dead-bunny/js/plugins/Nore_SlgCommand.js
2025-01-12 01:21:39 -06:00

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var __extends =
(this && this.__extends) ||
(function () {
var extendStatics = function (d, b) {
extendStatics =
Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array &&
function (d, b) {
d.__proto__ = b;
}) ||
function (d, b) {
for (var p in b)
if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p];
};
return extendStatics(d, b);
};
return function (d, b) {
if (typeof b !== "function" && b !== null)
throw new TypeError(
"Class extends value " + String(b) + " is not a constructor or null"
);
extendStatics(d, b);
function __() {
this.constructor = d;
}
d.prototype =
b === null
? Object.create(b)
: ((__.prototype = b.prototype), new __());
};
})();
var Nore;
(function (Nore) {
var SlgCommand;
(function (SlgCommand) {
SlgCommand["play"] = "play";
SlgCommand["stop"] = "stop";
SlgCommand["actor"] = "actor";
SlgCommand["facility"] = "facility";
SlgCommand["business"] = "business";
SlgCommand["study"] = "study";
SlgCommand["military"] = "military";
SlgCommand["invasion"] = "invasion";
SlgCommand["formation"] = "formation";
SlgCommand["decisiveBattle"] = "decisiveBattle";
SlgCommand["soupKichen"] = "soupKichen";
SlgCommand["option"] = "option";
SlgCommand["save"] = "save";
SlgCommand["character"] = "character";
SlgCommand["av"] = "av";
SlgCommand["kigae"] = "kigae";
SlgCommand["dousei"] = "dousei";
SlgCommand["status"] = "status";
SlgCommand["endRecording"] = "endRecording";
SlgCommand["none"] = "none";
})((SlgCommand = Nore.SlgCommand || (Nore.SlgCommand = {})));
Nore.TOP_Y = 43;
var PAPA_VAR = 21;
var PRICE_VAR = 22;
Nore.BATTLE_ID_VAR = 23;
var PAPA_SW = 41;
Nore.VIDEO_ID_VAR = 24;
var X_INTERVAL = 110;
var Y_INTERVAL = 100;
var Scene_Slg = /** @class */ (function (_super) {
__extends(Scene_Slg, _super);
function Scene_Slg() {
var _this = (_super !== null && _super.apply(this, arguments)) || this;
_this._waitEventList = [];
return _this;
}
Scene_Slg.prototype.create = function () {
$gameTemp.inSlg = true;
this._backlogDisabled = true;
_super.prototype.create.call(this);
this.createBackground();
this.createPictures();
this.createWindowLayer();
this.createAllWindows();
this.createPictures2();
this.addChild(this._messageWindow);
this.createCharacterWindow();
this.createFormationWindow();
this.createFacilityListWindow();
this.createCommandWindow();
this.createParameterWindow();
this.createMilitaryWindow();
this.createDecisiveBattleWindow();
this.createManListWindow();
this.setParentCommand();
this.createConfirmWindow();
this.onCommandChange();
this.createFadeSprite();
this.checkSlgInterpreter();
};
Scene_Slg.prototype.setParentCommand = function () {
this._facilityListWindow.setParentCommandWindow(this._commandWindow);
this._formationWindow.setParentCommandWindow(this._commandWindow);
this._militaryWindow.setParentCommandWindow(this._commandWindow);
this._charListWindow.setParentCommandWindow(this._commandWindow);
this._decisiveBattleWindow.setParentCommandWindow(this._commandWindow);
this._manCommandWindow.setParentCommandWindow(this._commandWindow);
};
Scene_Slg.prototype.setFirstSelection = function () {
var command = $gameTemp.lastCharCommand;
if (!command) {
return;
}
this._commandWindow.selectSymbol(command);
this.onCharacterActivate(true);
if ($gameParty.menuActor()) {
this._charListWindow.selectActor($gameParty.menuActor().actorId());
}
};
Scene_Slg.prototype.selectInitialSelection = function () {};
Scene_Slg.prototype.terminate = function () {
$gameTemp.inSlg = false;
$slg.setSlg(false);
$slg.onSlgTerminate();
_super.prototype.terminate.call(this);
//SceneManager.snapForBackground();
};
Scene_Slg.prototype.start = function () {
_super.prototype.start.call(this);
this._commandWindow.refresh();
this._commandWindow.select(0);
this.setFirstSelection();
this._militaryWindow.refresh();
this._facilityListWindow.start();
this.update();
$slg.setSlg(true);
};
Scene_Slg.prototype.updateBackLog = function () {
if (this._backlogDisabled) {
return;
}
if (!this._commandWindow.active) {
return;
}
if (
Input.isTriggered(Nore.BackLog.backLogButton) ||
TouchInput.wheelY < 0
) {
this._windowBackLog = new Nore.BackLog.Window_BackLog();
SoundManager.playOk();
this.addChild(this._windowBackLog);
}
};
Scene_Slg.prototype.update = function () {
_super.prototype.update.call(this);
this.updateFade();
$gameScreen.update();
this.updateSlgEvent();
};
Scene_Slg.prototype.updateSlgEvent = function () {
var isRunning = $slg.isInterpreterRunning();
//$slg.update();
if ($slg.isInterpreterRunning()) {
return;
} else {
if (isRunning) {
$slg.clearInterpreter();
this.finishScenario();
return;
}
}
if (this.isInterpreterRunning()) {
return;
}
if ($slg.isDirty()) {
var slgScenario = $gameParty.nextSlgScenario();
if (slgScenario) {
p("TimeEvent SlgScenario:" + slgScenario);
this.playScenario(slgScenario);
return;
}
var scenario = $gameParty.nextScenario();
if (scenario) {
p("TimeEvent scenario:" + scenario);
this.playScenario(scenario);
return;
}
if ($gameParty.hasCommonEvent()) {
this.popScene();
return;
}
}
if ($slg.isDirty()) {
this.refresh();
$gameParty.clearDirty();
}
if (!this._interpreter) {
this.updateEvent();
}
};
Scene_Slg.prototype.updateFade = function () {
this._fadeSprite.opacity = 255 - $gameScreen.brightness();
};
Scene_Slg.prototype.refresh = function () {
this._topWindow.refresh();
this._formationWindow.refresh();
this._formationFilterWindow.refresh();
this._formationListWindow.refresh();
this._formationDetailWindow.refresh();
$slg.clearDirty();
var list = $slg.eventList();
if (list.length > 0) {
var history_1 = list.shift();
if (history_1.status() == TanetsukeStatus.fertilize) {
history_1.becomePregnant();
} else if (history_1.status() == TanetsukeStatus.syusan) {
history_1.syusan();
} else if (history_1.status() == TanetsukeStatus.firstSex) {
history_1.playSex();
}
var event_1 = new SlgEvent(history_1);
this.playScenario(event_1.eventName());
}
};
Scene_Slg.prototype.createFadeSprite = function () {
this._fadeSprite = new ScreenSprite();
this.addChild(this._fadeSprite);
};
Scene_Slg.prototype.createWindowLayer = function () {
this._windowLayer = new WindowLayer();
this._windowLayer.x = 0;
this._windowLayer.y = 0;
this.addChild(this._windowLayer);
};
Scene_Slg.prototype.createConfirmWindow = function () {
this._confirmWindow = new Nore.Window_Confirm(500);
this._confirmWindow.setText("AV撮影を行いますか");
this.addChild(this._confirmWindow);
this._confirmWindow.visible = false;
this._confirmWindow.setHandler("ok", this.onConfirmOk.bind(this));
this._confirmWindow.setHandler("cancel", this.onConfirmCancel.bind(this));
this._msgWindow = new Nore.Window_Msg();
this._msgWindow.setText("AV撮影を行いますか");
this.addChild(this._msgWindow);
this._msgWindow.visible = false;
this._msgWindow.setHandler("ok", this.onConfirmCancel.bind(this));
this._msgWindow.setHandler("cancel", this.onConfirmCancel.bind(this));
};
Scene_Slg.prototype.startInitialScenario = function () {};
Scene_Slg.prototype.finishScenario = function () {
var slgScenario = $gameParty.nextSlgScenario();
if (slgScenario) {
this.playScenario(slgScenario);
return;
}
var scenario = $gameParty.nextScenario();
if (scenario) {
this.playScenario(scenario);
return;
}
$gameTemp.inSlg = true;
if (this._confirmBattle) {
$gameVariables.setValue(Nore.BATTLE_ID_VAR, 1);
this.popScene();
return;
}
if (this._showAvResult) {
SceneManager.push(Scene_AvResult);
return;
}
this.refresh();
this._commandWindow.refresh();
this._commandWindow.show();
this._facilityListWindow.select(-1);
this._facilityListWindow.deactivate();
if ($gameTemp.selectBattle) {
$gameTemp.selectBattle = false;
this._commandWindow.selectSymbol(SlgCommand.invasion);
this._commandWindow.deactivate();
this.onInvasion();
} else if ($gameTemp.selectFormation) {
$gameTemp.selectFormation = false;
this._commandWindow.selectSymbol(SlgCommand.formation);
this._commandWindow.deactivate();
this.onFormation();
} else if ($gameTemp.menuIndex() >= 0) {
this._commandWindow.select($gameTemp.menuIndex());
if ($gameTemp.lastSelection == SlgCommand.actor) {
$gameTemp.lastSelection = null;
this._commandWindow.deactivate();
} else if ($gameTemp.lastSelection == SlgCommand.character) {
$gameTemp.lastSelection = null;
this._commandWindow.deactivate();
this._charListWindow.selectActor($gameParty.menuActor().actorId());
this._charListWindow.activate();
} else {
this._commandWindow.activate();
}
} else {
this._commandWindow.activate();
this._commandWindow.select(0);
}
$slg.setDirty();
};
Scene_Slg.prototype.updateEvent = function () {
if (this._waitEventList.length > 0) {
var event_2 = this._waitEventList.shift();
this.playScenario(event_2.eventName());
}
};
Scene_Slg.prototype.playScenario = function (name) {
this.beforePlayScenario();
_super.prototype.playScenario.call(this, name);
};
Scene_Slg.prototype.playCommonEvent = function (commonId) {
p("playCommonEvent:" + commonId);
var commonEvent = $dataCommonEvents[commonId];
if (isNaN(commonId)) {
console.error("コモンイベントが存在しません:");
return;
}
p(commonEvent.list);
this.beforePlayScenario();
$slg._interpreter = new Game_Interpreter();
$slg._interpreter._list = [];
$slg._interpreter._list.push({ code: 0, indent: 0, parameters: [] });
$slg._interpreter.setupChild(commonEvent.list, 0);
};
Scene_Slg.prototype.beforePlayScenario = function () {
$gameTemp.inSlg = false;
this._commandWindow.hide();
this._facilityListWindow.hide();
this._facilityCommandWindow.hide();
this._formationWindow.hide();
this._formationListWindow.hide();
this._formationFilterWindow.hide();
this._formationListWindow.deactivate();
this._formationDetailWindow.hide();
this._charListWindow.hide();
this._charListWindow.deactivate();
this._militaryWindow.hide();
this._decisiveBattleWindow.hide();
this._manCommandWindow.hide();
this._manListWindow.hide();
this._soupKichenCommandWindow.hide();
this._soupKichenListWindow.hide();
this._manParamWindow.hide();
this._militaryWindow.deactivate();
};
Scene_Slg.prototype.checkSlgInterpreter = function () {
if ($slg.isInterpreterRunning()) {
this.beforePlayScenario();
}
};
Scene_Slg.prototype.createBackground = function () {
/*this._backgroundSprite = new Sprite(SceneManager.backgroundBitmap());
this.addChild(this._backgroundSprite);
const dark = new PIXI.Graphics();
dark.beginFill(0x000000, 0.7);
dark.drawRect(0, 0, Graphics.width, Graphics.height);
dark.endFill();
this.addChild(dark);
*/
this._backgroundFilter = new PIXI.filters.BlurFilter();
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap = SceneManager.backgroundBitmap();
this._backgroundSprite.filters = [this._backgroundFilter];
this.addChild(this._backgroundSprite);
this.setBackgroundOpacity(42);
};
Scene_Slg.prototype.setBackgroundOpacity = function (opacity) {
this._backgroundSprite.opacity = opacity;
};
Scene_Slg.prototype.createFacilityListWindow = function () {
this._facilityListWindow = new Window_FacilityTree();
this.addChild(this._facilityListWindow);
this._facilityListWindow.select(0);
this._facilityListWindow.setHandler("ok", this.onFacilityOk.bind(this));
this._facilityListWindow.setHandler(
"cancel",
this.onFacilityCancel.bind(this)
);
this._facilityListWindow.setHandler(
"activate",
this.onFacilityActivate.bind(this)
);
this._facilityListWindow.deactivate();
this._facilityListWindow.select(-1);
this._facilityCommandWindow = new Nore.Window_FacilityCommand();
this._facilityCommandWindow.setHandler(
FacilityCommand.levelUp,
this.onFacilityCommandLevelUp.bind(this)
);
this._facilityCommandWindow.setHandler(
"cancel",
this.onFacilityCommandCancel.bind(this)
);
this.addChild(this._facilityCommandWindow);
this._facilityCommandWindow.activate();
this._facilityCommandWindow.select(0);
};
Scene_Slg.prototype.createMilitaryWindow = function () {
this._militaryWindow = new Nore.Window_Military();
this.addWindow(this._militaryWindow);
this._militaryWindow.activate();
this._militaryWindow.setHandler("ok", this.onMilitary.bind(this));
this._militaryWindow.setHandler(
"cancel",
this.onMilitaryCancel.bind(this)
);
this._militaryWindow.setHandler(
"activate",
this.onMilitaryActivate.bind(this)
);
this._militaryWindow.deactivate();
this._militaryWindow.hide();
};
Scene_Slg.prototype.onMilitary = function () {
this._confirmWindow.visible = true;
this._confirmMilitary = true;
this._confirmWindow.select(0);
this._confirmWindow.setText(TextManager.confirmBattle);
this._confirmWindow.activate();
};
Scene_Slg.prototype.createCharacterWindow = function () {
this._charListWindow = new Window_CharacterList();
this.addChild(this._charListWindow);
this._charListWindow.deactivate();
this._charListWindow.select(-1);
this._charListWindow.setHandler("ok", this.onCharacterOk.bind(this));
this._charListWindow.setHandler(
"cancel",
this.onCharacterCancel.bind(this)
);
this._charListWindow.setHandler(
"activate",
this.onCharacterActivate.bind(this)
);
};
Scene_Slg.prototype.onCharacterCommand2 = function () {
p(this._charListWindow.index());
if (this._charListWindow.index() < 0) {
this._charListWindow.select(0);
}
this._charListWindow.activate();
};
Scene_Slg.prototype.onCharacterOk = function () {
var actor = this._charListWindow.selectedActor();
$gameParty.setMenuActor(actor);
$gameTemp.lastSelection = SlgCommand.character;
var symbol = this._commandWindow.currentSymbol();
switch (symbol) {
case SlgCommand.av:
if (actor.dousei().isDouseiNinshin()) {
this._msgWindow.setTexts([TextManager.avNg1, TextManager.avNg2]);
this._msgWindow.visible = true;
SoundManager.playBuzzer();
this._msgWindow.activate();
return;
}
if ($slg.hasLastSaleTimeGaugeEvent(actor.actorId())) {
$gameParty.addCommonEvent(491, -1);
return;
}
$gameTemp.lastCharCommand = SlgCommand.av;
SceneManager.push(Scene_AvTree);
return;
case SlgCommand.kigae:
$gameTemp.lastCharCommand = SlgCommand.kigae;
SceneManager.push(Nore.Scene_Kigae);
return;
case SlgCommand.dousei:
if (actor.dousei().isTaikenbanNg()) {
this._msgWindow.setTexts([
TextManager.douseiTaikenbanNg,
TextManager.douseiTaikenbanNg2,
]);
this._msgWindow.visible = true;
SoundManager.playBuzzer();
this._msgWindow.activate();
return;
}
$gameTemp.lastCharCommand = SlgCommand.dousei;
SceneManager.push(Nore.Scene_Dousei);
return;
case SlgCommand.status:
$gameTemp.lastCharCommand = SlgCommand.status;
$gameTemp.lastSelectedEroStatusIndex = 0;
SceneManager.push(Nore.Scene_EroStatus);
return;
}
};
Scene_Slg.prototype.onCharacterCancel = function () {
this._charListWindow.select(-1);
this._charListWindow.deactivate();
this._commandWindow.activate();
};
Scene_Slg.prototype.createFormationWindow = function () {
this._formationWindow = new Nore.Window_Formation();
this.addWindow(this._formationWindow);
this._formationWindow.deactivate();
this._formationWindow.select(0);
this._formationWindow.setHandler("ok", this.onFormationSelect.bind(this));
this._formationWindow.setHandler(
"cancel",
this.onFormationCancel.bind(this)
);
this._formationWindow.setHandler(
"change",
this.onFormationChange.bind(this)
);
this._formationWindow.setHandler("pageup", this.onPageup.bind(this));
this._formationWindow.setHandler("pagedown", this.onPagedown.bind(this));
this._formationWindow.setHandler(
"tab",
this.onFormationLevelUp.bind(this)
);
this._formationWindow.setHandler(
"activate",
this.onFormationActivate.bind(this)
);
this._formationListWindow = new Nore.Window_FormationList();
this.addWindow(this._formationListWindow);
this._formationListWindow.deactivate();
this._formationListWindow.select(0);
this._formationListWindow.setHandler(
"ok",
this.onFormationListOk.bind(this)
);
this._formationListWindow.setHandler(
"cancel",
this.onFormationListCancel.bind(this)
);
this._formationListWindow.setHandler(
"change",
this.onFormationListChange.bind(this)
);
this._formationFilterWindow = new Nore.Window_FormationFilter();
this.addWindow(this._formationFilterWindow);
this._formationDetailWindow = new Nore.Window_FormationDetail();
this.addWindow(this._formationDetailWindow);
this._formationDetailWindow.deactivate();
this._formationLevelUpWindow = new Nore.Window_FormationLevelUp();
this.addWindow(this._formationLevelUpWindow);
this._formationLevelUpWindow.deactivate();
this._formationDetailWindow.setLevelUpWindow(
this._formationLevelUpWindow
);
this._formationDetailWindow.setListWindow(this._formationListWindow);
this._formationDetailWindow.setFormationWindow(this._formationWindow);
this._formationLevelUpWindow.hide();
};
Scene_Slg.prototype.onFormationLevelUp = function () {
this._formationDetailWindow.onLevelUp();
};
Scene_Slg.prototype.onPageup = function () {
this._formationWindow.pageup();
};
Scene_Slg.prototype.onPagedown = function () {
this._formationWindow.pagedown();
};
Scene_Slg.prototype.onFormationSelect = function () {
this._formationListWindow.activate();
};
Scene_Slg.prototype.onFormationChange = function () {
if (!this._formationWindow.visible) {
return;
}
var actor = this._formationWindow.selectedActor();
this._formationDetailWindow.setup(actor);
this._commandWindow.deactivate();
this._formationWindow.refreshLabel();
};
Scene_Slg.prototype.onFormationListChange = function () {
var actor = this._formationListWindow.selectedActor();
this._formationDetailWindow.setup(actor);
};
Scene_Slg.prototype.onFormationCancel = function () {
this._commandWindow.activate();
};
Scene_Slg.prototype.onFormationListOk = function () {
var actor = this._formationListWindow.selectedActor();
if ($slg.formation().isBattleMamber(actor)) {
SoundManager.playBuzzer();
this._formationWindow.activate();
return;
}
this._formationWindow.setBattleActor(actor);
this._formationWindow.activate();
this._formationListWindow.refresh();
};
Scene_Slg.prototype.onFormationListCancel = function () {
this._formationWindow.activate();
};
Scene_Slg.prototype.createDecisiveBattleWindow = function () {
this._decisiveBattleWindow = new Nore.Window_DecisiveBattle();
this.addWindow(this._decisiveBattleWindow);
this._decisiveBattleWindow.hide();
this._decisiveBattleWindow.setHandler(
"ok",
this.onDecisiveBattleOk.bind(this)
);
this._decisiveBattleWindow.setHandler(
"cancel",
this.onDecisiveBattleCancel.bind(this)
);
this._decisiveBattleWindow.setHandler(
"activate",
this.onDecisiveBattleActivate.bind(this)
);
};
Scene_Slg.prototype.createManListWindow = function () {
var av = new Av(1, 1);
this._manParamWindow = new Nore.Window_AvManParams(av, 372);
this._manParamWindow.y = Nore.TOP_Y;
this.addWindow(this._manParamWindow);
this._manParamWindow.hide();
this._manCommandWindow = new Window_ManCommand();
this.addWindow(this._manCommandWindow);
this._manCommandWindow.select(0);
this._manCommandWindow.hide();
this._manCommandWindow.deactivate();
this._manCommandWindow.setHandler("change", this.onManChange.bind(this));
this._manCommandWindow.setHandler("ok", this.onManOk.bind(this));
this._manCommandWindow.setHandler("cancel", this.onManCancel.bind(this));
this._manListWindow = new Window_ManList();
this._manListWindow.setHandler("cancel", this.onManListCancel.bind(this));
this.addWindow(this._manListWindow);
this._manListWindow.hide();
this._manListWindow.deactivate();
this._manInfoWindow = new Window_ManInfo();
this.addWindow(this._manInfoWindow);
this._manInfoWindow.hide();
this._manParamWindow.x = this._manInfoWindow.x;
this._manListWindow.setManInfoWindow(this._manInfoWindow);
this._manListWindow.setManParamWindow(this._manParamWindow);
this._soupKichenListWindow = new Window_SoupKichenList();
this.addWindow(this._soupKichenListWindow);
this._soupKichenListWindow.select(0);
this._soupKichenListWindow.hide();
this._soupKichenListWindow.setManParamWindow(this._manParamWindow);
this._soupKichenListWindow.setHandler(
"ok",
this.onSoupKichenOk.bind(this)
);
this._soupKichenListWindow.setHandler(
"cancel",
this.onSoupKichenCancel.bind(this)
);
this._soupKichenListWindow.setHandler(
"change",
this.onSoupKichenChange.bind(this)
);
this._soupKichenListWindow.setHandler(
"change",
this.onSoupKichenChange.bind(this)
);
this._soupKichenListWindow.setHandler(
"activate",
this.onManActivate.bind(this)
);
this._soupKichenCommandWindow = new Window_SoupKichenCommand();
this.addWindow(this._soupKichenCommandWindow);
this._soupKichenCommandWindow.select(0);
this._soupKichenCommandWindow.hide();
this._soupKichenCommandWindow.setHandler(
SoupKichenCommand.hire,
this.onManHireOk.bind(this)
);
this._soupKichenCommandWindow.setHandler(
SoupKichenCommand.cancel,
this.onManHireCancel.bind(this)
);
};
Scene_Slg.prototype.onManOk = function () {
if (this._manCommandWindow.index() == 0) {
this._manListWindow.activate();
} else {
this._soupKichenListWindow.activate();
}
};
Scene_Slg.prototype.onManCancel = function () {
this._commandWindow.activate();
};
Scene_Slg.prototype.onManListCancel = function () {
this._manCommandWindow.activate();
};
Scene_Slg.prototype.onManChange = function () {
this.updateManCommandList();
};
Scene_Slg.prototype.onSoupKichenChange = function () {
var man = this._soupKichenListWindow.selectedMan();
if (!man) {
this._manParamWindow.hide();
return;
}
this._manParamWindow.setMan(man.actor());
};
Scene_Slg.prototype.onManHireOk = function () {
this._soupKichenCommandWindow.hire();
this._soupKichenCommandWindow.hide();
this._soupKichenListWindow.makeData();
this._soupKichenListWindow.refresh();
this._soupKichenListWindow.show();
this._soupKichenListWindow.activate();
this._manListWindow.makeData();
this._manListWindow.refresh();
};
Scene_Slg.prototype.onManHireCancel = function () {
this._soupKichenCommandWindow.hide();
this._soupKichenListWindow.show();
this._soupKichenListWindow.activate();
};
Scene_Slg.prototype.onSoupKichenOk = function () {
var man = this._soupKichenListWindow.selectedMan();
this._soupKichenCommandWindow.setMan(man);
this._soupKichenCommandWindow.select(0);
this._soupKichenCommandWindow.activate();
this._soupKichenCommandWindow.show();
};
Scene_Slg.prototype.onSoupKichenCancel = function () {
this._manParamWindow.hide();
this._manCommandWindow.activate();
};
Scene_Slg.prototype.createPictures = function () {
var width = Graphics.width;
var height = Graphics.height;
var x = (Graphics.width - width) / 2;
var y = (Graphics.height - height) / 2;
this._pictureContainer = new Sprite();
this._pictureContainer.setFrame(x, y, width, height);
for (var i = 0; i < 10; i++) {
this._pictureContainer.addChild(new Sprite_Picture(i));
}
this.addChild(this._pictureContainer);
};
Scene_Slg.prototype.createPictures2 = function () {
var width = Graphics.width;
var height = Graphics.height;
var x = (Graphics.width - width) / 2;
var y = (Graphics.height - height) / 2;
this._pictureContainer2 = new Sprite();
this._pictureContainer2.setFrame(x, y, width, height);
for (var i = 10; i <= $gameScreen.maxPictures() - 1; i++) {
this._pictureContainer2.addChild(new Sprite_Picture(i));
}
this.addChild(this._pictureContainer2);
};
Scene_Slg.prototype.createParameterWindow = function () {
this._topWindow = new Nore.Window_Top(true);
this._topWindow.hideTimeGauge();
this.addChild(this._topWindow);
this._topWindow.update();
};
Scene_Slg.prototype.createCommandWindow = function () {
this._commandWindow = new Nore.Window_SlgCommand();
this.addChild(this._commandWindow);
this._commandWindow.setHandler(
SlgCommand.invasion,
this.onInvasion.bind(this)
);
this._commandWindow.setHandler(
SlgCommand.option,
this.onOption.bind(this)
);
this._commandWindow.setHandler(SlgCommand.save, this.onSave.bind(this));
this._commandWindow.setHandler(
SlgCommand.facility,
this.onFacility.bind(this)
);
this._commandWindow.setHandler(
SlgCommand.formation,
this.onFormation.bind(this)
);
this._commandWindow.setHandler(
SlgCommand.decisiveBattle,
this.onDecisiveBattle.bind(this)
);
this._commandWindow.setHandler(
SlgCommand.soupKichen,
this.onSoupKichen.bind(this)
);
this._commandWindow.setHandler(
SlgCommand.av,
this.onCharacterAv.bind(this)
);
this._commandWindow.setHandler(
SlgCommand.kigae,
this.onCharacterKigae.bind(this)
);
this._commandWindow.setHandler(
SlgCommand.dousei,
this.onCharacterDousei.bind(this)
);
this._commandWindow.setHandler(
SlgCommand.status,
this.onCharacterStatus.bind(this)
);
this._commandWindow.setHandler(
SlgCommand.endRecording,
this.onEndRecording.bind(this)
);
this._commandWindow.setHandler("cancel", this.onCommandCancel.bind(this));
this._commandWindow.setHandler("change", this.onCommandChange.bind(this));
};
Scene_Slg.prototype.onEndRecording = function () {};
Scene_Slg.prototype.selectCharacterList = function () {
if (this._charListWindow.index() < 0) {
this._charListWindow.select(0);
}
this._charListWindow.activate();
};
Scene_Slg.prototype.onCharacterActivate = function (noSe) {
if (noSe === void 0) {
noSe = false;
}
TouchInput.clear();
if (!noSe) {
SoundManager.playOk();
}
this._commandWindow.deactivate();
switch (this._commandWindow.currentSymbol()) {
case SlgCommand.av:
this.onCharacterAv();
return;
case SlgCommand.kigae:
this.onCharacterKigae();
return;
case SlgCommand.dousei:
this.onCharacterDousei();
return;
case SlgCommand.status:
this.onCharacterStatus();
return;
}
this._commandWindow.activate();
};
Scene_Slg.prototype.onCharacterAv = function () {
this._charListWindow.setSlgType(SlgCommand.av);
this.selectCharacterList();
};
Scene_Slg.prototype.onCharacterKigae = function () {
this._charListWindow.setSlgType(SlgCommand.kigae);
this.selectCharacterList();
};
Scene_Slg.prototype.onCharacterDousei = function () {
this._charListWindow.setSlgType(SlgCommand.dousei);
this.selectCharacterList();
};
Scene_Slg.prototype.onCharacterStatus = function () {
this._charListWindow.setSlgType(SlgCommand.status);
this.selectCharacterList();
};
Scene_Slg.prototype.onRest = function () {
this._commandWindow.activate();
};
Scene_Slg.prototype.onManActivate = function () {
TouchInput.clear();
SoundManager.playOk();
this._commandWindow.deactivate();
this.onSoupKichen();
};
Scene_Slg.prototype.updateManCommandList = function () {
if (this._manCommandWindow.index() == 0) {
this._manListWindow.show();
this._soupKichenListWindow.hide();
this._manInfoWindow.show();
this._manParamWindow.show();
this._manListWindow.reselect();
} else {
this._manListWindow.hide();
if ($slg.manInfo().soupKichen().isEmptyOrDisabled()) {
this._manParamWindow.hide();
} else {
this._manParamWindow.show();
}
this._soupKichenListWindow.show();
this._manInfoWindow.hide();
}
};
Scene_Slg.prototype.onSoupKichen = function () {
//this._manParamWindow.show();
this._manCommandWindow.activate();
};
Scene_Slg.prototype.onFacilityOk = function () {
var f = this._facilityListWindow.selectedFacility();
if (f.isTaikenbanNg()) {
this._facilityListWindow.activate();
SoundManager.playBuzzer();
return;
}
if ($slg.facilityInfo().hasFacility(f.itemId())) {
this._facilityListWindow.activate();
return;
}
var x = this._facilityListWindow.commandX();
var y = this._facilityListWindow.commandY();
var facility = new Facility(f.itemId(), f.level());
if (facility.level() == facility.maxLevel()) {
this._facilityListWindow.activate();
SoundManager.playBuzzer();
return;
}
this._facilityCommandWindow.x = x;
this._facilityCommandWindow.y = y;
this._facilityCommandWindow.setFacility(facility);
this._facilityCommandWindow.show();
this._facilityCommandWindow.activate();
};
Scene_Slg.prototype.onFacilityCancel = function () {
this._facilityListWindow.select(-1);
this._commandWindow.activate();
};
Scene_Slg.prototype.onFacilityCommandCancel = function () {
this._facilityListWindow.activate();
this._facilityCommandWindow.hide();
};
Scene_Slg.prototype.onFacilityCommandLevelUp = function () {
var facility = this._facilityListWindow.selectedFacility().facility();
if (facility.price() > $gameParty.gold()) {
SoundManager.playBuzzer();
this._facilityCommandWindow.activate();
return;
}
this._facilityCommandWindow.hide();
$gameParty.loseGold(facility.price());
SoundManager.playShop();
var e = new FacilityTimeGaugeEvent(
facility.constructionTime(),
facility.itemId(),
facility.level()
);
$slg.addTimeGaugeEvent(e);
//$slg.facilityInfo().levelUp(facility);
this._facilityListWindow.refresh();
this._facilityListWindow.activate();
this._facilityListWindow.select(0);
};
// military
Scene_Slg.prototype.onMilitaryCancel = function () {
this._militaryWindow.select(-1);
this._commandWindow.activate();
};
Scene_Slg.prototype.onFormationActivate = function () {
TouchInput.clear();
SoundManager.playOk();
this._commandWindow.deactivate();
this.onFormation();
};
Scene_Slg.prototype.onFormation = function () {
this._formationWindow.activate();
this._formationWindow.select(0);
};
Scene_Slg.prototype.popScene = function () {
$gameTemp.lastCharCommand = null;
_super.prototype.popScene.call(this);
};
Scene_Slg.prototype.onConfirmOk = function () {
if (this._confirmMilitary) {
var reserveCommon = this._militaryWindow.decide();
if (reserveCommon < 0) {
this.popScene();
$gameTemp.reserveCommonEvent(141);
} else {
// マリナとの戦闘前
if (reserveCommon == 237) {
// 左のメニュー非表示
$gameSwitches.setValue(17, false);
$gameSwitches.setValue(42, true);
}
}
} else if (this._confirmDecisiveBattle) {
this.onFinishDecisiveBattle();
} else {
}
};
Scene_Slg.prototype.onConfirmCancel = function () {
this._confirmWindow.visible = false;
this._msgWindow.visible = false;
if (this._confirmMilitary) {
this._militaryWindow.activate();
} else if (this._confirmDecisiveBattle) {
this._commandWindow.activate();
} else {
this._charListWindow.activate();
}
this._confirmMilitary = false;
};
Scene_Slg.prototype.onMilitaryActivate = function () {
TouchInput.clear();
SoundManager.playOk();
this._commandWindow.deactivate();
this.onInvasion();
};
Scene_Slg.prototype.onInvasion = function () {
this._militaryWindow.show();
this._militaryWindow.activate();
};
Scene_Slg.prototype.onFacilityActivate = function () {
TouchInput.clear();
this._commandWindow.deactivate();
SoundManager.playOk();
this.onFacility();
};
Scene_Slg.prototype.onFacility = function () {
this._facilityListWindow.show();
this._facilityListWindow.activate();
this._facilityListWindow.select(0);
};
Scene_Slg.prototype.onOption = function () {
$gameTemp.lastCharCommand = null;
SceneManager.push(Scene_Options);
};
Scene_Slg.prototype.onSave = function () {
$gameTemp.lastCharCommand = SlgCommand.save;
SceneManager.push(Scene_Save);
};
Scene_Slg.prototype.onCommandCancel = function () {
this.popScene();
};
Scene_Slg.prototype.onCommandChange = function () {
var symbol = this._commandWindow.currentSymbol();
if (this._interpreter) {
return;
}
$gameTemp.setMenuIndex(this._commandWindow.index());
this._facilityListWindow.hide();
this._militaryWindow.hide();
this._charListWindow.hide();
this._formationWindow.hide();
this._formationFilterWindow.hide();
this._formationListWindow.hide();
this._formationDetailWindow.hide();
this._decisiveBattleWindow.hide();
this._soupKichenListWindow.hide();
this._manInfoWindow.hide();
this._manCommandWindow.hide();
this._manListWindow.hide();
this._manParamWindow.hide();
switch (symbol) {
case SlgCommand.facility:
this._facilityListWindow.show();
break;
case SlgCommand.invasion:
this._militaryWindow.show();
break;
case SlgCommand.formation:
this._formationWindow.show();
this._formationFilterWindow.show();
this._formationListWindow.show();
break;
case SlgCommand.character:
case SlgCommand.av:
case SlgCommand.kigae:
case SlgCommand.dousei:
case SlgCommand.status:
this._charListWindow.show();
break;
case SlgCommand.decisiveBattle:
this._decisiveBattleWindow.refresh();
this._decisiveBattleWindow.show();
break;
case SlgCommand.soupKichen:
this._soupKichenListWindow.refresh();
this._manCommandWindow.show();
this.updateManCommandList();
//this._soupKichenListWindow.show();
break;
}
};
Scene_Slg.prototype.onDecisiveBattleActivate = function () {
TouchInput.clear();
SoundManager.playOk();
this._commandWindow.deactivate();
this.onDecisiveBattle();
};
Scene_Slg.prototype.onDecisiveBattle = function () {
this._confirmDecisiveBattle = true;
var canExecute = $slg.decisiveBattleInfo().canExecute();
if (!canExecute) {
this._msgWindow.setText(TextManager.decisiveBattleDialog);
this._msgWindow.visible = true;
SoundManager.playBuzzer();
this._msgWindow.activate();
return;
}
this._confirmWindow.visible = true;
this._confirmWindow.setText(TextManager.decisiveBattleConfirm);
this._confirmWindow.activate();
};
Scene_Slg.prototype.onDecisiveBattleOk = function () {
var cost = this._decisiveBattleWindow.selectedCost();
if (cost.isFinished()) {
SoundManager.playBuzzer();
this._decisiveBattleWindow.activate();
return;
}
this._confirmDecisiveBattle = true;
this._confirmWindow.visible = true;
this._confirmWindow.setText("この資源を納品しますか?");
this._confirmWindow.activate();
};
Scene_Slg.prototype.onDecisiveBattleCancel = function () {
this._decisiveBattleWindow.select(-1);
this._commandWindow.activate();
};
Scene_Slg.prototype.onFinishDecisiveBattle = function () {
this._confirmWindow.hide();
$gameSwitches.setValue(5, true);
$slg.decisiveBattleInfo().consumeCost();
this.popScene();
};
return Scene_Slg;
})(Nore.Scene_Talk);
Nore.Scene_Slg = Scene_Slg;
var SlgEvent = /** @class */ (function () {
function SlgEvent(history) {
this._source = history;
}
SlgEvent.prototype.eventName = function () {
var actorId = this._source.actorId().padZero(2);
if (this._source.status() == TanetsukeStatus.pregnant) {
return "妊娠イベント_01";
}
if (this._source.status() == TanetsukeStatus.inSex) {
return "セックスイベント_%1_01".format(actorId);
} else {
return "出産イベント_01";
}
};
return SlgEvent;
})();
Nore.MAIN_MENU_W = 182;
})(Nore || (Nore = {}));
var Sprite_Tachie = /** @class */ (function (_super) {
__extends(Sprite_Tachie, _super);
function Sprite_Tachie(x, y, scale) {
if (x === void 0) {
x = 860;
}
if (y === void 0) {
y = -100;
}
if (scale === void 0) {
scale = 1;
}
var _this = _super.call(this, new Rectangle(0, 0, 0, 0)) || this;
_this._x = x;
_this._y = y;
_this._scale = scale;
_this.update();
return _this;
}
Sprite_Tachie.prototype.initialize = function () {
var x = 550;
_super.prototype.initialize.call(
this,
new Rectangle(x, 0, this.contentsWidth(), this.contentsHeight())
);
this.frameVisible = false;
this.backOpacity = 0;
this.margin = 0;
this.padding = 0;
var g = new PIXI.Graphics();
g.beginFill(0x000);
g.drawRect(0, 0, 500, 500);
g.endFill();
this._back = g;
this.addChild(this._back);
this._actorLayer = new Sprite();
this.addChild(this._actorLayer);
};
Sprite_Tachie.prototype.setActorId = function (actorId) {
if (this._actorId == actorId) {
return;
}
this._actorId = actorId;
this.redraw();
};
Sprite_Tachie.prototype.update = function () {
_super.prototype.update.call(this);
this.updatePosition();
if (this.actor() && this.actor().isDirty()) {
this.redraw();
}
};
Sprite_Tachie.prototype.updatePosition = function () {
this.x = this._x;
this.y = this._y;
this.scale.x = this._scale;
this.scale.y = this._scale;
this._back.visible = false;
};
Sprite_Tachie.prototype.actor = function () {
return $gameActors.actor(this._actorId);
};
Sprite_Tachie.prototype.redraw = function () {
if (!this.visible) {
// return;
}
this.contents.clear();
this.contentsBack.clear();
if (!this._actorLayer) {
return;
}
this.drawActor();
};
Sprite_Tachie.prototype.drawActor = function () {
var hMinus = 0;
if ($gameSwitches.value(4)) {
hMinus = 0;
}
var rect = new Rectangle(120, 0, 600, 1000);
var x = -10; //$gameActors.actor(this._actorId).posByActor();
var y = 10;
var actor = this.actor();
if (!actor) {
return;
}
this._actorLayer.removeChildren();
var faceId = actor.getDefaultFaceId();
this.drawTachieActor(actor, this._actorLayer, x, y, null, faceId);
};
Sprite_Tachie.prototype.contentsWidth = function () {
return 378;
};
Sprite_Tachie.prototype.contentsHeight = function () {
return Graphics.height;
};
return Sprite_Tachie;
})(Window_Base);