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BattleEventController.cs
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1964 lines (1716 loc) · 76 KB
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#define ENABLE_TEST
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Yukar.Common;
using Yukar.Common.Rom;
using System.Linq;
using Yukar.Engine;
using static Yukar.Engine.BattleEnum;
namespace Yukar.Battle
{
/// <summary>
/// バトルイベント管理クラス
/// Battle event management class
/// </summary>
public class BattleEventController : BattleEventControllerBase
{
Queue<MemberChangeData> memberChangeQueue = new Queue<MemberChangeData>();
private List<MapCharacter> dummyChrs = new List<MapCharacter>();
private List<MapCharacter> extras = new List<MapCharacter>();
private Catalog catalog;
private BattleSequenceManager battle;
public bool battleUiVisibility = true;
private List<ScriptRunner> mapRunnerBorrowed = new List<ScriptRunner>();
/// <summary>
/// メンバー交代をキューイングしておくための構造体
/// Structure for queuing member changes
/// </summary>
internal class ActionData
{
internal Script.Command cmd;
internal Guid evGuid;
}
private List<ActionData> actionQueue = new List<ActionData>();
private BattleResultState reservedResult = BattleResultState.NonFinish;
internal Vector3[] playerLayouts;
private bool isBattleEndEventStarted;
private bool isBattleForciblyTerminate;
public override CameraManager CameraManager { get => (battle.battleViewer as BattleViewer3D)?.camManager; }
public override SharpKmyMath.Vector2 ShakeValue
{
set
{
var viewer = battle.battleViewer as BattleViewer3D;
if (viewer != null)
{
viewer.shakeValue = value;
}
base.ShakeValue = value;
}
}
public BattleEventController() : base()
{
var dummyRef = new Map.EventRef();
hero = new MapCharacter(dummyRef);
isBattle = true;
}
internal void init(BattleSequenceManager battle, Catalog catalog,
List<BattlePlayerData> playerData, List<BattleEnemyData> enemyMonsterData,
MapEngine mapEngine)
{
this.battle = battle;
this.catalog = catalog;
this.mapEngine = mapEngine;
var events = new List<Event>();
foreach (var guid in catalog.getGameSettings().battleEvents)
{
var ev = catalog.getItemFromGuid<Event>(guid);
if (ev == null || !ev.IsValid())
continue;
AddEvent(ev);
}
memberChangeQueue.Clear();
extras = null;
cameraControlMode = Map.CameraControlMode.NORMAL;
}
internal void AddEvent(Event inEvent, RomItem parentRom = null)
{
var newEventRef = new Map.EventRef();
newEventRef.guId = inEvent.guId;
newEventRef.pos.X =
newEventRef.pos.Z = -1;
var dummyChr = new MapCharacter(inEvent, newEventRef, this);
dummyChr.isCommonEvent = true;
checkAllSheet(dummyChr, true, true, false, parentRom);
dummyChrs.Add(dummyChr);
}
private void initBattleFieldPlacedEvents()
{
if (extras != null)
return;
var v3d = battle.battleViewer as BattleViewer3D;
if (v3d == null)
return;
// マップ配置イベントの表示状態を更新する
// Update the display state of the map placement event
extras = v3d.extras;
foreach (var chr in extras)
{
checkAllSheet(chr, true, false, true);
}
// バトルフィールドと移動マップが一致している場合、グラフィック変更や削除などの状態もチェックする
// If the battlefield and movement map match, also check the state of graphic changes, deletions, etc.
if(v3d.mapDrawer.mapRom.guId == owner.mapScene.map.guId)
{
foreach (var chr in extras.ToArray())
{
var original = owner.mapScene.mapCharList.FirstOrDefault(x => x.guId == chr.rom.guId);
// 既に消えている場合は削除
// Delete if already gone
if (original == null)
{
chr.Reset();
extras.Remove(chr);
}
else
{
// 向き、位置をコピー
// copy direction and position
chr.setPosition(original.getPosition());
chr.setRotation(original.getRotation());
// グラフィックが変化していれば反映
// Reflect if graphics change
var res = original.getGraphic() as Common.Resource.GfxResourceBase;
if(chr.getGraphic() != res)
chr.ChangeGraphic(res, v3d.mapDrawer);
// スケール、透明状態、モーションをコピー
// Copy scale, transparency and motion
chr.setScale(original.getScale());
chr.playMotion(original.currentMotion);
chr.hide = original.hide;
// サブグラフィックの状態もコピー
// Copy subgraphic state
chr.LoadSubGraphicState(original.SaveSubGraphicState().ToList());
}
}
}
}
internal void term()
{
foreach (var runner in runnerDic.getList())
{
runner.finalize();
}
runnerDic.Clear();
foreach (var mapChr in dummyChrs)
{
mapChr.Reset();
}
dummyChrs.Clear();
foreach (var runner in mapRunnerBorrowed)
{
runner.owner = owner.mapScene;
}
mapRunnerBorrowed.Clear();
foreach (var mapChr in mapCharList)
{
mapChr.Reset();
}
mapCharList.Clear();
releaseMenu();
spManager.Clear();
spManager = null;
owner = null;
}
internal void update()
{
if (owner == null || battle == null)
return;
// バトルビューアからのカメラ情報をセットしておく
// Set the camera information from the battle viewer
var viewer = battle.battleViewer as BattleViewer3D;
if (viewer != null)
{
// 前フレームのデータを反映(heroには注視点を入れておく)
// Reflect the data of the previous frame (put the gaze point in the hero)
#if false
var now = viewer.camera.Now;
hero.pos = now.offset;
xAngle = now.angle.X;
yAngle = now.angle.Y;
dist = now.distance;
eyeHeight = now.eyeHeight;
fovy = now.fov;
nearClip = now.nearClip;
#else
var camManager = viewer.camManager;
Quaternion qt = camManager.camQuat;
Vector3 rot = new Vector3();
camManager.convQuaternionToRotation(qt, out rot);
hero.pos = new Vector3(camManager.m_intp_target.x, camManager.m_intp_target.y, camManager.m_intp_target.z);
//xAngle = camManager.m_view_angle.x;
//yAngle = camManager.m_view_angle.y;
//dist = camManager.m_distance;
//camOffset = camManager.m_last_offset;
//fovy = camManager.m_fovy;
//nearClip = camManager.m_nearClip;
#endif
mapDrawer = viewer.mapDrawer;
map = viewer.mapDrawer.mapRom;
}
// バトルフィールドに置いてあるイベントの初期化
// Initialize the event placed in the battlefield
initBattleFieldPlacedEvents();
// 各ウィンドウのアップデート
// Update each window
updateWindows();
spManager.Update();
// スクリプト処理直前のCSharp割り込み
// CSharp interrupt just before script processing
foreach (var mapChr in dummyChrs)
{
mapChr.BeforeUpdate();
}
// イベント処理
// event handling
var isEventProcessed = procScript();
if (!isEventProcessed)
{
// シートチェンジ判定
// Sheet change judgment
foreach (var mapChr in dummyChrs)
{
checkAllSheet(mapChr, false, true, false);
mapChr.UpdateOnlyScript();
}
if (extras != null)
{
foreach (var chrs in extras)
{
checkAllSheet(chrs, false, false, true);
}
}
}
// Face用のキャラクターを更新
// Updated characters for Face
foreach (var mapChr in mapCharList)
{
mapChr.update();
}
UpdateFace();
}
private bool procScript()
{
bool result = false;
// 通常スクリプトのアップデート
// Normal script update
var runners = runnerDic.getList().Union(mapRunnerBorrowed).ToArray();
foreach (var runner in runners)
{
if (exclusiveRunner == null || (runner == exclusiveRunner && !exclusiveInverse) ||
(runner != exclusiveRunner && exclusiveInverse))
{
if (!runner.isParallelTriggers())
{
bool isFinished = runner.Update();
// 完了したスクリプトがある場合は、ページ遷移をチェックする
// Check page transitions if there is a completed script
if (isFinished)
break;
// 並列動作しないので、自動移動以外は最初に見つかったRunningしか実行しない
// Since it does not operate in parallel, only the first found Running other than automatic movement is executed
if (runner.state == ScriptRunner.ScriptState.Running)
{
result = true;
break;
}
}
}
}
// その他の並列スクリプトのアップデート
// Other parallel script updates
foreach (var runner in runners)
{
if (runner.isParallelTriggers())
{
runner.Update();
}
}
return result;
}
internal void Draw(SharpKmyGfx.Render scn)
{
foreach (var mapChr in mapCharList)
{
mapChr.draw(scn);
}
}
public override void ShowFace(Guid inLeftId, string inLeftMotion, bool inIsLeftFlip, Guid inRightId, string inRightMotion, bool inIsRightFlip, bool inIsLeftActive, bool inUsedLighting)
{
owner.mapScene.ShowFace(inLeftId, inLeftMotion, inIsLeftFlip, inRightId, inRightMotion, inIsRightFlip, inIsLeftActive, inUsedLighting);
}
public override void HideFace()
{
owner.mapScene.HideFace();
}
internal new void Draw()
{
if (owner == null)
return;
Graphics.BeginDraw();
// スプライト描画
// sprite drawing
spManager.Draw(0, SpriteManager.SYSTEM_SPRITE_INDEX);
owner.mapScene.DrawFace();
// エフェクト描画
// effect drawing
DrawEffects();
// スクリーンカラーを適用
// Apply Screen Color
Graphics.DrawFillRect(0, 0, Graphics.ViewportWidth, Graphics.ViewportHeight,
screenColor.R, screenColor.G, screenColor.B, screenColor.A);
// スプライト描画
// sprite drawing
spManager.Draw(SpriteManager.SYSTEM_SPRITE_INDEX, SpriteManager.MAX_SPRITE);
// ウィンドウ描画
// window drawing
drawWindows();
// スクリプトからの描画
// drawing from script
foreach (var mapChr in dummyChrs)
{
mapChr.AfterDraw();
}
Graphics.EndDraw();
}
public override void GetCharacterScreenPos(MapCharacter chr, out int x, out int y, EffectPosType pos = EffectPosType.Ground)
{
var viewer = battle.battleViewer as BattleViewer3D;
SharpKmyMath.Matrix4 p, v;
if (viewer != null)
{
var asp = owner.getScreenAspect();
viewer.createCameraMatrix(out p, out v/*, viewer.camera.Now*/, asp);
GetCharacterScreenPos(chr, out x, out y, p, v, pos);
}
else
{
x = y = 10000;
}
}
public override void SetEffectColor(MapCharacter selfChr, Color color)
{
var viewer = battle.battleViewer as BattleViewer3D;
if (viewer == null)
return;
var actor = viewer.searchFromActors(selfChr);
if (actor == null)
return;
actor.overRidedColor = color;
}
public void start(Script.Trigger trigger)
{
if (trigger == Script.Trigger.BATTLE_END)
{
// BTL_STOP 命令で再突入する可能性があるので処理しないようにする
// Do not process the BTL_STOP instruction as it may re-enter
if (isBattleEndEventStarted)
return;
isBattleEndEventStarted = true;
}
foreach (var runner in runnerDic.getList().ToArray())
{
if (runner.state == ScriptRunner.ScriptState.Running)
runnerDic.bringToFront(runner);
if (runner.Trigger == trigger)
runner.Run();
}
}
internal bool isBusy(bool gaugeUpdate = true)
{
if (battle == null)
return false;
// ステータス変動によるゲージアニメをここでやってしまう
// I will do a gauge animation by status change here
bool isUpdated = false;
if (gaugeUpdate)
{
foreach (var player in battle.playerData)
{
isUpdated |= battle.UpdateBattleStatusData(player);
}
foreach (var enemy in battle.enemyData)
{
isUpdated |= battle.UpdateBattleStatusData(enemy);
}
if (isUpdated)
{
battle.statusUpdateTweener.Update();
}
}
// メンバーチェンジを処理する
// Handle member changes
if (procMemberChange())
isUpdated = true;
// コマンド指定を処理する
// process command specification
if (battle.battleState == BattleState.Wait)
{
foreach (var action in actionQueue)
{
if (action.cmd.type == Script.Command.FuncType.BTL_ACTION)
{
procSetAction(action.cmd, action.evGuid);
}
}
actionQueue.Clear();
}
var isResultInit = battle.battleState == BattleState.ResultInit;
foreach (var runner in runnerDic.getList())
{
if ((!runner.isParallelTriggers() || (isResultInit && runner.isEffectTriggers())) &&
runner.state == ScriptRunner.ScriptState.Running)
{
return true;
}
}
foreach (var runner in mapRunnerBorrowed)
{
if (runner.state == ScriptRunner.ScriptState.Running)
{
return true;
}
}
// ダメージ用テキストとステータス用ゲージのアニメーションが終わるまで待つ
// Wait for damage text and status gauge animation to finish
if (isUpdated)
return true;
return false;
}
private void procSetAction(Script.Command curCommand, Guid evGuid)
{
int cur = 0;
var tgt = getTargetData(curCommand, ref cur, evGuid);
if (tgt == null)
return;
BattleCommand cmd = new BattleCommand();
switch (curCommand.attrList[cur++].GetInt())
{
case 0:
{
cmd.type = BattleCommand.CommandType.ATTACK;
cmd.power = 100;
tgt.selectedBattleCommandType = BattleCommandType.Attack;
tgt.selectedBattleCommand = cmd;
battle.battleViewer.commandTargetSelector.Clear();
var tgt2 = getTargetData(curCommand, ref cur, evGuid);
if (tgt2 != null) {
battle.battleViewer.commandTargetSelector.AddBattleCharacters(new List<BattleCharacterBase>() { tgt2 });
battle.battleViewer.commandTargetSelector.SetSelect(tgt2);
}
tgt.targetCharacter = battle.GetTargetCharacters(tgt);
}
break;
case 1:
cmd.type = BattleCommand.CommandType.GUARD;
cmd.power = (int)ScriptRunner.GetNumOrVariable(owner, evGuid, curCommand.attrList[cur++], false);
tgt.selectedBattleCommandType = BattleCommandType.Guard;
tgt.selectedBattleCommand = cmd;
tgt.targetCharacter = battle.GetTargetCharacters(tgt);
break;
case 2:
cmd.type = BattleCommand.CommandType.CHARGE;
cmd.power = (int)ScriptRunner.GetNumOrVariable(owner, evGuid, curCommand.attrList[cur++], false);
tgt.selectedBattleCommandType = BattleCommandType.Charge;
tgt.selectedBattleCommand = cmd;
tgt.targetCharacter = battle.GetTargetCharacters(tgt);
break;
case 3:
bool skipMessage = false;
if (curCommand.attrList.Count > cur)
skipMessage = curCommand.attrList[cur++].GetBool();
if(skipMessage)
tgt.selectedBattleCommandType = BattleCommandType.Cancel;
else
tgt.selectedBattleCommandType = BattleCommandType.Nothing;
break;
case 4:
var guid = curCommand.attrList[cur++].GetGuid();
var skill = owner.catalog.getItemFromGuid<NSkill>(guid);
if (skill != null)
{
cmd.type = BattleCommand.CommandType.SKILL;
cmd.guId = guid;
tgt.selectedBattleCommandType = BattleCommandType.Skill;
tgt.selectedSkill = skill;
tgt.selectedBattleCommand = cmd;
battle.battleViewer.commandTargetSelector.Clear();
var tgt2 = getTargetData(curCommand, ref cur, evGuid);
if (tgt2 != null)
{
battle.battleViewer.commandTargetSelector.AddBattleCharacters(new List<BattleCharacterBase>() { tgt2 });
battle.battleViewer.commandTargetSelector.SetSelect(tgt2);
}
tgt.targetCharacter = battle.GetTargetCharacters(tgt);
}
else
{
tgt.selectedBattleCommandType = BattleCommandType.Nothing;
}
break;
}
if (tgt is BattlePlayerData)
((BattlePlayerData)tgt).forceSetCommand = true;
}
public override void applyCameraToBattle()
{
#if false
// カメラ情報を更新する
// Update camera information
var viewer = battle.battleViewer as BattleViewer3D;
if (viewer != null)
{
// 前フレームのデータを反映(heroには注視点を入れておく)
// Reflect the data of the previous frame (put the gaze point in the hero)
var newCam = new ThirdPersonCameraSettings();
newCam.offset = hero.pos;
newCam.offset.Y -= viewer.camera.defaultHeight;
newCam.angle.X = xAngle;
newCam.angle.Y = yAngle;
newCam.distance = dist;
newCam.eyeHeight = eyeHeight;
newCam.fov = fovy;
newCam.nearClip = nearClip;
viewer.camera.push(newCam, 0f);
}
#endif
}
private bool procMemberChange()
{
// まだフェード中だったら次の処理をしない
// If it's still fading, don't do the next process
if (!battle.battleViewer.IsFadeEnd)
return true;
var viewer = battle.battleViewer as BattleViewer3D;
if (viewer != null)
{
// まだ移動中だったら次の処理をしない
// If it is still moving, do not proceed to the next step
foreach (var actor in viewer.friends)
{
if (actor == null)
continue;
if (actor.mapChr.moveMacros.Count > 0)
return true;
}
}
// キューが空っぽだったら何もしない
// do nothing if the queue is empty
if (memberChangeQueue.Count == 0)
return false;
var entry = memberChangeQueue.Dequeue();
entry.finished = true;
if (entry.mob)
return addRemoveMonster(entry, viewer);
else
return addRemoveParty(entry, viewer);
}
private bool addRemoveMonster(MemberChangeData entry, BattleViewer3D viewer)
{
// もうある場合はターゲットから消す
// If there is more, remove it from the target
var tgt = battle.enemyData.FirstOrDefault(x => x.UniqueID == entry.idx);
if (tgt != null)
{
battle.enemyData.Remove(tgt);
battle.targetEnemyData.Remove(tgt);
battle.battleViewer.AddFadeOutCharacter(tgt);
battle.removeVisibleEnemy(tgt);
}
var data = battle.addEnemyData((Guid)entry.id, entry.layout, entry.idx);
battle.enemyData.Add(data);
battle.addVisibleEnemy(data);
battle.stockEnemyData.Remove(data);
battle.targetEnemyData.Add(data);
data.imageAlpha = 0;
battle.battleViewer.AddFadeInCharacter(data);
if (viewer != null)
{
var actor = viewer.AddEnemyMember(data, entry.idx);
actor.queueActorState(BattleActor.ActorStateType.APPEAR, "walk", (int)BattleActor.ESCAPE_MAX_COUNT);
actor.queueActorState(BattleActor.ActorStateType.APPEAR_END);
actor.setOpacityMultiplier(0);
}
//battle.battleViewer.refreshLayout(battle.playerData, battle.enemyData);
return true;
}
private bool addRemoveParty(MemberChangeData entry, BattleViewer3D viewer)
{
var tgt = searchPartyFromId(entry.id);
bool doRefreshLayout = false;
if (entry.cmd == MemberChangeData.Command.ADD)
{
// 4人以上いたら加入できない
// You cannot join if there are more than 4 people.
if (battle.playerData.Count >= catalog.getGameSettings().BattlePlayerMax)
return true;
// 追加
// addition
if (tgt != null) // 既に加入していたら何もしない / If already subscribed, do nothing
return true;
if(!(entry.id is Guid))
return true;
var hero = owner.data.party.GetHero((Guid)entry.id);
var data = battle.addPlayerData(hero);
battle.playerData.Add(data);
battle.addVisiblePlayer(data);
battle.stockPlayerData.Remove(data);
battle.targetPlayerData.Add(data);
data.imageAlpha = 0;
if (viewer != null)
{
BattleActor.party = owner.data.party;
var actor = viewer.AddPartyMember(data, playerLayouts);
actor.queueActorState(BattleActor.ActorStateType.APPEAR, "walk", (int)BattleActor.ESCAPE_MAX_COUNT);
actor.queueActorState(BattleActor.ActorStateType.APPEAR_END);
//actor.setOpacityMultiplier(0);
actor.mapChr.pos.Z += 1; // 一歩下げる / take a step back
}
else
{
battle.battleViewer.AddFadeInCharacter(data);
}
doRefreshLayout = true;
}
else if (entry.cmd == MemberChangeData.Command.SET_WAIT)
{
if (tgt == null) // いないメンバーは外せない / You can't remove members who aren't there
return true;
var data = tgt as BattlePlayerData;
if (viewer != null)
{
var actor = viewer.searchFromActors(tgt);
actor.queueActorState(BattleActor.ActorStateType.WAIT);
}
}
else if (entry.cmd == MemberChangeData.Command.FADE_OUT)
{
// 0人になるような場合は外せない
// If you have 0 people, you can't remove it
if (battle.playerData.Count < 2)
return true;
// 外す
// remove
if (tgt == null) // いないメンバーは外せない / You can't remove members who aren't there
return true;
var data = tgt as BattlePlayerData;
if (viewer != null)
{
var actor = viewer.searchFromActors(tgt);
actor.queueActorState(BattleActor.ActorStateType.DESTROY);
actor.walk(actor.X, actor.Z + 1);
}
else
{
battle.battleViewer.AddFadeOutCharacter(data);
}
}
else if (entry.cmd == MemberChangeData.Command.REMOVE)
{
// 0人になるような場合は外せない
// If you have 0 people, you can't remove it
if (battle.playerData.Count < 2)
return true;
// 外す
// remove
if (tgt == null) // いないメンバーは外せない / You can't remove members who aren't there
return true;
// 詰める アンド アクター解放
// stuffing and releasing actors
if (viewer != null)
{
var actor = viewer.searchFromActors(tgt);
int removeIndex = 0;
foreach (var fr in viewer.friends)
{
if (actor == fr)
break;
removeIndex++;
}
for (int i = removeIndex; i < viewer.friends.Count - 1; i++)
{
viewer.friends[i] = viewer.friends[i + 1];
viewer.friends[i + 1] = null;
}
viewer.friends[viewer.friends.Count - 1] = null;
actor.Release();
}
var data = tgt as BattlePlayerData;
data.selectedBattleCommandType = BattleCommandType.Skip;
battle.removeVisiblePlayer(data);
//battle.stockPlayerData.Add(data);
battle.playerData.Remove(data);
battle.targetPlayerData.Remove(data);
// GameDataに状態を反映する
// Reflect state in GameData
battle.ApplyPlayerDataToGameData(data);
doRefreshLayout = true;
}
if (doRefreshLayout)
{
int index = 0;
foreach (var chr in battle.playerData)
{
// 3Dバトル用整列処理
// Alignment processing for 3D battle
if (viewer != null)
{
// 人が増減した場合に対応して正しい位置に移動してやる
// Move to the correct position in response to the increase or decrease in the number of people
var neutralPos = BattleCharacterPosition.getPosition(BattleSequenceManagerBase.battleFieldCenter,
BattleCharacterPosition.PosType.FRIEND, index, battle.playerData.Count);
neutralPos.X = (int)neutralPos.X;
neutralPos.Z = (int)neutralPos.Z;
neutralPos.Y = viewer.mapDrawer?.getAdjustedHeight(neutralPos.X, neutralPos.Z) ?? 0;
var actor = viewer.searchFromActors(chr);
actor.walk(neutralPos.X, neutralPos.Z);
}
else
{
chr.calcHeroLayout(index);
}
index++;
}
// 2Dバトル用整列処理
// Alignment processing for 2D battle
battle.battleViewer.refreshLayout(battle.playerData, null);
}
return true;
}
internal void checkAllSheet(MapCharacter mapChr, bool inInitialize, bool applyScript, bool applyGraphic, RomItem parentRom = null)
{
var data = owner.data;
var rom = mapChr.rom;
int nowPage = mapChr.currentPage;
int destPage = -1;
int index = 0;
foreach (var sheet in rom.sheetList)
{
bool ok = true;
foreach (var cond in sheet.condList)
{
switch (cond.type)
{
case Common.Rom.Event.Condition.Type.COND_TYPE_SWITCH:
if (string.IsNullOrEmpty(cond.name))
{
var entry = catalog.getGameSettings().varDefs.getVariableEntry(mapChr.guId, VariableDefs.VarType.FLAG, cond.index);
if (entry != null)
{
cond.name = entry.name;
cond.local = entry.isLocal();
}
}
ok = data.system.GetSwitch(cond.name, cond.local ? mapChr.guId : Guid.Empty,
mapChr.IsDynamicGenerated) == (cond.option == 0 ? true : false);
break;
case Common.Rom.Event.Condition.Type.COND_TYPE_VARIABLE:
if (string.IsNullOrEmpty(cond.name))
{
var entry = catalog.getGameSettings().varDefs.getVariableEntry(mapChr.guId, VariableDefs.VarType.DOUBLE, cond.index);
if (entry != null)
{
cond.name = entry.name;
cond.local = entry.isLocal();
}
}
ok = MapEngine.checkCondition(data.system.GetVariable(cond.name, cond.local ? mapChr.guId : Guid.Empty,
mapChr.IsDynamicGenerated), cond.option, cond.cond);
break;
case Common.Rom.Event.Condition.Type.COND_TYPE_MONEY:
ok = MapEngine.checkCondition(data.party.GetMoney(), cond.option, cond.cond);
break;
case Common.Rom.Event.Condition.Type.COND_TYPE_ITEM:
ok = MapEngine.checkCondition(data.party.GetItemNum(cond.refGuid), cond.option, cond.cond);
break;
case Common.Rom.Event.Condition.Type.COND_TYPE_ITEM_WITH_EQUIPMENT:
ok = MapEngine.checkCondition(data.party.GetItemNum(cond.refGuid, true), cond.option, cond.cond);
break;
case Common.Rom.Event.Condition.Type.COND_TYPE_BATTLE:
ok = getBattlePhaseForCondition() == cond.option;
break;
case Common.Rom.Event.Condition.Type.COND_TYPE_HERO:
ok = data.party.ExistMember(cond.refGuid);
if (!ok && (cond.option >> 8) > 0)
ok = data.party.ExistInReserve(cond.refGuid);
if ((cond.option & 0xFF) != 0)
ok = !ok;
break;
case Common.Rom.Event.Condition.Type.COND_TYPE_HITPOINT:
//ok = MapEngine.checkCondition(mapChr.battleStatus.HitPoint, mapChr.battleStatus.MaxHitPoint * cond.option / 100, cond.cond);
break;
}
if (!ok)
break;
}
if (ok)
destPage = index;
index++;
}
if (nowPage != destPage)
{
// 遷移先のページが有る場合
// If there is a transition destination page
if (destPage >= 0)
{
var sheet = rom.sheetList[destPage];
if (applyGraphic)
{
var image = catalog.getItemFromGuid(sheet.graphic) as Common.Resource.GfxResourceBase;
changeCharacterGraphic(mapChr, image);
mapChr.playMotion(sheet.graphicMotion, inInitialize ? 0 : 0.2f);
mapChr.setDirection(sheet.direction, nowPage < 0);
}
if (applyScript)
{
// 前回登録していた Script を RunnerDic から外す
// Remove the previously registered Script from RunnerDic
if (nowPage >= 0)
{
var scriptId = mapChr.GetScriptId(catalog, nowPage);
if (runnerDic.ContainsKey(scriptId))
{
if (runnerDic[scriptId].state != ScriptRunner.ScriptState.Running)
{
runnerDic[scriptId].finalize();
runnerDic.Remove(scriptId);
}
else
{
if (runnerDic[scriptId].Trigger == Common.Rom.Script.Trigger.PARALLEL ||
runnerDic[scriptId].Trigger == Common.Rom.Script.Trigger.AUTO_PARALLEL)
runnerDic[scriptId].removeTrigger = ScriptRunner.RemoveTrigger.ON_COMPLETE_CURRENT_LINE;
else
runnerDic[scriptId].removeTrigger = ScriptRunner.RemoveTrigger.ON_EXIT;
}
}
}
var script = mapChr.GetScript(catalog, destPage);
if (script != null)
{
// 付随するスクリプトを RunnerDic に登録する
// Register accompanying scripts with RunnerDic
var scriptId = mapChr.GetScriptId(catalog, destPage);
mapChr.expand = script.expandArea;
if (script.commands.Count > 0)
{
var runner = new ScriptRunner(this, mapChr, script, scriptId, parentRom);
// 自動的に開始(並列)が removeOnExit状態で残っている可能性があるので、関係ないGUIDに差し替える
// Automatically start (parallel) may remain in the removeOnExit state, so replace it with an unrelated GUID
if (runnerDic.ContainsKey(scriptId))
{
var tmp = runnerDic[scriptId];
tmp.key = Guid.NewGuid();
runnerDic.Remove(scriptId);
runnerDic.Add(tmp.key, tmp);
}
// 辞書に登録
// Add to dictionary
runnerDic.Add(scriptId, runner);
// 自動的に開始の場合はそのまま開始する
// If it starts automatically, just start
if (script.trigger == Common.Rom.Script.Trigger.AUTO ||
script.trigger == Common.Rom.Script.Trigger.AUTO_REPEAT ||
script.trigger == Common.Rom.Script.Trigger.PARALLEL ||
script.trigger == Common.Rom.Script.Trigger.PARALLEL_MV ||
script.trigger == Common.Rom.Script.Trigger.AUTO_PARALLEL ||
script.trigger == Common.Rom.Script.Trigger.BATTLE_PARALLEL ||
script.trigger == Common.Rom.Script.Trigger.GETITEM)
runner.Run();
}
}
}
}
// 遷移先のページがない場合
// When there is no transition destination page
else
{
// 前回登録していた Script を RunnerDic から外す