1275 lines
49 KiB
JavaScript
1275 lines
49 KiB
JavaScript
//=============================================================================
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// SAN_MapGenerator.js
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//=============================================================================
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// Copyright (c) 2015-2018 Sanshiro
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// Released under the MIT license
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// http://opensource.org/licenses/mit-license.php
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//=============================================================================
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// v2.0.0 プラグインパラメーターを変更。MZ専用に変更。
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// v1.2.0 MZに移植。通路脇にイベントを配置しないように改変。
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/*:
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* @target MZ
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* @url https://raw.githubusercontent.com/munokura/MNKR-MZ-plugins/master/MNKR_SAN_MapGenerator.js
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* @plugindesc v2.0.0 自動的にランダムマップを生成します。
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* @author ムノクラ 原作:サンシロ
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*
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* @param WallHight
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* @text 壁の高さ
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* @type number
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* @min 1
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* @max 3
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* @desc 壁の高さを指定します。(1~3)
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* @default 1
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*
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* @param MinRoomSize
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* @text 部屋サイズ最小
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* @type number
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* @min 3
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* @max 9007
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* @desc 部屋の大きさの最小値を指定します。(3~)
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* @default 5
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*
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* @param MaxRoomSize
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* @text 部屋サイズ最大
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* @type number
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* @min 3
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* @max 9007
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* @desc 部屋の大きさの最大値を指定します。(3~)
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* MaxRoomSizeがMinRoomSizeより小さい場合、MinRoomSizeと同じ値に補正されます。
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* @default 10
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*
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* @param ShowOuterWall
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* @text 部屋外側の壁の表示
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* @type boolean
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* @on 表示
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* @off 非表示
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* @desc 部屋の外側の壁を表示します。
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* @default true
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*
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* @command MapGenerator
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* @text マップ生成
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* @desc ランダムなマップを生成します。
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*
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* @arg mapType
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* @type select
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* @option 部屋と通路から構成されるマップ
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* @value RoomAndPass
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* @option マップ全体に及ぶ一つの部屋
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* @value FillRoom
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* @default RoomAndPass
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* @desc 生成するマップのタイプ
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*
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* @help
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* ■概要
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* マップ生成プラグインコマンドを実行するとマップが自動生成され
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* プレイヤーが入口イベントの地点に移動します。
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* ランダムダンジョンを作るのに役立つと思います。
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*
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* ■設定
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* RPGツクールMVのエディタ上でベースとなるマップの下記の座標に
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* タイルとイベントを配置して下さい。
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*
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* ・タイル
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* 空白:{x:0, y:0}
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* 部屋:{x:0, y:1}
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* 通路:{x:0, y:2}
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* 天井:{x:0, y:3}
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* 壁 :{x:0, y:4}
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* 瓦礫:{x:0, y:5}
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*
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* ・イベント
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* 入口:{x:1, y:0}
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* 出口:{x:1, y:1}
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* 他 :上記以外の座標
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*
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* ・イベント出現率
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* 入口と出口以外のイベントには出現率を設定できます。
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* イベントのメモ欄に下記を記載して下さい。
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* 出現率設定がないイベント生成されません。
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*
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* マップ毎の出現率:<RateMap: [1.0以下の正の小数]>
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* 部屋毎の出現率 :<RateRoom:[1.0以下の正の小数]>
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*
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* ■プラグインコマンド
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* ・MapGenerator RoomAndPass
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* 部屋と通路から構成されるマップを生成します。
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*
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* ・MapGenerator FillRoom
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* マップ全体に及ぶ一つの部屋を生成します。
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*
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* ■スクリプトコマンド
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* ・Game_Character.prototype.isSameRoomWithPlayer()
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* キャラクターのプレイヤーとの同部屋判定です。
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* 例:条件分岐イベントコマンドのスクリプト欄に
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* 「this.character().isSameRoomWithPlayer()」
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* と記述するとそのイベントがプレイヤーと同じ部屋に
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* 存在するか判定します。
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*
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* ・Game_Map.prototype.pickel()
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* ツルハシコマンドです。
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* プレイヤーの正面の非地面タイルを通路タイルに変換します。
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* このコマンドは自動生成マップ内のみ有効です。
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* 例:コモンイベントのスクリプトコマンドに
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* 「$gameMap.pickel()」
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* と記述して実行すると正面の壁を掘ることができます。
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*
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* ・Game_Map.prototype.bomb(x, y)
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* バクダンコマンドです。
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* 指定した座標と周囲の9タイルの非地面タイルを通路タイルに変換します。
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* このコマンドは自動生成マップ内のみ有効です。
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* 例:コモンイベントのスクリプトコマンドに
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* 「$gameMap.bomb($gamePlayer.x, $gamePlayer.y)」
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* と記述して実行するとプレイヤーの周囲の壁を取り除くことができます。
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*
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* ・Game_Map.prototype.makeWall(x, y)
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* 壁生成コマンドです。
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* 指定した座標の地面タイルを壁(瓦礫)タイルに変換します。
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* このコマンドは自動生成マップ内のみ有効です。
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* 例:コモンイベントのスクリプトコマンドに
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* 「var x = $gamePlayer.x;
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* var y = $gamePlayer.y;
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* var d = $gamePlayer.direction();
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* $gameMap.makeWall(
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* $gameMap.xWithDirection(x, d),
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* $gameMap.yWithDirection(y, d)
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* );」
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* と記述して実行するとプレイヤーの正面に壁を設置することができます。
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*
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* ・Game_Map.prototype.bigRoom()
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* 大部屋コマンドです。
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* マップ全体に及ぶ一つの部屋を生成します。
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* このコマンドは自動生成マップ内のみ有効です。
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* 例:コモンイベントのスクリプトコマンドに
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* 「$gameMap.bigRoom()」
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* と記述して実行すると大部屋を生成します。
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*
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* ■利用規約
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* MITライセンスのもと、商用利用、改変、再配布が可能です。
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* ただし冒頭のコメントは削除や改変をしないでください。
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* よかったらクレジットに作者名を記載してください。
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*
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* これを利用したことによるいかなる損害にも作者は責任を負いません。
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* サポートは期待しないでください><。
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*
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*/
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var Imported = Imported || {};
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Imported.MNKR_SAN_MapGenerator = true;
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var Sanshiro = Sanshiro || {};
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Sanshiro.Game_MapGenerator = Sanshiro.Game_MapGenerator || {};
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//-----------------------------------------------------------------------------
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// Game_MapGenerator
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//
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// マップジェネレーター(大部屋)
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function Game_MapGenerator() {
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this.initialize();
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}
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// オートタイル解析タイルidリスト
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// tileIdsFloor : 床
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// tileIdsWall : 壁
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// candidate : 候補タイル ID
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// connect : 接続タイル ID
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// noConnect : 非接続タイル ID
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Game_MapGenerator.tileIdsFloor = {};
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Game_MapGenerator.tileIdsFloor.candidate =
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[0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
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12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23,
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24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35,
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36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47];
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Game_MapGenerator.tileIdsFloor.connect = {
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1: [0, 1, 2, 3, 4, 5, 6, 7, 16, 17, 18, 19,
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20, 21, 24, 26, 28, 29, 30, 31, 32, 33, 34, 35,
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36, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47], // 1:左下
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2: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
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12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23,
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24, 25, 26, 27, 32, 34, 35, 36, 37, 42, 47], // 2:下
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3: [0, 1, 2, 3, 8, 9, 10, 11, 16, 17, 20, 22,
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24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 36,
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37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47], // 3:右下
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4: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
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12, 13, 14, 15, 20, 21, 22, 23, 24, 25, 26, 27,
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28, 29, 30, 31, 33, 36, 37, 38, 39, 45, 47], // 4:左
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6: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
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12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23,
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28, 29, 30, 31, 33, 34, 35, 40, 41, 43, 47], // 6:右
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7: [0, 2, 4, 6, 8, 10, 12, 14, 16, 17, 18, 19,
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20, 21, 22, 23, 24, 25, 28, 30, 32, 33, 34, 35,
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36, 37, 38, 40, 41, 42, 43, 44, 45, 46, 47], // 7:左上
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8: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
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12, 13, 14, 15, 16, 17, 18, 19, 24, 25, 26, 27,
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28, 29, 30, 31, 32, 38, 39, 40, 41, 44, 47], // 8:上
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9: [0, 1, 4, 5, 8, 9, 12, 13, 16, 18, 20, 21,
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22, 23, 24, 25, 26, 27, 28, 29, 32, 33, 34, 35,
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36, 37, 38, 39, 40, 42, 43, 44, 45, 46, 47] // 9:右上
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};
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Game_MapGenerator.tileIdsFloor.noConnect = {
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1: [8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
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22, 23, 25, 27, 28, 29, 30, 31, 32, 33, 34, 35,
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37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47], // 1:左下
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2: [28, 29, 30, 31, 33, 38, 39, 40, 41, 43, 44, 45, 46], // 2:下
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3: [4, 5, 6, 7, 12, 13, 14, 15, 18, 19, 21, 23,
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24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 35, 36,
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37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47], // 3:右下
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4: [16, 17, 18, 19, 32, 34, 35, 40, 41, 42, 43, 44, 46], // 4:左
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6: [24, 25, 26, 27, 32, 36, 37, 38, 39, 42, 44, 45, 46], // 6:右
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7: [1, 3, 5, 7, 9, 11, 13, 15, 16, 17, 18, 19,
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20, 21, 22, 23, 26, 27, 29, 31, 32, 33, 34, 35,
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36, 37, 39, 40, 41, 42, 43, 44, 45, 46, 47], // 7:左上
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8: [20, 21, 22, 23, 33, 34, 35, 36, 37, 42, 43, 45, 46], // 8:上
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9: [2, 3, 6, 7, 10, 11, 14, 15, 17, 19, 20, 21,
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22, 23, 24, 25, 26, 27, 30, 31, 32, 33, 34, 35,
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36, 37, 38, 39, 41, 42, 43, 44, 45, 46, 47] // 9:右上
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};
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Game_MapGenerator.tileIdsWall = {};
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Game_MapGenerator.tileIdsWall.candidate =
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[0, 1, 2, 3, 4, 5, 6, 7,
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8, 9, 10, 11, 12, 13, 14, 15];
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Game_MapGenerator.tileIdsWall.connect = {
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2: [0, 1, 2, 3, 4, 5, 6, 7], // 2:下
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4: [0, 2, 4, 6, 8, 10, 12, 14], // 4:左
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6: [0, 1, 2, 3, 8, 9, 10, 11], // 6:右
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8: [0, 1, 4, 5, 8, 9, 12, 13] // 8:上
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};
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Game_MapGenerator.tileIdsWall.noConnect = {
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2: [8, 9, 10, 11, 12, 13, 14, 15], // 2:下
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4: [1, 3, 5, 7, 9, 11, 13, 15], // 4:左
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6: [4, 5, 6, 7, 12, 13, 14, 15], // 6:右
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8: [2, 3, 6, 7, 10, 11, 14, 15] // 8:上
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};
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// 初期化
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Game_MapGenerator.prototype.initialize = function () {
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this._wallHeight = Number(PluginManager.parameters('MNKR_SAN_MapGenerator')['WallHight']);
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this._showOuterWall = eval(PluginManager.parameters('MNKR_SAN_MapGenerator')['ShowOuterWall'] || true);
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this._startXY = { x: 0, y: 0 };
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this._goalXY = { x: 0, y: 0 };
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this._blocks = [];
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this._rooms = [];
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this._passes = [];
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this._data = [];
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this._isReady = false;
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};
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// マップ生成
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Game_MapGenerator.prototype.setup = function () {
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$gameMap._events = [undefined];
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for (key in $gameSelfSwitches._data) {
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if (key.split(",")[0] === String($gameMap.mapId())) {
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delete $gameSelfSwitches._data[key];
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}
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}
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this._isReady = false;
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this._blocks = [];
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this._rooms = [];
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this._passes = [];
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this._startXY = { x: 0, y: 0 };
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this._goalXY = { x: 0, y: 0 };
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this._data = [];
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this.initSymbolTable();
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this.initSymbolMap();
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this.generateMap();
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this.refreshWallAndRoof();
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this.makeData();
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this.setStart();
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this.setGoal();
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this.setRateEvents();
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SceneManager._scene.createDisplayObjects();
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this._isReady = true;
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};
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// シンボル定義表の初期化
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Game_MapGenerator.prototype.initSymbolTable = function () {
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// シンボル定義
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// refXY : シンボルに対応するタイルのツクールのマップ上の座標
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// baseTileId : シンボルに対応するタイル ID
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// dispChar : 生成したマップを文字列として表示する際の文字
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this._symbolTable = {
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player: { refXY: { x: 0, y: 0 }, baseTileId: [], dispChar: '@', passable: ['room', 'pass'] },
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space: { refXY: { x: 0, y: 0 }, baseTileId: [], dispChar: ' ', passable: ['space'] },
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room: { refXY: { x: 0, y: 1 }, baseTileId: [], dispChar: '□', passable: ['room', 'pass'] },
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pass: { refXY: { x: 0, y: 2 }, baseTileId: [], dispChar: '■', passable: ['room', 'pass'] },
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roof: { refXY: { x: 0, y: 3 }, baseTileId: [], dispChar: '#', passable: ['roof'] },
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wall: { refXY: { x: 0, y: 4 }, baseTileId: [], dispChar: '=', passable: [] },
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rubble: { refXY: { x: 0, y: 5 }, baseTileId: [], dispChar: '*', passable: [] },
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start: { refXY: { x: 1, y: 0 }, baseTileId: [], dispChar: '△', passable: ['room', 'pass'] },
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goal: { refXY: { x: 1, y: 1 }, baseTileId: [], dispChar: '▽', passable: ['room', 'pass'] }//,
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// fence: {refXY:{x:0, y:6}, baseTileId:[], dispChar:'只'},
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// pond: {refXY:{x:0, y:7}, baseTileId:[], dispChar:'○'},
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// hole: {refXY:{x:0, y:8}, baseTileId:[], dispChar:'●'},
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// brink: {refXY:{x:0, y:9}, baseTileId:[], dispChar:'^'},
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// enemy: {refXY:{x:1, y:2}, baseTileId:[], dispChar:'$'},
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// crawler:{refXY:{x:0, y:1}, baseTileId:[], dispChar:'&'}
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};
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for (symbol in this._symbolTable) {
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var x = this._symbolTable[symbol].refXY.x;
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var y = this._symbolTable[symbol].refXY.y;
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for (var z = 0; z < 6; z++) {
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// z0:タイルA下層, z1:タイルA上層, z2:タイルB下層, z3:タイルB上層, z4:影, z5:リージョン
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this._symbolTable[symbol].baseTileId[z] = this.baseAutoTileId(x, y, z);
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}
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}
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};
|
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// オートタイルタイルの基点タイルID
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Game_MapGenerator.prototype.baseAutoTileId = function (x, y, z) {
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if ($gameMap.tileId(x, y, z) >= Tilemap.TILE_ID_A1) {
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return (Math.floor(($gameMap.tileId(x, y, z) - Tilemap.TILE_ID_A1) / 48)) * 48 + Tilemap.TILE_ID_A1;
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} else {
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return $gameMap.tileId(x, y, z);
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}
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};
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// シンボルで表現されるマップの初期化(初期化時はスペースで埋める)
|
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Game_MapGenerator.prototype.initSymbolMap = function () {
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this._symbolMap = new Array($gameMap.width());
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for (var x = 0; x < $gameMap.width(); x++) {
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this._symbolMap[x] = new Array($gameMap.height());
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for (var y = 0; y < $gameMap.height(); y++) {
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this._symbolMap[x][y] = 'space';
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}
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}
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};
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// シンボルによる通行可能判定
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Game_MapGenerator.prototype.isPassable = function (x, y, d) {
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var x2 = $gameMap.roundXWithDirection(x, d);
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var y2 = $gameMap.roundYWithDirection(y, d);
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if (!this._symbolMap[x] || !this._symbolMap[x][y] ||
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!this._symbolMap[x2] || !this._symbolMap[x2][y2]) {
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return false;
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}
|
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var symbol = this._symbolMap[x][y];
|
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var symbol2 = this._symbolMap[x2][y2];
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return this._symbolTable[symbol].passable.contains(symbol2);
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};
|
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|
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// シンボルによる地面判定
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Game_MapGenerator.prototype.isGround = function (x, y) {
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if (!this._symbolMap[x] || !this._symbolMap[x][y]) {
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return false;
|
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}
|
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return ['room', 'pass', 'start', 'goal'].indexOf(this._symbolMap[x][y]) !== -1;
|
||
};
|
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// シンボルによる壁判定
|
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Game_MapGenerator.prototype.isWall = function (x, y) {
|
||
if (!this._symbolMap[x] || !this._symbolMap[x][y]) {
|
||
return false;
|
||
}
|
||
return this._symbolMap[x][y] === 'wall';
|
||
};
|
||
|
||
// シンボルマップ生成
|
||
Game_MapGenerator.prototype.generateMap = function () {
|
||
var block = {
|
||
x: 1,
|
||
y: 1,
|
||
w: $dataMap.width - 2,
|
||
h: $dataMap.height - 2
|
||
};
|
||
var room = {
|
||
x: block.x + 2,
|
||
y: block.y + 2 + this._wallHeight,
|
||
w: block.w - 4,
|
||
h: block.h - 4 - this._wallHeight * 2,
|
||
hasPass: { t: false, b: false, l: false, r: false }
|
||
};
|
||
this._blocks = [block];
|
||
this._rooms = [room];
|
||
this._passes = [];
|
||
this.initSymbolMap();
|
||
for (var y = 0; y < room.h; y++) {
|
||
for (var x = 0; x < room.w; x++) {
|
||
this._symbolMap[room.x + x][room.y + y] = 'room';
|
||
}
|
||
}
|
||
};
|
||
|
||
// イベントの設置:改変
|
||
Game_MapGenerator.prototype.setEvent = function (event, targetSymbols, targetArea) {
|
||
targetSymbols = targetSymbols || ['room'];
|
||
targetArea = targetArea || { x: 0, y: 0, w: $dataMap.width, h: $dataMap.height };
|
||
var canSet = false;
|
||
for (var x = targetArea.x; x < targetArea.x + targetArea.w && !canSet; x++) {
|
||
for (var y = targetArea.y; y < targetArea.y + targetArea.h && !canSet; y++) {
|
||
canSet = (targetSymbols.indexOf(this._symbolMap[x][y]) !== -1);
|
||
}
|
||
}
|
||
if (canSet) {
|
||
for (var i = 0; i < Math.pow(targetArea.w * targetArea.h, 2); i++) {
|
||
var x = targetArea.x + Math.randomInt(targetArea.w);
|
||
var y = targetArea.y + Math.randomInt(targetArea.h);
|
||
var aroundPass = false;
|
||
for (var x2 = x - 1; x2 < x + 2; x2++) {
|
||
for (var y2 = y - 1; y2 < y + 2; y2++) {
|
||
if (!$gameMap.isValid(x2, y2)) {
|
||
break;
|
||
}
|
||
if (this._symbolMap[x2][y2] === 'pass') {
|
||
aroundPass = true;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
if ($gameMap.eventsXy(x, y).length === 0 &&
|
||
targetSymbols.indexOf(this._symbolMap[x][y]) !== -1 &&
|
||
!aroundPass
|
||
) {
|
||
break;
|
||
}
|
||
}
|
||
$gameMap._events.push(event);
|
||
event._eventId = $gameMap._events.indexOf(event);
|
||
event.setPosition(x, y);
|
||
return { x: x, y: y }
|
||
} else {
|
||
return undefined;
|
||
}
|
||
};
|
||
|
||
// 座標によるイベントデータの配列
|
||
Game_MapGenerator.prototype.dataMapEventsXy = function (x, y) {
|
||
return $dataMap.events.filter(function (event) {
|
||
return (!!event && event.x === x && event.y === y);
|
||
}, this);
|
||
};
|
||
|
||
// スタート地点イベントの設置
|
||
Game_MapGenerator.prototype.setStart = function () {
|
||
var refXY = this._symbolTable['start'].refXY;
|
||
var event = new Game_Event($gameMap.mapId(), this.dataMapEventsXy(refXY.x, refXY.y)[0].id);
|
||
this._startXY = this.setEvent(event);
|
||
$gamePlayer.locate(this._startXY.x, this._startXY.y);
|
||
$gamePlayer.reserveTransfer($gameMap.mapId(), this._startXY.x, this._startXY.y);
|
||
$gameMap._interpreter.setWaitMode('transfer')
|
||
};
|
||
|
||
// ゴール地点イベントの設置
|
||
Game_MapGenerator.prototype.setGoal = function () {
|
||
var refXY = this._symbolTable['goal'].refXY;
|
||
var event = new Game_Event($gameMap.mapId(), this.dataMapEventsXy(refXY.x, refXY.y)[0].id);
|
||
this._goalXY = this.setEvent(event);
|
||
};
|
||
|
||
// 確率イベントの設置
|
||
Game_MapGenerator.prototype.setRateEvents = function () {
|
||
var mapDataRateMapEvents = $dataMap.events.filter(function (event) {
|
||
return !!event && !!event.meta.RateMap;
|
||
});
|
||
mapDataRateMapEvents.forEach(function (mapDataEvent) {
|
||
if (this.randBool(parseFloat(mapDataEvent.meta.RateMap))) {
|
||
var event = new Game_Event($gameMap.mapId(), mapDataEvent.id);
|
||
this.setEvent(event);
|
||
}
|
||
}, this);
|
||
var mapDataRateRoomEvents = $dataMap.events.filter(function (event) {
|
||
return !!event && !!event.meta.RateRoom;
|
||
});
|
||
mapDataRateRoomEvents.forEach(function (mapDataEvent) {
|
||
this._rooms.forEach(function (room) {
|
||
if (this.randBool(parseFloat(mapDataEvent.meta.RateRoom))) {
|
||
var event = new Game_Event($gameMap.mapId(), mapDataEvent.id);
|
||
this.setEvent(event, 'room', room);
|
||
}
|
||
}, this);
|
||
}, this);
|
||
};
|
||
|
||
//ランダムブール
|
||
//probability : true が返る確立
|
||
Game_MapGenerator.prototype.randBool = function (probability) {
|
||
return Math.random() < probability;
|
||
};
|
||
|
||
// シンボルマップの壁と天井を設置:マップ全体
|
||
// 床と通路だけのシンボルマップに壁と天井を追加する
|
||
Game_MapGenerator.prototype.refreshWallAndRoof = function () {
|
||
for (var x = 0; x < this._symbolMap.length; x++) {
|
||
for (var y = 0; y < this._symbolMap[x].length; y++) {
|
||
if (!this.isGround(x, y)) {
|
||
continue;
|
||
}
|
||
this.refreshWallAndRoofUpperSide(x - 1, y - 1); // 左上
|
||
this.refreshWallAndRoofUpper(x, y - 1); // 上
|
||
this.refreshWallAndRoofUpperSide(x + 1, y - 1); // 右上
|
||
this.refreshWallAndRoofSide(x - 1, y); // 左
|
||
this.refreshWallAndRoofSide(x + 1, y); // 右
|
||
this.refreshWallAndRoofDowner(x - 1, y + 1); // 左下
|
||
this.refreshWallAndRoofDowner(x, y + 1); // 下
|
||
this.refreshWallAndRoofDowner(x + 1, y + 1); // 右下
|
||
}
|
||
}
|
||
for (var x = this._symbolMap.length - 1; x >= 0; x--) {
|
||
for (var y = this._symbolMap[x].length - 1; y >= 0; y--) {
|
||
if (this._symbolMap[x][y] === 'roof' && this._symbolMap[x][y - 1] === 'wall') {
|
||
this._symbolMap[x][y - 1] = 'roof';
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
// シンボルマップの壁と天井を設置:上
|
||
Game_MapGenerator.prototype.refreshWallAndRoofUpper = function (x, y) {
|
||
if (!this._symbolMap[x] || !this._symbolMap[x][y] || this.isGround(x, y)) {
|
||
return;
|
||
}
|
||
for (var h = 0; h < y && !this.isGround(x, y - h); h++);
|
||
if (h > this._wallHeight) {
|
||
for (var wH = 0; wH < this._wallHeight; wH++) {
|
||
this._symbolMap[x][y - wH] = 'wall';
|
||
}
|
||
this._symbolMap[x][y - this._wallHeight] = 'roof';
|
||
} else {
|
||
for (var wH = 0; wH < h; wH++) {
|
||
if (!this.isGround(x, y - wH)) {
|
||
this._symbolMap[x][y - wH] = 'rubble';
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
// シンボルマップの壁と天井を設置:下
|
||
Game_MapGenerator.prototype.refreshWallAndRoofDowner = function (x, y) {
|
||
if (!this._symbolMap[x] || !this._symbolMap[x][y] || this.isGround(x, y)) {
|
||
return;
|
||
}
|
||
for (var h = 0; h + y < $gameMap.height() && !this.isGround(x, y + h); h++);
|
||
if (h > this._wallHeight) {
|
||
this._symbolMap[x][y] = 'roof';
|
||
if (this._showOuterWall) {
|
||
for (var wH = 0; wH < this._wallHeight; wH++) {
|
||
if (this._symbolMap[x][y + wH + 1] !== 'roof') {
|
||
this._symbolMap[x][y + wH + 1] = 'wall';
|
||
}
|
||
}
|
||
}
|
||
} else {
|
||
for (var wH = 0; wH < h; wH++) {
|
||
if (!this.isGround(x, y + wH) && !this.isWall(x, y)) {
|
||
this._symbolMap[x][y + wH] = 'rubble';
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
//シンボルマップの壁と天井を設置:横
|
||
Game_MapGenerator.prototype.refreshWallAndRoofSide = function (x, y) {
|
||
if (!this._symbolMap[x] || !this._symbolMap[x][y] || this.isGround(x, y)) {
|
||
return;
|
||
}
|
||
if (this.isGround(x, y + 1)) {
|
||
this.refreshWallAndRoofUpper(x, y);
|
||
} else {
|
||
this.refreshWallAndRoofDowner(x, y);
|
||
}
|
||
};
|
||
|
||
// シンボルマップの壁と天井を設置:斜め上
|
||
Game_MapGenerator.prototype.refreshWallAndRoofUpperSide = function (x, y) {
|
||
if (!this._symbolMap[x] || !this._symbolMap[x][y] || this.isGround(x, y)) {
|
||
return;
|
||
}
|
||
this.refreshWallAndRoofDowner(x, y - this._wallHeight);
|
||
};
|
||
|
||
// オートタイルを考慮したタイルID
|
||
Game_MapGenerator.prototype.autoTileId = function (x, y, z) {
|
||
var baseTileId = this._symbolTable[this._symbolMap[x][y]].baseTileId[z];
|
||
if ((x < 0 || x >= $dataMap.width) || (y < 0 || y >= $dataMap.height)) {
|
||
return undefined;
|
||
} else if (z === 4) {
|
||
return this.shadow(x, y);
|
||
} else if (!Tilemap.isAutotile(baseTileId)) {
|
||
return baseTileId;
|
||
}
|
||
var candidateTileIds = [];
|
||
if (!Tilemap.isWallSideTile(baseTileId)) {
|
||
// 壁以外の場合
|
||
candidateTileIds = Game_MapGenerator.tileIdsFloor.candidate.concat();
|
||
[1, 2, 3, 4, 6, 7, 8, 9].forEach(function (direction) {
|
||
var dx = x + Math.floor((direction - 1) % 3) - 1;
|
||
var dy = y - Math.floor((direction - 1) / 3) + 1;
|
||
if ((dx < 0 || dx >= $dataMap.width) || (dy < 0 || dy >= $dataMap.height)) {
|
||
return; // マップ範囲外なら判定しない
|
||
}
|
||
var roundTileId = this._symbolTable[this._symbolMap[dx][dy]].baseTileId[z];
|
||
if (Tilemap.isSameKindTile(baseTileId, roundTileId)) {
|
||
candidateTileIds = candidateTileIds.filter(function (Id) {
|
||
return Game_MapGenerator.tileIdsFloor.connect[direction].indexOf(Id) !== -1;
|
||
}); // 同種オートタイルの場合候補タイルIDから接続タイルIDを選択
|
||
} else {
|
||
candidateTileIds = candidateTileIds.filter(function (Id) {
|
||
return Game_MapGenerator.tileIdsFloor.noConnect[direction].indexOf(Id) !== -1;
|
||
}); // 異種オートタイルの場合候補タイルIDから非接続タイルIDを選択
|
||
}
|
||
}, this);
|
||
} else {
|
||
// 壁の場合
|
||
candidateTileIds = Game_MapGenerator.tileIdsWall.candidate.concat();
|
||
for (var by = y; this._symbolMap[x][y] === this._symbolMap[x][by + 1]; by++); // 壁の下端
|
||
for (var ty = y; this._symbolMap[x][y] === this._symbolMap[x][ty - 1]; ty--); // 壁の上端
|
||
// 上下の処理
|
||
[2, 8].forEach(function (direction) {
|
||
var dx = x + Math.floor((direction - 1) % 3) - 1;
|
||
var dy = y - Math.floor((direction - 1) / 3) + 1;
|
||
if ((dx < 0 || dx >= $dataMap.width) || (dy < 0 || dy >= $dataMap.height)) {
|
||
return; // マップ範囲外なら判定しない
|
||
}
|
||
var roundTileId = this._symbolTable[this._symbolMap[dx][dy]].baseTileId[z];
|
||
if (Tilemap.isSameKindTile(baseTileId, roundTileId)) {
|
||
candidateTileIds = candidateTileIds.filter(function (Id) {
|
||
return Game_MapGenerator.tileIdsWall.connect[direction].indexOf(Id) !== -1;
|
||
}); // 同種オートタイルの場合候補タイルIDから接続タイルIDを選択
|
||
} else {
|
||
candidateTileIds = candidateTileIds.filter(function (Id) {
|
||
return Game_MapGenerator.tileIdsWall.noConnect[direction].indexOf(Id) !== -1;
|
||
}); // 異種オートタイルの場合候補タイルIDから非接続タイルIDを選択
|
||
}
|
||
}, this);
|
||
// 左右の処理
|
||
[4, 6].forEach(function (direction) {
|
||
var dx = x + Math.floor((direction - 1) % 3) - 1;
|
||
var dy = y - Math.floor((direction - 1) / 3) + 1;
|
||
if ((dx < 0 || dx >= $dataMap.width) || (dy < 0 || dy >= $dataMap.height)) {
|
||
return; // マップ範囲外なら判定しない
|
||
}
|
||
var upperSideTileId = this._symbolTable[this._symbolMap[dx][ty]].baseTileId[z];
|
||
var downerSideTileId = this._symbolTable[this._symbolMap[dx][by]].baseTileId[z];
|
||
if ((Tilemap.isWallTile(upperSideTileId) || Tilemap.isRoofTile(upperSideTileId)) &&
|
||
(Tilemap.isWallTile(downerSideTileId) || Tilemap.isRoofTile(downerSideTileId))) {
|
||
candidateTileIds = candidateTileIds.filter(function (Id) {
|
||
return Game_MapGenerator.tileIdsWall.connect[direction].indexOf(Id) !== -1;
|
||
}); // 壁の下端の両横隣が壁タイルまたは天井タイルでかつ上端の両横隣が壁タイルまたは天井タイルでなければ接続タイルIDを選択
|
||
} else {
|
||
candidateTileIds = candidateTileIds.filter(function (Id) {
|
||
return Game_MapGenerator.tileIdsWall.noConnect[direction].indexOf(Id) !== -1;
|
||
}); // 非接続タイルIDを選択
|
||
}
|
||
}, this);
|
||
}
|
||
return this._symbolTable[this._symbolMap[x][y]].baseTileId[z] + candidateTileIds[0];
|
||
};
|
||
|
||
|
||
// タイル同種判定
|
||
Game_MapGenerator.prototype.isSameKindTileSymbol = function (symbol1, symbol2) {
|
||
return Tilemap.isSameKindTile(symbol1, symbol2);
|
||
};
|
||
|
||
// 影の算出
|
||
Game_MapGenerator.prototype.shadow = function (x, y) {
|
||
if (!this._symbolMap[x - 1] ||
|
||
this._symbolMap[x][y] === 'space' ||
|
||
this._symbolMap[x][y] === 'roof' ||
|
||
this._symbolMap[x][y] === 'wall') {
|
||
return 0;
|
||
} else if (this._symbolMap[x - 1][y] === 'roof') {
|
||
if (this._symbolMap[x - 1][y - 1] === 'roof' ||
|
||
this._symbolMap[x - 1][y - 1] === 'wall') {
|
||
return 5;
|
||
}
|
||
} else if (this._symbolMap[x - 1][y] === 'wall') {
|
||
return 5;
|
||
}
|
||
return 0;
|
||
};
|
||
|
||
// マップデータ作成
|
||
Game_MapGenerator.prototype.makeData = function () {
|
||
var width = $dataMap.width;
|
||
var height = $dataMap.height;
|
||
for (var x = 0; x < this._symbolMap.length; x++) {
|
||
for (var y = 0; y < this._symbolMap[x].length; y++) {
|
||
for (var z = 0; z < 6; z++) {
|
||
this._data[(z * height + y) * width + x] = this.autoTileId(x, y, z);
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
// 非地面タイルを通路タイルに変換
|
||
Game_MapGenerator.prototype.notGroundToPass = function (x, y) {
|
||
var wH = this._wallHeight;
|
||
if (x < 2 || $gameMap.width() - 2 <= x) { return; }
|
||
if (y < wH + 2 || $gameMap.height() - wH - 2 <= y) { return; }
|
||
if (!this.isGround(x, y)) {
|
||
this._symbolMap[x][y] = 'pass';
|
||
}
|
||
};
|
||
|
||
// ツルハシ(プレイヤーの前方1タイルを通路タイルに変換)
|
||
Game_MapGenerator.prototype.pickel = function () {
|
||
this.notGroundToPass(
|
||
$gameMap.xWithDirection($gamePlayer.x, $gamePlayer.direction()),
|
||
$gameMap.yWithDirection($gamePlayer.y, $gamePlayer.direction())
|
||
);
|
||
this.refreshWallAndRoof();
|
||
this.makeData();
|
||
if (Imported.SAN_AnalogMove) {
|
||
Game_CollideMap.setup();
|
||
}
|
||
};
|
||
|
||
// バクダン(指定座標と周囲の計9タイルを通路タイルに変換)
|
||
Game_MapGenerator.prototype.bomb = function (x, y) {
|
||
for (var x2 = x - 1; x2 <= x + 1; x2++) {
|
||
for (var y2 = y - 1; y2 <= y + 1; y2++) {
|
||
this.notGroundToPass(x2, y2);
|
||
}
|
||
}
|
||
this.refreshWallAndRoof();
|
||
this.makeData();
|
||
if (Imported.SAN_AnalogMove) {
|
||
Game_CollideMap.setup();
|
||
}
|
||
};
|
||
|
||
// 大部屋
|
||
Game_MapGenerator.prototype.bigRoom = function () {
|
||
Game_MapGenerator.prototype.generateMap.call(this);
|
||
this.refreshWallAndRoof();
|
||
this.makeData();
|
||
if (Imported.SAN_AnalogMove) {
|
||
Game_CollideMap.setup();
|
||
}
|
||
};
|
||
|
||
// 指定したタイルを空白タイルに変換
|
||
Game_MapGenerator.prototype.anyToSpace = function (x, y) {
|
||
if (x < 0 || $gameMap.width() <= x) { return; }
|
||
if (y < 0 || $gameMap.height() <= y) { return; }
|
||
this._symbolMap[x][y] = 'space';
|
||
};
|
||
|
||
// 壁生成
|
||
Game_MapGenerator.prototype.makeWall = function (x, y) {
|
||
this.anyToSpace(x, y);
|
||
this.refreshWallAndRoof();
|
||
this.makeData();
|
||
if (Imported.SAN_AnalogMove) {
|
||
Game_CollideMap.setup();
|
||
}
|
||
};
|
||
|
||
// マップデータ
|
||
Game_MapGenerator.prototype.data = function () {
|
||
return this._data;
|
||
};
|
||
|
||
// タイルID
|
||
Game_MapGenerator.prototype.tileId = function (x, y, z) {
|
||
return this._data[(z * $dataMap.height + y) * $dataMap.width + x];
|
||
};
|
||
|
||
// 準備完了判定
|
||
Game_MapGenerator.prototype.isReady = function () {
|
||
return this._isReady;
|
||
};
|
||
|
||
// マップのコンソール表示(デバッグ用)
|
||
Game_MapGenerator.prototype.printMap = function () {
|
||
var dispMap = "";
|
||
for (var y = 0; y < this._symbolMap[0].length; y++) {
|
||
for (var x = 0; x < this._symbolMap.length; x++) {
|
||
dispMap += this._symbolTable[this._symbolMap[x][y]].dispChar;
|
||
}
|
||
dispMap += "\r\n";
|
||
}
|
||
console.log(dispMap);
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Game_MapGeneratorRoomAndPass
|
||
//
|
||
// マップジェネレーター(部屋と通路)
|
||
|
||
function Game_MapGeneratorRoomAndPass() {
|
||
this.initialize.apply(this, arguments);
|
||
}
|
||
|
||
Game_MapGeneratorRoomAndPass.prototype = Object.create(Game_MapGenerator.prototype);
|
||
Game_MapGeneratorRoomAndPass.prototype.constructor = Game_MapGeneratorRoomAndPass;
|
||
|
||
// 初期化
|
||
Game_MapGeneratorRoomAndPass.prototype.initialize = function () {
|
||
Game_MapGenerator.prototype.initialize.call(this);
|
||
};
|
||
|
||
// マップ(ダンジョン)自動生成
|
||
Game_MapGeneratorRoomAndPass.prototype.generateMap = function () {
|
||
this._minRoomSize = Number(PluginManager.parameters('MNKR_SAN_MapGenerator')['MinRoomSize']);
|
||
this._maxRoomSize = Number(PluginManager.parameters('MNKR_SAN_MapGenerator')['MaxRoomSize']);
|
||
if (this._maxRoomSize < this._minRoomSize) {
|
||
this._maxRoomSize = this._minRoomSize;
|
||
}
|
||
this._minBlockSize = this._minRoomSize + (this._wallHeight + 1) * 2 + 2;
|
||
this._minRooms = 2;
|
||
this._maxRooms = 5;
|
||
this._adjacentBlockIndexList = [];
|
||
var block = {
|
||
x: 1,
|
||
y: 1,
|
||
w: $dataMap.width - 2,
|
||
h: $dataMap.height - 2
|
||
};
|
||
this._blocks.push(block);
|
||
this.splitBlock(this._blocks[0]);
|
||
this.makeAdjacentBlockIndexList();
|
||
this.makeRooms();
|
||
this.makePasses();
|
||
};
|
||
|
||
// 隣り合うブロックのリスト作成
|
||
Game_MapGeneratorRoomAndPass.prototype.makeAdjacentBlockIndexList = function () {
|
||
for (var crntIndex = 0; crntIndex < this._blocks.length; crntIndex++) {
|
||
var crntBlock = this._blocks[crntIndex];
|
||
this._adjacentBlockIndexList[crntIndex] = { t: [], b: [], l: [], r: [] };
|
||
for (var tgetIndex = 0; tgetIndex < this._blocks.length; tgetIndex++) {
|
||
var tgetBlock = this._blocks[tgetIndex];
|
||
if (crntBlock === tgetBlock) {
|
||
continue;
|
||
}
|
||
var adjacentT = (crntBlock.y === tgetBlock.y + tgetBlock.h + 1);
|
||
var adjacentB = (tgetBlock.y === crntBlock.y + crntBlock.h + 1);
|
||
var adjacentL = (crntBlock.x === tgetBlock.x + tgetBlock.w + 1);
|
||
var adjacentR = (tgetBlock.x === crntBlock.x + crntBlock.w + 1);
|
||
if (!adjacentT && !adjacentB && !adjacentL && !adjacentR) {
|
||
continue;
|
||
}
|
||
var matchH =
|
||
(tgetBlock.x <= crntBlock.x + crntBlock.w && tgetBlock.x >= crntBlock.x) ||
|
||
(tgetBlock.x + tgetBlock.w <= crntBlock.x + crntBlock.w && tgetBlock.x + tgetBlock.w >= crntBlock.x) ||
|
||
(crntBlock.x <= tgetBlock.x + tgetBlock.w && crntBlock.x >= tgetBlock.x) ||
|
||
(crntBlock.x + crntBlock.w <= tgetBlock.x + tgetBlock.w && crntBlock.x + crntBlock.w >= tgetBlock.x);
|
||
var matchV =
|
||
(tgetBlock.y <= crntBlock.y + crntBlock.h && tgetBlock.y >= crntBlock.y) ||
|
||
(tgetBlock.y + tgetBlock.h <= crntBlock.y + crntBlock.h && tgetBlock.y + tgetBlock.h >= crntBlock.y) ||
|
||
(crntBlock.y <= tgetBlock.y + tgetBlock.h && crntBlock.y >= tgetBlock.y) ||
|
||
(crntBlock.y + crntBlock.h <= tgetBlock.y + tgetBlock.h && crntBlock.y + crntBlock.h >= tgetBlock.y);
|
||
if (adjacentT && matchH) {
|
||
this._adjacentBlockIndexList[crntIndex].t.push(tgetIndex);
|
||
continue;
|
||
} else if (adjacentB && matchH) {
|
||
this._adjacentBlockIndexList[crntIndex].b.push(tgetIndex);
|
||
continue;
|
||
}
|
||
if (adjacentL && matchV) {
|
||
this._adjacentBlockIndexList[crntIndex].l.push(tgetIndex);
|
||
continue;
|
||
} else if (adjacentR && matchV) {
|
||
this._adjacentBlockIndexList[crntIndex].r.push(tgetIndex);
|
||
continue;
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
// 部屋作成
|
||
Game_MapGeneratorRoomAndPass.prototype.makeRooms = function () {
|
||
this._blocks.forEach(function (block) {
|
||
var roomW = this._minRoomSize + Math.randomInt((block.w - (this._wallHeight + 1) * 2) - this._minRoomSize - 2);
|
||
var roomH = this._minRoomSize + Math.randomInt((block.h - (this._wallHeight + 1) * 2) - this._minRoomSize - 2);
|
||
if (roomW > this._maxRoomSize) {
|
||
roomW = this._maxRoomSize;
|
||
}
|
||
if (roomH > this._maxRoomSize) {
|
||
roomH = this._maxRoomSize;
|
||
}
|
||
var roomX = block.x + (this._wallHeight + 1) + 1 + Math.randomInt(block.w - roomW - (this._wallHeight + 1) * 2 - 1);
|
||
var roomY = block.y + (this._wallHeight + 1) + 1 + Math.randomInt(block.h - roomH - (this._wallHeight + 1) * 2 - 1);
|
||
var room = { x: roomX, y: roomY, w: roomW, h: roomH, hasPass: { t: false, b: false, l: false, r: false } };
|
||
this._rooms.push(room);
|
||
}, this);
|
||
this._rooms.forEach(function (room) {
|
||
for (var y = 0; y < room.h; y++) {
|
||
for (var x = 0; x < room.w; x++) {
|
||
this._symbolMap[room.x + x][room.y + y] = 'room';
|
||
}
|
||
}
|
||
}, this);
|
||
};
|
||
|
||
// 通路作成
|
||
Game_MapGeneratorRoomAndPass.prototype.makePasses = function () {
|
||
var cache = {};
|
||
for (var crntIndex = 0; crntIndex < this._adjacentBlockIndexList.length; crntIndex++) {
|
||
cache[crntIndex] = [];
|
||
var crngBlock = this._blocks[crntIndex];
|
||
for (var direction in this._adjacentBlockIndexList[crntIndex]) {
|
||
var tgetIndexList = this._adjacentBlockIndexList[crntIndex][direction];
|
||
tgetIndexList.forEach(function (tgetIndex) {
|
||
if (cache[tgetIndex] !== undefined && cache[tgetIndex].indexOf(crntIndex) !== -1) {
|
||
return;
|
||
}
|
||
cache[crntIndex].push(tgetIndex);
|
||
var tgetBlock = this._blocks[tgetIndex];
|
||
var crntRoom = this._rooms[crntIndex];
|
||
var tgetRoom = this._rooms[tgetIndex];
|
||
var crntPass = { x: 0, y: 0, w: 0, h: 0 };
|
||
var tgetPass = { x: 0, y: 0, w: 0, h: 0 };
|
||
var bordPass = { x: 0, y: 0, w: 0, h: 0 };
|
||
switch (direction) {
|
||
case 't':
|
||
if (crntRoom.hasPass.t || tgetRoom.hasPass.b) {
|
||
return;
|
||
}
|
||
crntPass.x = crntRoom.x + 1 + Math.randomInt(crntRoom.w - 2);
|
||
crntPass.y = crngBlock.y;
|
||
crntPass.w = 1;
|
||
crntPass.h = crntRoom.y - crngBlock.y;
|
||
tgetPass.x = tgetRoom.x + 1 + Math.randomInt(tgetRoom.w - 2);
|
||
tgetPass.y = tgetRoom.y + tgetRoom.h;
|
||
tgetPass.w = 1;
|
||
tgetPass.h = crngBlock.y - tgetPass.y;
|
||
bordPass.x = Math.min(crntPass.x, tgetPass.x);
|
||
bordPass.y = crngBlock.y - 1;
|
||
bordPass.w = Math.max(crntPass.x, tgetPass.x) - bordPass.x + 1;
|
||
bordPass.h = 1;
|
||
crntRoom.hasPass.t = true;
|
||
tgetRoom.hasPass.b = true;
|
||
break;
|
||
case 'b':
|
||
if (crntRoom.hasPass.b || tgetRoom.hasPass.t) {
|
||
return;
|
||
}
|
||
crntPass.x = crntRoom.x + 1 + Math.randomInt(crntRoom.w - 2);
|
||
crntPass.y = crntRoom.y + crntRoom.h;
|
||
crntPass.w = 1;
|
||
crntPass.h = tgetBlock.y - crntPass.y;
|
||
tgetPass.x = tgetRoom.x + 1 + Math.randomInt(tgetRoom.w - 2);
|
||
tgetPass.y = tgetBlock.y;
|
||
tgetPass.w = 1;
|
||
tgetPass.h = tgetRoom.y - tgetBlock.y;
|
||
bordPass.x = Math.min(crntPass.x, tgetPass.x);
|
||
bordPass.y = tgetBlock.y - 1;
|
||
bordPass.w = Math.max(crntPass.x, tgetPass.x) - bordPass.x + 1;
|
||
bordPass.h = 1;
|
||
crntRoom.hasPass.b = true;
|
||
tgetRoom.hasPass.t = true;
|
||
break;
|
||
case 'l':
|
||
if (crntRoom.hasPass.l || tgetRoom.hasPass.r) {
|
||
return;
|
||
}
|
||
crntPass.x = crngBlock.x - 1;
|
||
crntPass.y = crntRoom.y + 1 + Math.randomInt(crntRoom.h - 2);
|
||
crntPass.w = crntRoom.x - crntPass.x;
|
||
crntPass.h = 1;
|
||
tgetPass.x = tgetRoom.x + tgetRoom.w;
|
||
tgetPass.y = tgetRoom.y + 1 + Math.randomInt(tgetRoom.h - 2);
|
||
tgetPass.w = crntPass.x - tgetRoom.x - tgetRoom.w;
|
||
tgetPass.h = 1;
|
||
bordPass.x = crngBlock.x - 1;
|
||
bordPass.y = Math.min(crntPass.y, tgetPass.y);
|
||
bordPass.w = 1;
|
||
bordPass.h = Math.max(crntPass.y, tgetPass.y) - bordPass.y + 1;
|
||
crntRoom.hasPass.l = true;
|
||
tgetRoom.hasPass.r = true;
|
||
break;
|
||
case 'r':
|
||
if (crntRoom.hasPass.r || tgetRoom.hasPass.l) {
|
||
return;
|
||
}
|
||
crntPass.x = crntRoom.x + crntRoom.w
|
||
crntPass.w = tgetBlock.x - 1 - crntRoom.x - crntRoom.w
|
||
crntPass.y = crntRoom.y + 1 + Math.randomInt(crntRoom.h - 2);
|
||
crntPass.h = 1;
|
||
tgetPass.x = tgetBlock.x - 1;
|
||
tgetPass.y = tgetRoom.y + 1 + Math.randomInt(tgetRoom.h - 2);
|
||
tgetPass.w = tgetRoom.x - tgetPass.x;
|
||
tgetPass.h = 1;
|
||
bordPass.x = tgetBlock.x - 1;
|
||
bordPass.y = Math.min(crntPass.y, tgetPass.y);
|
||
bordPass.w = 1;
|
||
bordPass.h = Math.max(crntPass.y, tgetPass.y) - bordPass.y + 1;
|
||
crntRoom.hasPass.r = true;
|
||
tgetRoom.hasPass.l = true;
|
||
break;
|
||
}
|
||
this._passes.push(crntPass);
|
||
this._passes.push(tgetPass);
|
||
this._passes.push(bordPass);
|
||
}, this);
|
||
}
|
||
}
|
||
this._passes.forEach(function (pass) {
|
||
for (var y = 0; y < pass.h; y++) {
|
||
for (var x = 0; x < pass.w; x++) {
|
||
this._symbolMap[pass.x + x][pass.y + y] = 'pass';
|
||
}
|
||
}
|
||
}, this);
|
||
};
|
||
|
||
// ブロック分割:ランダム
|
||
Game_MapGeneratorRoomAndPass.prototype.splitBlock = function (block) {
|
||
if (this.randBool(0.5)) {
|
||
if (this.isSplitableH(block)) {
|
||
this.splitBlockH(block);
|
||
}
|
||
if (this.isSplitableV(block)) {
|
||
this.splitBlockV(block);
|
||
}
|
||
} else {
|
||
if (this.isSplitableV(block)) {
|
||
this.splitBlockV(block);
|
||
}
|
||
if (this.isSplitableH(block)) {
|
||
this.splitBlockH(block);
|
||
}
|
||
}
|
||
};
|
||
|
||
//ブロック分割:横分割
|
||
Game_MapGeneratorRoomAndPass.prototype.splitBlockH = function (block) {
|
||
var orgBlockW = 0;
|
||
var newBlockW = 0;
|
||
while (orgBlockW < this._minBlockSize || newBlockW < this._minBlockSize) {
|
||
orgBlockW = Math.floor(block.w / 4 + block.w * Math.random() / 2);
|
||
newBlockW = block.w - orgBlockW - 1;
|
||
}
|
||
block.w = orgBlockW;
|
||
var newBlock = { x: block.x + orgBlockW + 1, y: block.y, w: newBlockW, h: block.h };
|
||
this._blocks.push(newBlock);
|
||
this.splitBlock(block);
|
||
this.splitBlock(newBlock);
|
||
};
|
||
|
||
// ブロック分割:縦分割
|
||
Game_MapGeneratorRoomAndPass.prototype.splitBlockV = function (block) {
|
||
var orgBlockH = 0;
|
||
var newBlockH = 0;
|
||
while (orgBlockH < this._minBlockSize || newBlockH < this._minBlockSize) {
|
||
orgBlockH = Math.floor(block.h / 4 + block.h * Math.random() / 2);
|
||
newBlockH = block.h - orgBlockH - 1;
|
||
}
|
||
block.h = orgBlockH;
|
||
var newBlock = { x: block.x, y: block.y + orgBlockH + 1, w: block.w, h: newBlockH };
|
||
this._blocks.push(newBlock);
|
||
this.splitBlock(block);
|
||
this.splitBlock(newBlock);
|
||
};
|
||
|
||
// ブロック分割可能判定:部屋数
|
||
Game_MapGeneratorRoomAndPass.prototype.isSplitableByRoomNum = function () {
|
||
if (this._blocks.length >= this._maxRooms) {
|
||
return false;
|
||
}
|
||
if (this._blocks.length >= this._minRooms &&
|
||
this.randBool((this._blocks.length - this._minRooms + 1) / (this._maxRooms - this._minRooms + 1))) {
|
||
return false;
|
||
}
|
||
return true;
|
||
};
|
||
|
||
// ブロック分割可能判定:横分割
|
||
Game_MapGeneratorRoomAndPass.prototype.isSplitableV = function (block) {
|
||
return block.h > (this._minBlockSize * 2 + 1) && this.isSplitableByRoomNum();
|
||
};
|
||
|
||
// ブロック分割可能判定:縦分割
|
||
Game_MapGeneratorRoomAndPass.prototype.isSplitableH = function (block) {
|
||
return block.w > (this._minBlockSize * 2 + 1) && this.isSplitableByRoomNum();
|
||
};
|
||
|
||
// 座標によって部屋を取得
|
||
Game_MapGeneratorRoomAndPass.prototype.roomByXY = function (x, y) {
|
||
for (i = 0; i < this._rooms.length; i++) {
|
||
var room = this._rooms[i];
|
||
if (room.x <= x && x < room.x + room.w &&
|
||
room.y <= y && y < room.y + room.h) {
|
||
return room;
|
||
}
|
||
}
|
||
return undefined;
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Game_Map
|
||
//
|
||
// マップクラス
|
||
|
||
// マップクラスの初期化
|
||
Sanshiro.Game_MapGenerator.Game_Map_initialize = Game_Map.prototype.initialize;
|
||
Game_Map.prototype.initialize = function () {
|
||
Sanshiro.Game_MapGenerator.Game_Map_initialize.call(this);
|
||
};
|
||
|
||
// マップジェネレーターの取得
|
||
Game_Map.prototype.mapGenerator = function () {
|
||
return this._mapGenerator;
|
||
};
|
||
|
||
// マップクラスのセットアップ
|
||
Sanshiro.Game_MapGenerator.Game_Map_setup = Game_Map.prototype.setup;
|
||
Game_Map.prototype.setup = function (mapId) {
|
||
Sanshiro.Game_MapGenerator.Game_Map_setup.call(this, mapId)
|
||
this._mapGenerator = null;
|
||
};
|
||
|
||
// マップクラスのタイルID
|
||
Sanshiro.Game_MapGenerator.Game_Map_tileId = Game_Map.prototype.tileId
|
||
Game_Map.prototype.tileId = function (x, y, z) {
|
||
if (this.isGenegratedMap()) {
|
||
return this._mapGenerator.tileId(x, y, z);
|
||
}
|
||
return Sanshiro.Game_MapGenerator.Game_Map_tileId.call(this, x, y, z);
|
||
};
|
||
|
||
// マップクラスのマップデータ
|
||
Sanshiro.Game_MapGenerator.Game_Map_data = Game_Map.prototype.data
|
||
Game_Map.prototype.data = function () {
|
||
if (this.isGenegratedMap()) {
|
||
return this._mapGenerator.data();
|
||
}
|
||
return Sanshiro.Game_MapGenerator.Game_Map_data.call(this);
|
||
};
|
||
|
||
// マップクラスの通行判定
|
||
Sanshiro.Game_MapGenerator.Game_Map_isPassable = Game_Map.prototype.isPassable
|
||
Game_Map.prototype.isPassable = function (x, y, d) {
|
||
if (this.isGenegratedMap()) {
|
||
return this._mapGenerator.isPassable(x, y, d);
|
||
}
|
||
return Sanshiro.Game_MapGenerator.Game_Map_isPassable.call(this, x, y, d);
|
||
};
|
||
|
||
// マップクラスのマップ自動生成
|
||
Game_Map.prototype.generateMap = function (mapType) {
|
||
mapType = mapType || 'FillRoom';
|
||
switch (mapType) {
|
||
case 'RoomAndPass':
|
||
this._mapGenerator = new Game_MapGeneratorRoomAndPass();
|
||
break;
|
||
case 'FillRoom':
|
||
this._mapGenerator = new Game_MapGenerator();
|
||
break;
|
||
}
|
||
this._mapGenerator.setup();
|
||
if (Imported.SAN_AnalogMove) {
|
||
Game_CollideMap.setup();
|
||
}
|
||
};
|
||
|
||
// 自動生成マップ判定
|
||
Game_Map.prototype.isGenegratedMap = function () {
|
||
return !!this._mapGenerator && this._mapGenerator.isReady();
|
||
};
|
||
|
||
// ツルハシ
|
||
Game_Map.prototype.pickel = function () {
|
||
if (this.isGenegratedMap()) {
|
||
this._mapGenerator.pickel();
|
||
}
|
||
};
|
||
|
||
// バクダン
|
||
Game_Map.prototype.bomb = function (x, y) {
|
||
if (this.isGenegratedMap()) {
|
||
this._mapGenerator.bomb(x, y);
|
||
}
|
||
};
|
||
|
||
// 大部屋
|
||
Game_Map.prototype.bigRoom = function () {
|
||
if (this.isGenegratedMap()) {
|
||
this._mapGenerator.bigRoom();
|
||
}
|
||
};
|
||
|
||
// 壁生成
|
||
Game_Map.prototype.makeWall = function (x, y) {
|
||
if (this.isGenegratedMap()) {
|
||
this._mapGenerator.makeWall(x, y);
|
||
}
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Game_Character
|
||
//
|
||
// キャラクタークラス
|
||
|
||
Game_Character.prototype.currentRoom = function () {
|
||
if (!$gameMap.isGenegratedMap ||
|
||
!($gameMap.mapGenerator() instanceof Game_MapGeneratorRoomAndPass)) {
|
||
return undefined;
|
||
}
|
||
return $gameMap.mapGenerator().roomByXY(this.x, this.y);
|
||
};
|
||
|
||
// プレイヤーと同部屋判定
|
||
Game_Character.prototype.isSameRoomWithPlayer = function () {
|
||
if ($gameMap.mapGenerator().constructor === Game_MapGenerator) { return true; }
|
||
var room1 = this.currentRoom();
|
||
var room2 = $gamePlayer.currentRoom();
|
||
return (!!room1 && !!room2 && room1 === room2);
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Game_Event
|
||
//
|
||
// イベントクラス
|
||
|
||
// イベントクラスの初期化
|
||
Sanshiro.Game_MapGenerator.Game_Event_initialize = Game_Event.prototype.initialize;
|
||
Game_Event.prototype.initialize = function (mapId, eventId) {
|
||
this._dataEventId = eventId;
|
||
Sanshiro.Game_MapGenerator.Game_Event_initialize.call(this, mapId, eventId);
|
||
};
|
||
|
||
// イベントクラスのデータベースのイベントデータ
|
||
Game_Event.prototype.event = function () {
|
||
return $dataMap.events[this._dataEventId];
|
||
};
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Game_Interpreter
|
||
//
|
||
// インタープリタークラス
|
||
|
||
// プラグインコマンド (RPGツクールMV用)
|
||
// Sanshiro.Game_MapGenerator.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
|
||
// Game_Interpreter.prototype.pluginCommand = function (command, args) {
|
||
// Sanshiro.Game_MapGenerator.Game_Interpreter_pluginCommand.call(this, command, args);
|
||
// if (command === 'MapGenerator') {
|
||
// switch (args[0]) {
|
||
// case 'FillRoom':
|
||
// $gameMap.generateMap(args[0]);
|
||
// break;
|
||
// case 'RoomAndPass':
|
||
// $gameMap.generateMap(args[0]);
|
||
// break;
|
||
// }
|
||
// }
|
||
// };
|
||
|
||
// RPGツクールMZ用プラグインコマンド
|
||
|
||
const pluginName = "MNKR_SAN_MapGenerator";
|
||
|
||
PluginManager.registerCommand(pluginName, "MapGenerator", args => {
|
||
let generateMap = String(args.mapType);
|
||
|
||
switch (generateMap) {
|
||
case 'FillRoom':
|
||
$gameMap.generateMap(generateMap);
|
||
break;
|
||
case 'RoomAndPass':
|
||
$gameMap.generateMap(generateMap);
|
||
break;
|
||
}
|
||
});
|