//=============================================================================
// Yanfly Engine Plugins - Smart Jump
// YEP_SmartJump.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_SmartJump = true;
var Yanfly = Yanfly || {};
Yanfly.Jump = Yanfly.Jump || {};
//=============================================================================
/*:
* @plugindesc v1.00 Adds a plugin command that enables smart jumping
* where the player cannot jump into illegal areas.
* @author Yanfly Engine Plugins
*
* @param Illegal Regions
* @desc These are the region ID's the player cannot jump on
* or past. Separate each region with a space.
* @default 0
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* For those that may have made their own Jump system before with events, you
* may have come across the problem of being able to jump off the map, into
* places you're not supposed to go, or even on top of events that shouldn't be
* allowed to go on top of. This plugin helps faciliate eventing a Jump system
* for your RPG Maker game by introducing Smart Jumps.
*
* Smart Jumps will allow you to jump over areas, but will limit you from
* jumping on top of places you can't go, on top of normal priority events, and
* set up boundaries (such as walls) that you normally cannot jump past.
*
* ============================================================================
* Instructions - Setting Up Smart Jumps
* ============================================================================
*
* Use the Plugin Command 'SmartJump' to make the player character perform a
* Smart Jump.
*
* Inside the plugin parameters, mark the Illegal Regions your player cannot
* jump past or on and then draw them on the map. Alternatively, you can mark
* certain tile types within the Database > Tileset tab and use Terrain Tags to
* restrict where the player cannot jump.
*
* ============================================================================
* Notetags
* ============================================================================
*
* You can use these notetags to set up what Terrain Tags that the player can't
* jump on or past.
*
* Tileset Notetags:
*
* <Illegal Jump: x>
* <Illegal Jump: x, x, x>
* <Illegal Jump: x to y>
* Replace x with the terrain tags you want to forbid the player from going
* past or landing on while doing Smart Jumps.
*
* Event Notetag:
*
* <Illegal Jump>
* This will prevent the player from being able to jump on or over this
* event while doing Smart Jumps. If the event is set to Through mode, then
* the player can jump through or onto the event.
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_SmartJump');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.JumpIllegalRegion = String(Yanfly.Parameters['Illegal Regions']);
Yanfly.Param.JumpIllegalRegion = Yanfly.Param.JumpIllegalRegion.split(' ');
if (Yanfly.Param.JumpIllegalRegion === '') Yanfly.Param.JumpIllegalRegion = [];
Yanfly.max = Yanfly.Param.JumpIllegalRegion.length;
for (Yanfly.i = 0; Yanfly.i < Yanfly.max; ++Yanfly.i) {
Yanfly.Param.JumpIllegalRegion[Yanfly.i] =
parseInt(Yanfly.Param.JumpIllegalRegion[Yanfly.i]);
};
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Jump.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
DataManager.isDatabaseLoaded = function() {
if (!Yanfly.Jump.DataManager_isDatabaseLoaded.call(this)) return false;
this.processJumpNotetags1($dataTilesets);
return true;
};
DataManager.processJumpNotetags1 = function(group) {
var note1a = /<(?:ILLEGAL JUMP):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
var note1b = /<(?:ILLEGAL JUMP):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
for (var n = 1; n < group.length; n++) {
var obj = group[n];
var notedata = obj.note.split(/[\r\n]+/);
obj.illegalJumpTag = [];
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(note1a)) {
var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
obj.illegalJumpTag = obj.illegalJumpTag.concat(array);
} else if (line.match(note1b)) {
var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
parseInt(RegExp.$2));
obj.illegalJumpTag = obj.illegalJumpTag.concat(range);
}
}
}
};
DataManager.processJumpNotetags2 = function(obj) {
var notedata = obj.note.split(/[\r\n]+/);
obj.illegalJump = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:ILLEGAL JUMP)>/i)) {
obj.illegalJump = true;
}
}
};
//=============================================================================
// Game_CharacterBase
//=============================================================================
Game_CharacterBase.prototype.smartJump = function(distance) {
if (distance === 0) return this.jump(0, 0);
this.setupSmartJump(this.getSmartJumpDistance(distance));
};
Game_CharacterBase.prototype.setupSmartJump = function(distance) {
if (this._direction === 2) {
this.jump(0, distance);
} else if (this._direction === 4) {
this.jump(-distance, 0);
} else if (this._direction === 6) {
this.jump(distance, 0);
} else if (this._direction === 8) {
this.jump(0, -distance);
}
};
Game_CharacterBase.prototype.getSmartJumpDistance = function(distance) {
if (this._direction === 2) {
for (var i = 0; i < distance; ++i) {
if (this.isSmartJumpIllegalRegion(this.x, this.y + i + 1)) {
distance = i;
break;
}
}
} else if (this._direction === 4) {
for (var i = 0; i < distance; ++i) {
if (this.isSmartJumpIllegalRegion(this.x - i - 1, this.y)) {
distance = i;
break;
}
}
} else if (this._direction === 6) {
for (var i = 0; i < distance; ++i) {
if (this.isSmartJumpIllegalRegion(this.x + i + 1, this.y)) {
distance = i;
break;
}
}
} else if (this._direction === 8) {
for (var i = 0; i < distance; ++i) {
if (this.isSmartJumpIllegalRegion(this.x, this.y - i - 1)) {
distance = i;
break;
}
}
}
return this.calcSmartJumpDistance(distance);
};
Game_CharacterBase.prototype.isSmartJumpIllegalRegion = function(x, y) {
if (x < 0 || y < 0) return true;
if (x > $gameMap.width() - 1 || y > $gameMap.height() - 1) return true;
if (this.isThrough()) return false;
var regionId = $gameMap.regionId(x, y);
if (regionId > 0 && Yanfly.Param.JumpIllegalRegion.contains(regionId)) {
return true;
}
var tileset = $gameMap.tileset();
if (tileset && tileset.illegalJumpTag.contains($gameMap.terrainTag(x, y))) {
return true;
}
var events = $gameMap.eventsXy(x, y);
var length = events.length;
for (var i = 0; i < length; ++i) {
var ev = events[i];
if (!ev) continue;
if (ev.isThrough()) continue;
if (ev.isSmartJumpBlocked()) return true;
}
return false;
};
Game_CharacterBase.prototype.calcSmartJumpDistance = function(distance) {
var max = distance;
var value = 0;
if (this._direction === 2) {
for (var i = 0; i < max; ++i) {
if (this.isSmartJumpValid(this.x, this.y + max - i)) {
value = max - i;
break;
}
}
} else if (this._direction === 4) {
for (var i = 0; i < max; ++i) {
if (this.isSmartJumpValid(this.x - max + i, this.y)) {
value = max - i;
break;
}
}
} else if (this._direction === 6) {
for (var i = 0; i < max; ++i) {
if (this.isSmartJumpValid(this.x + max - i, this.y)) {
value = max - i;
break;
}
}
} else if (this._direction === 8) {
for (var i = 0; i < max; ++i) {
if (this.isSmartJumpValid(this.x, this.y - max + i)) {
value = max - i;
break;
}
}
}
return value;
};
Game_CharacterBase.prototype.isSmartJumpValid = function(x, y) {
if (this.isThrough()) return true;
var events = $gameMap.eventsXyNt(x, y);
var length = events.length;
for (var i = 0; i < length; ++i) {
var ev = events[i];
if (!ev) continue;
if (ev.isThrough()) continue;
if (ev.isNormalPriority()) return false;
if (ev.isSmartJumpBlocked()) return false;
}
return $gameMap.isPassable(x, y, this._direction);
};
//=============================================================================
// Game_Event
//=============================================================================
Yanfly.Jump.Game_Event_setupPageSettings =
Game_Event.prototype.setupPageSettings;
Game_Event.prototype.setupPageSettings = function() {
Yanfly.Jump.Game_Event_setupPageSettings.call(this);
DataManager.processJumpNotetags2(this.event());
};
Game_Event.prototype.isSmartJumpBlocked = function() {
if (this.event().illegalJump === undefined) {
DataManager.processJumpNotetags2(this.event());
}
return this.event().illegalJump;
};
//=============================================================================
// Game_Interpreter
//=============================================================================
Yanfly.Jump.Game_Interpreter_pluginCommand =
Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
Yanfly.Jump.Game_Interpreter_pluginCommand.call(this, command, args);
if (command === 'SmartJump') {
$gamePlayer.smartJump(parseInt(args[0]));
}
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
Yanfly.Util.getRange = function(n, m) {
var result = [];
for (var i = n; i <= m; ++i) result.push(i);
return result;
};
//=============================================================================
// End of File
//=============================================================================