//============================================================================= // Smart Pathfinding // by Shaz // Last Updated: 2019.10.24 // Patch note: Anisoft fixed a YEP_EventEncounterAid bug for touch followers //============================================================================= /*: * @plugindesc Allows events or players to do smart Pathfinding * @author Shaz * * @help * * Plugin Command: * SmartPath eventId1 eventId2 # Makes event 1 find path to event 2 * SmartPath eventId x y # Makes event find a path to location x, y * SmartPath eventId cancel # Cancel Pathfinding for event * * event = number for specific event * event = 0 for "this" event * event = -1 for player * event = $gameVariables.value(x) to get the event id from variable x * * x, y = coordinates or $gameVariables.value(#) to use a variable coordinate * */ (function() { var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args) { _Game_Interpreter_pluginCommand.call(this, command, args); if (command.toUpperCase() === 'SMARTPATH') { subject = this.character(eval(args[0])); if (args[1].toUpperCase() === 'CANCEL') { subject.clearTarget(); } else if (args.length > 2) { subject.setTarget(null, eval(args[1]), eval(args[2])); } else { subject.setTarget(this.character(eval(args[1]))); } } }; var _Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers; Game_CharacterBase.prototype.initMembers = function() { _Game_CharacterBase_initMembers.call(this); this._target = null; this._targetX = null; this._targetY = null; }; Game_CharacterBase.prototype.setTarget = function(target, targetX, targetY) { this._target = target; if (this._target) { this._targetX = this._target.x; this._targetY = this._target.y; } else { this._targetX = targetX; this._targetY = targetY; } }; Game_CharacterBase.prototype.clearTarget = function() { this._target = null; this._targetX = null; this._targetY = null; }; var _Game_CharacterBase_updateStop = Game_CharacterBase.prototype.updateStop; Game_CharacterBase.prototype.updateStop = function() { _Game_CharacterBase_updateStop.call(this); if (this._target) { this._targetX = this._target.x; this._targetY = this._target.y; } if (this._targetX != null) { var direction = this.findDirectionTo(this._targetX, this._targetY); if (direction > 0) { this.moveStraight(direction); if (Imported.YEP_EventEncounter) { var target = this._target || {x: this._targetX, y: this._targetY} if (!this.isMovementSucceeded()) { if (this.isPositionSideOf(target)) { var x = target.x - this.x; var y = target.y - this.y; if (x > 1) x= 0; if (y > 1) y = 0; this.checkEventTriggerTouch(this.x+x, this.y+y) } } } } } }; })();