//=============================================================================
// Yanfly Engine Plugins - Event Timer Control
// YEP_EventTimerControl.js
//=============================================================================

var Imported = Imported || {};
Imported.YEP_EventTimerControl = true;

var Yanfly = Yanfly || {};
Yanfly.Timer = Yanfly.Timer || {};
Yanfly.Timer.version = 1.01;

//=============================================================================
/*:
* @plugindesc v1.01 Gain more control over the event timer function
* for your game.
* @author Yanfly Engine Plugins
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* The event timer is often used for countdown purposes. However, sometimes you
* would like to have a bit more control over it, such as being able to pause
* and resume the timer, increase or decrease the seconds, minutes, or even
* hours on the timer. Don't want a countdown timer? Why not have it count
* upwards instead? Experienced Lunatic Mode coders will be able to add in
* their own plugin commands, too!
*
* Notable Changes Made:
* - Ability to separate timer sprite from the spriteset
* - Timer is now capable of displaying hours
* - Pause/resume functions for timer
* - Increasing/decreasing seconds from timer
* - Counting up instead of just count down
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* Use the following plugin commands to make use of the new features added by
* this plugin to control the event timer.
*
* Plugin Commands:
*
*   --- PAUSE/RESUME ---
*
*   EventTimer Pause
*   - Pauses the event timer.
*
*   EventTimer Resume
*   - Resumes the event timer if it has been paused.
*
*   --- COUNT DOWN/UP ---
*
*   EventTimer Countdown
*   - Changes the direction of the event timer to decrease and count down
*   towards 0 seconds.
*
*   EventTimer Count Up
*   - Changes the direction of the event timer to increase and count upwards
*   endlessly until manually stopped
*
*   EventTimer Count Toggle
*   - Switches the current direction of the event timer to either increase or
*   decrease each second it is active.
*
*   --- INCREASE/DECREASE ---
*
*   EventTimer Increase x Frames
*   EventTimer Decrease x Frames
*   - Replace 'x' with a number value to determine how many frames to
*   increase or decrease the event timer by.
*
*   EventTimer Increase x Seconds
*   EventTimer Decrease x Seconds
*   - Replace 'x' with a number value to determine how many seconds to
*   increase or decrease the event timer by.
*
*   EventTimer Increase x Minutes
*   EventTimer Decrease x Minutes
*   - Replace 'x' with a number value to determine how many minutes to
*   increase or decrease the event timer by.
*
*   EventTimer Increase x Hours
*   EventTimer Decrease x Hours
*   - Replace 'x' with a number value to determine how many hours to
*   increase or decrease the event timer by.
*
*   You can also combine them together as such:
*
*   EventTimer Increase x Hours, y Seconds
*   EventTimer Increase x Hours, y Minutes
*   EventTimer Increase x Minutes, y Seconds
*   EventTimer Increase x Hours, y Minutes, z Seconds
*
* ============================================================================
* Lunatic Mode - Effect Code
* ============================================================================
*
* For experienced users that know JavaScript and have RPG Maker MV 1.5.0+, you
* can add new plugin commands for this plugin or alter the code of currently
* existing plugin commands from the plugin parameters entry: Effect Code.
* It should look something like this:
*
* ---
*
* // ------------
* // Pause/Resume
* // ------------
* if (data.match(/PAUSE/i)) {
*   $gameTimer.pause();
* 
* } else if (data.match(/RESUME/i)) {
*   $gameTimer.resume();
*
* ...
*
* // --------------------------------
* // Add new commands above this data
* // --------------------------------
* } else {
*   // Do nothing
* }
*
* ---
*
* The 'data' variable refers to the rest of the Plugin Command after the
* 'EventTimer' keyword. For example:
*
*   EventTimer Increase 2 Hours, 30 Minutes, 15 Seconds
*
* The 'data' would be 'Increase 2 Hours, 30 Minutes, 15 Seconds' and thus, the
* string 'data' is used when checking lines in the 'Effect Code' parameter.
*
* ---
*
* If you need to revert the Effect Code back to its original state, delete the
* plugin from your plugin manager list and then add it again. The code will be
* back to default.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.01:
* - Bypass the isDevToolsOpen() error when bad code is inserted into a script
* call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
*
* Version 1.00:
* - Finished Plugin!
*
* ============================================================================
* End of Helpfile
* ============================================================================
*
* @param ---Mechanical---
*
* @param SpritesetSplit
* @text Separate from Spriteset
* @parent ---Mechanical---
* @type boolean
* @on YES
* @off NO
* @desc Separates the game timer from the spriteset.
* YES - true     NO - false     DEFAULT: true
* @default true
*
* @param TextAlign
* @text Timer Text Alignment
* @parent ---Mechanical---
* @type combo
* @option left
* @option center
* @option right
* @desc How do you want the text to be aligned?
* Default: center
* @default right
*
* @param ---Lunatic Mode---
*
* @param Effect Code
* @parent ---Lunatic Mode---
* @type note
* @desc LUNATIC MODE: This is the code used for each of the 
* plugin commands.
* @default "// ------------\n// Pause/Resume\n// ------------\nif (data.match(/PAUSE/i)) {\n  $gameTimer.pause();\n\n} else if (data.match(/RESUME/i)) {\n  $gameTimer.resume();\n\n// -------------\n// Count Down/Up\n// -------------\n} else if (data.match(/(?:COUNTDOWN|COUNT DOWN)/i)) {\n  $gameTimer.changeDirection(-1);\n\n} else if (data.match(/(?:COUNTUP|COUNT UP)/i)) {\n  $gameTimer.changeDirection(1);\n\n} else if (data.match(/(?:COUNTOGGLE|COUNT TOGGLE)/i)) {\n  $gameTimer.changeDirection(-1 * $gameTimer._direction);\n\n// -----------------\n// Increase/Decrease\n// -----------------\n} else if (data.match(/(?:INCREASE|DECREASE)/i)) {\n  if (data.match(/DECREASE/i)) {\n    var direction = -1;\n  } else {\n    var direction = 1;\n  }\n  var frames = 0;\n  if (data.match(/(\\d+)[ ]FRAME/i)) {\n    frames += parseInt(RegExp.$1);\n  }\n  if (data.match(/(\\d+)[ ]SEC/i)) {\n    frames += parseInt(RegExp.$1) * 60;\n  }\n  if (data.match(/(\\d+)[ ]MIN/i)) {\n    frames += parseInt(RegExp.$1) * 60 * 60;\n  }\n  if (data.match(/(\\d+)[ ](?:HR|HOUR)/i)) {\n    frames += parseInt(RegExp.$1) * 60 * 60 * 60;\n  }\n  if (data.match(/(\\d+)[ ]DAY/i)) {\n    frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24;\n  }\n  if (data.match(/(\\d+)[ ]WEEK/i)) {\n    frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 7;\n  }\n  if (data.match(/(\\d+)[ ]MONTH/i)) {\n    frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 30;\n  }\n  if (data.match(/(\\d+)[ ](?:YR|YEAR)/i)) {\n    frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365;\n  }\n  if (data.match(/(\\d+)[ ]DECADE/i)) {\n    frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 10;\n  }\n  if (data.match(/(\\d+)[ ]CENTUR/i)) {\n    frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 100;\n  }\n  if (data.match(/(\\d+)[ ]MILLEN/i)) {\n    frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 1000;\n  }\n  frames *= direction;\n  $gameTimer.gainFrames(frames);\n\n// --------------------------------\n// Add new commands above this data\n// --------------------------------\n} else {\n  // Do nothing\n}"
*
* @param Expire Code
* @parent ---Lunatic Mode---
* @type note
* @desc LUNATIC MODE: Unique code that can be run when the
* countdown timer expires.
* @default "BattleManager.abort();"
*
*/
//=============================================================================

//=============================================================================
// Parameter Variables
//=============================================================================

Yanfly.Parameters = PluginManager.parameters('YEP_EventTimerControl');
Yanfly.Param = Yanfly.Param || {};

Yanfly.Param.TimerSeparate = String(Yanfly.Parameters['SpritesetSplit']);
Yanfly.Param.TimerSeparate = eval(Yanfly.Param.TimerSeparate);
Yanfly.Param.TimerAlign = String(Yanfly.Parameters['TextAlign']);

Yanfly.Param.TimerCode = JSON.parse(Yanfly.Parameters['Effect Code']);
Yanfly.Param.TimerExpire = JSON.parse(Yanfly.Parameters['Expire Code']);

//=============================================================================
// Separate from Spriteset
//=============================================================================

if (Yanfly.Param.TimerSeparate) {

  Spriteset_Base.prototype.createTimer = function () {
    this._timerSprite = new Sprite_Timer();
  };

  Yanfly.Timer.Scene_Map_createDisplayObjects =
    Scene_Map.prototype.createDisplayObjects;
  Scene_Map.prototype.createDisplayObjects = function () {
    Yanfly.Timer.Scene_Map_createDisplayObjects.call(this);
    this.addChild(this._spriteset._timerSprite);
  };

  Yanfly.Timer.Scene_Battle_createDisplayObjects =
    Scene_Battle.prototype.createDisplayObjects;
  Scene_Battle.prototype.createDisplayObjects = function () {
    Yanfly.Timer.Scene_Battle_createDisplayObjects.call(this);
    this.addChild(this._spriteset._timerSprite);
  };

}; // Yanfly.Param.TimerSeparate

//=============================================================================
// Game_Timer
//=============================================================================

Yanfly.Timer.Game_Timer_initialize = Game_Timer.prototype.initialize;
Game_Timer.prototype.initialize = function () {
  Yanfly.Timer.Game_Timer_initialize.call(this);
  this._paused = false;
  this._direction = -1;
};

Game_Timer.prototype.update = function (sceneActive) {
  if (!sceneActive) return;
  if (!this._working) return;
  if (this._paused) return;
  if (this._frames <= 0) return;
  this._frames += this._direction;
  if (this._frames <= 0) this.onExpire();
};

Yanfly.Timer.Game_Timer_start = Game_Timer.prototype.start;
Game_Timer.prototype.start = function (count) {
  Yanfly.Timer.Game_Timer_start.call(this, count);
  this._paused = false;
};

Yanfly.Timer.Game_Timer_stop = Game_Timer.prototype.stop;
Game_Timer.prototype.stop = function () {
  Yanfly.Timer.Game_Timer_stop.call(this);
  this._paused = false;
};

Game_Timer.prototype.pause = function () {
  if (this._frames <= 0) return;
  this._paused = true;
  this._working = true;
};

Game_Timer.prototype.resume = function () {
  if (this._frames <= 0) return;
  this._paused = false;
  this._working = true;
};

Game_Timer.prototype.gainFrames = function (value) {
  this._frames = this._frames || 0;
  this._frames += value;
  this._working = true;
};

Game_Timer.prototype.changeDirection = function (value) {
  this._direction = value;
  this._working = true;
  if (value > 0) {
    this._frames = Math.max(this._frames, 1);
  }
};

Game_Timer.prototype.onExpire = function () {
  var code = Yanfly.Param.TimerExpire;
  try {
    eval(code)
  } catch (e) {
    Yanfly.Util.displayError(e, code, 'EVENT TIMER CONTROL EXPIRE CODE ERROR');
  }
};

//=============================================================================
// Sprite_Timer
//=============================================================================

Sprite_Timer.prototype.createBitmap = function () {
  this.bitmap = new Bitmap(144, 48);
  this.bitmap.fontSize = 32;
};

Sprite_Timer.prototype.timerText = function () {
  var hour = Math.floor(this._seconds / 60 / 60);
  var min = Math.floor(this._seconds / 60) % 60;
  var sec = this._seconds % 60;
  var text = min.padZero(2) + ':' + sec.padZero(2);
  if (hour > 0) text = Yanfly.Util.toGroup(hour) + ':' + text;
  return text;
};

Sprite_Timer.prototype.redraw = function () {
  var text = this.timerText();
  var width = this.bitmap.width;
  var height = this.bitmap.height;
  this.bitmap.clear();
  this.bitmap.drawText(text, 0, 0, width, height, Yanfly.Param.TimerAlign);
};

if (Yanfly.Param.TimerAlign === 'right') {

  Sprite_Timer.prototype.updatePosition = function () {
    this.x = Graphics.width - this.bitmap.width - 12;
    this.y = 0;
  };

}; // Yanfly.Param.TimerAlign === 'right'

//=============================================================================
// Game_Interpreter
//=============================================================================

Yanfly.Timer.Game_Interpreter_pluginCommand =
  Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
  Yanfly.Timer.Game_Interpreter_pluginCommand.call(this, command, args);
  if (command.match(/EVENTTIMER/i)) {
    var data = this.argsToString(args);
    var code = Yanfly.Param.TimerCode;
    try {
      eval(code)
    } catch (e) {
      Yanfly.Util.displayError(e, code, 'EVENT TIMER CONTROL EFFECT CODE ERROR');
    }
  }
};

Game_Interpreter.prototype.argsToString = function (args) {
  var str = '';
  var length = args.length;
  for (var i = 0; i < length; ++i) {
    str += args[i] + ' ';
  }
  return str.trim();
};

//=============================================================================
// Utilities
//=============================================================================

Yanfly.Util = Yanfly.Util || {};

if (!Yanfly.Util.toGroup) {

  Yanfly.Util.toGroup = function (inVal) {
    return inVal;
  }

}; // Yanfly.Util.toGroup

Yanfly.Util.displayError = function (e, code, message) {
  console.log(message);
  console.log(code || 'NON-EXISTENT');
  console.error(e);
  if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return;
  if (Utils.isNwjs() && Utils.isOptionValid('test')) {
    if (!require('nw.gui').window.isDevToolsOpen()) {
      require('nw.gui').window.showDevTools();
    }
  }
};

//=============================================================================
// Default Effect Code
//=============================================================================

if (false) {

  // ------------
  // Pause/Resume
  // ------------
  if (data.match(/PAUSE/i)) {
    $gameTimer.pause();

  } else if (data.match(/RESUME/i)) {
    $gameTimer.resume();

    // -------------
    // Count Down/Up
    // -------------
  } else if (data.match(/(?:COUNTDOWN|COUNT DOWN)/i)) {
    $gameTimer.changeDirection(-1);

  } else if (data.match(/(?:COUNTUP|COUNT UP)/i)) {
    $gameTimer.changeDirection(1);

  } else if (data.match(/(?:COUNTOGGLE|COUNT TOGGLE)/i)) {
    $gameTimer.changeDirection(-1 * $gameTimer._direction);

    // -----------------
    // Increase/Decrease
    // -----------------
  } else if (data.match(/(?:INCREASE|DECREASE)/i)) {
    if (data.match(/DECREASE/i)) {
      var direction = -1;
    } else {
      var direction = 1;
    }
    var frames = 0;
    if (data.match(/(\d+)[ ]FRAME/i)) {
      frames += parseInt(RegExp.$1);
    }
    if (data.match(/(\d+)[ ]SEC/i)) {
      frames += parseInt(RegExp.$1) * 60;
    }
    if (data.match(/(\d+)[ ]MIN/i)) {
      frames += parseInt(RegExp.$1) * 60 * 60;
    }
    if (data.match(/(\d+)[ ](?:HR|HOUR)/i)) {
      frames += parseInt(RegExp.$1) * 60 * 60 * 60;
    }
    if (data.match(/(\d+)[ ]DAY/i)) {
      frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24;
    }
    if (data.match(/(\d+)[ ]WEEK/i)) {
      frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 7;
    }
    if (data.match(/(\d+)[ ]MONTH/i)) {
      frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 30;
    }
    if (data.match(/(\d+)[ ](?:YR|YEAR)/i)) {
      frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365;
    }
    if (data.match(/(\d+)[ ]DECADE/i)) {
      frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 10;
    }
    if (data.match(/(\d+)[ ]CENTUR/i)) {
      frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 100;
    }
    if (data.match(/(\d+)[ ]MILLEN/i)) {
      frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 1000;
    }
    frames *= direction;
    $gameTimer.gainFrames(frames);

    // --------------------------------
    // Add new commands above this data
    // --------------------------------
  } else {
    // Do nothing
  }

}; // Default Effect Code

//=============================================================================
// End of File
//=============================================================================