
@tile_id = 0
@character_name = ""
@character_index = 0
@move_type = 0
@through = true
@trigger = nil
@list = nil
@interpreter = nil
end
#--------------------------------------------------------------------------
# ● 设置事件页的设置
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 接触事件的启动判定
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ● 自动事件的启动判定
#--------------------------------------------------------------------------
def check_event_trigger_auto
start if @trigger == 3
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
check_event_trigger_auto
return unless @interpreter
@interpreter.setup(@list, @event.id) unless @interpreter.running?
@interpreter.update
end
end