102 lines
No EOL
3.1 KiB
JavaScript
102 lines
No EOL
3.1 KiB
JavaScript
//=============================================================================
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// Smart Pathfinding
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// by Shaz
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// Last Updated: 2019.10.24
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// Patch note: Anisoft fixed a YEP_EventEncounterAid bug for touch followers
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//=============================================================================
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/*:
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* @plugindesc Allows events or players to do smart Pathfinding
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* @author Shaz
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*
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* @help
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*
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* Plugin Command:
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* SmartPath eventId1 eventId2 # Makes event 1 find path to event 2
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* SmartPath eventId x y # Makes event find a path to location x, y
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* SmartPath eventId cancel # Cancel Pathfinding for event
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*
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* event = number for specific event
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* event = 0 for "this" event
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* event = -1 for player
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* event = $gameVariables.value(x) to get the event id from variable x
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*
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* x, y = coordinates or $gameVariables.value(#) to use a variable coordinate
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*
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*/
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(function() {
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var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function(command, args) {
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_Game_Interpreter_pluginCommand.call(this, command, args);
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if (command.toUpperCase() === 'SMARTPATH') {
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subject = this.character(eval(args[0]));
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if (args[1].toUpperCase() === 'CANCEL') {
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subject.clearTarget();
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} else if (args.length > 2) {
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subject.setTarget(null, eval(args[1]), eval(args[2]));
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} else {
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subject.setTarget(this.character(eval(args[1])));
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}
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}
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};
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var _Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers;
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Game_CharacterBase.prototype.initMembers = function() {
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_Game_CharacterBase_initMembers.call(this);
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this._target = null;
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this._targetX = null;
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this._targetY = null;
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};
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Game_CharacterBase.prototype.setTarget = function(target, targetX, targetY) {
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this._target = target;
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if (this._target) {
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this._targetX = this._target.x;
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this._targetY = this._target.y;
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} else {
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this._targetX = targetX;
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this._targetY = targetY;
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}
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};
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Game_CharacterBase.prototype.clearTarget = function() {
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this._target = null;
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this._targetX = null;
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this._targetY = null;
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};
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var _Game_CharacterBase_updateStop = Game_CharacterBase.prototype.updateStop;
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Game_CharacterBase.prototype.updateStop = function() {
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_Game_CharacterBase_updateStop.call(this);
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if (this._target) {
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this._targetX = this._target.x;
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this._targetY = this._target.y;
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}
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if (this._targetX != null) {
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var direction = this.findDirectionTo(this._targetX, this._targetY);
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if (direction > 0)
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{
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this.moveStraight(direction);
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if (Imported.YEP_EventEncounter) {
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var target = this._target || {x: this._targetX, y: this._targetY}
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if (!this.isMovementSucceeded()) {
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if (this.isPositionSideOf(target)) {
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var x = target.x - this.x;
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var y = target.y - this.y;
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if (x > 1) x= 0;
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if (y > 1) y = 0;
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this.checkEventTriggerTouch(this.x+x, this.y+y)
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}
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}
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}
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}
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}
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};
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})(); |