1887 lines
47 KiB
JavaScript
1887 lines
47 KiB
JavaScript
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var IndexArray = {
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createIndexArray: function(x, y, item) {
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var i, rangeValue, rangeType, arr;
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var startRange = 1;
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var endRange = 1;
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var count = 1;
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if (item === null) {
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startRange = 1;
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endRange = 1;
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}
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else if (item.isWeapon()) {
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startRange = item.getStartRange();
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endRange = item.getEndRange();
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}
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else {
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if (item.getItemType() === ItemType.TELEPORTATION && item.getRangeType() === SelectionRangeType.SELFONLY) {
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rangeValue = item.getTeleportationInfo().getRangeValue();
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rangeType = item.getTeleportationInfo().getRangeType();
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}
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else {
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rangeValue = item.getRangeValue();
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rangeType = item.getRangeType();
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}
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if (rangeType === SelectionRangeType.SELFONLY) {
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return [];
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}
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else if (rangeType === SelectionRangeType.MULTI) {
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endRange = rangeValue;
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}
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else if (rangeType === SelectionRangeType.ALL) {
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count = CurrentMap.getSize();
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arr = [];
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arr.length = count;
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for (i = 0; i < count; i++) {
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arr[i] = i;
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}
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return arr;
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}
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}
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return this.getBestIndexArray(x, y, startRange, endRange);
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},
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createRangeIndexArray: function(x, y, rangeMetrics) {
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var i, count, arr;
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if (rangeMetrics.rangeType === SelectionRangeType.SELFONLY) {
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return [CurrentMap.getIndex(x, y)];
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}
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else if (rangeMetrics.rangeType === SelectionRangeType.ALL) {
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count = CurrentMap.getSize();
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arr = [];
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arr.length = count;
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for (i = 0; i < count; i++) {
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arr[i] = i;
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}
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return arr;
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}
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return this.getBestIndexArray(x, y, rangeMetrics.startRange, rangeMetrics.endRange);
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},
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getBestIndexArray: function(x, y, startRange, endRange) {
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var simulator = root.getCurrentSession().createMapSimulator();
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simulator.startSimulationRange(x, y, startRange, endRange);
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return simulator.getSimulationIndexArray();
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},
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findUnit: function(indexArray, targetUnit) {
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var i, index, x, y;
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var count = indexArray.length;
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if (count === CurrentMap.getSize()) {
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return true;
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}
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for (i = 0; i < count; i++) {
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index = indexArray[i];
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x = CurrentMap.getX(index);
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y = CurrentMap.getY(index);
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if (PosChecker.getUnitFromPos(x, y) === targetUnit) {
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return true;
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}
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}
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return false;
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},
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findPos: function(indexArray, xTarget, yTarget) {
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var i, index, x, y;
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var count = indexArray.length;
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if (count === CurrentMap.getSize()) {
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return true;
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}
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for (i = 0; i < count; i++) {
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index = indexArray[i];
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x = CurrentMap.getX(index);
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y = CurrentMap.getY(index);
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if (x === xTarget && y === yTarget) {
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return true;
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}
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}
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return false;
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}
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};
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var Probability = {
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getProbability: function(percent) {
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var n;
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if (percent >= this.getMaxPercent()) {
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// 100以上は無条件にtrueを返す
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return true;
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}
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if (percent <= 0) {
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return false;
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}
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// nは0から99の値になる
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n = this.getRandomNumber() % 100;
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return percent >= n;
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},
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getInvocationProbability: function(unit, type, value) {
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var n, hp, result;
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if (type === InvocationType.HPDOWN) {
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n = value / 100;
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hp = ParamBonus.getMhp(unit) * n;
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result = unit.getHp() <= hp;
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}
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else if (type === InvocationType.ABSOLUTE) {
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result = Probability.getProbability(value);
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}
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else if (type === InvocationType.LV) {
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result = Probability.getProbability(unit.getLv() * value);
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}
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else {
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if (DataConfig.isSkillInvocationBonusEnabled()) {
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result = Probability.getProbability(ParamBonus.getBonus(unit, type) * value);
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}
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else {
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result = Probability.getProbability(unit.getParamValue(type) * value);
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}
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}
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return result;
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},
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getRandomNumber: function() {
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return root.getRandomNumber();
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},
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getMaxPercent: function() {
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return 100;
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}
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};
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var GameOverChecker = {
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isGameOver: function() {
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var i, count, unit;
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var list = PlayerList.getSortieList();
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var isGameOver = false;
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// 自軍が存在しない場合はゲームオーバー
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if (list.getCount() === 0 && root.getCurrentSession().isMapState(MapStateType.PLAYERZEROGAMEOVER)) {
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isGameOver = true;
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}
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else {
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list = PlayerList.getDeathList();
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count = list.getCount();
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for (i = 0; i < count; i++) {
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unit = list.getData(i);
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if (this.isGameOverUnit(unit)) {
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// 死亡者リストにリーダーが含まれている場合はゲームオーバー
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isGameOver = true;
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break;
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}
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}
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}
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return isGameOver;
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},
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startGameOver: function() {
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var generator = root.getEventGenerator();
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generator.sceneChange(SceneChangeType.GAMEOVER);
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generator.execute();
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return true;
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},
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isGameOverUnit: function(unit) {
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return unit.getImportance() === ImportanceType.LEADER && DataConfig.isLeaderGameOver();
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}
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};
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var DamageControl = {
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setDeathState: function(unit) {
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// ゲームオーバーを引き起こすユニットではなく、かつ負傷可能ユニットである場合は、負傷状態にする
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if (!GameOverChecker.isGameOverUnit(unit) && Miscellaneous.isInjuryAllowed(unit)) {
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unit.setAliveState(AliveType.INJURY);
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}
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else {
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// 死亡状態にする。
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// 蘇生の可能性があるため、非出撃にはならない。
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unit.setAliveState(AliveType.DEATH);
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}
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// 非表示状態にする
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unit.setInvisible(true);
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// ステートを解除する
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StateControl.arrangeState(unit, null, IncreaseType.ALLRELEASE);
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MetamorphozeControl.clearMetamorphoze(unit);
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},
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setCatchState: function(unit, isHpChange) {
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unit.setSyncope(true);
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if (isHpChange) {
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unit.setHp(1);
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}
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},
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setReleaseState: function(unit) {
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unit.setAliveState(AliveType.ERASE);
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unit.setInvisible(true);
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unit.setSyncope(false);
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StateControl.arrangeState(unit, null, IncreaseType.ALLRELEASE);
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},
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reduceHp: function(unit, damage) {
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var hp = unit.getHp();
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if (damage > 0) {
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hp -= damage;
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if (hp <= 0) {
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hp = 0;
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}
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}
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else {
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hp -= damage;
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if (hp > ParamBonus.getMhp(unit)) {
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hp = ParamBonus.getMhp(unit);
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}
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}
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unit.setHp(hp);
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},
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checkHp: function(active, passive) {
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var hp = passive.getHp();
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if (hp > 0) {
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return;
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}
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if (FusionControl.getFusionAttackData(active) !== null) {
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// isLostedのために、この時点ではhpを1にしない
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this.setCatchState(passive, false);
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}
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else {
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this.setDeathState(passive);
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}
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},
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// 「フュージョン攻撃」によるキャッチ状態であるかを調べる
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isSyncope: function(unit) {
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return unit.isSyncope();
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},
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isLosted: function(unit) {
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return unit.getHp() <= 0;
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}
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};
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var WeaponEffectControl = {
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playDamageSound: function(unit, isCritical, isFinish) {
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if (isCritical) {
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if (isFinish) {
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this.playSound(unit, WeaponEffectSound.CRITICALFINISH);
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}
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else {
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this.playSound(unit, WeaponEffectSound.CRITICAL);
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}
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}
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else {
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if (isFinish) {
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this.playSound(unit, WeaponEffectSound.DAMAGEFINISH);
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}
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else {
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this.playSound(unit, WeaponEffectSound.DAMAGE);
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}
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}
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},
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getDamageAnime: function(unit, isCritical, isReal) {
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var anime;
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if (isCritical) {
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if (isReal) {
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anime = this.getAnime(unit, WeaponEffectAnime.REALCRITICAL);
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}
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else {
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anime = this.getAnime(unit, WeaponEffectAnime.EASYCRITICAL);
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}
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}
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else {
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if (isReal) {
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anime = this.getAnime(unit, WeaponEffectAnime.REALDAMAGE);
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}
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else {
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anime = this.getAnime(unit, WeaponEffectAnime.EASYDAMAGE);
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}
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}
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return anime;
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},
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getAnime: function(unit, type) {
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var weaponEffect;
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var anime = null;
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var weapon = BattlerChecker.getRealBattleWeapon(unit);
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var arr = ['realdamage', 'easydamage', 'realcritical', 'easycritical', 'magicinvocation'];
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if (weapon !== null) {
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weaponEffect = weapon.getWeaponEffect();
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anime = weaponEffect.getAnime(type, arr[type]);
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}
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return anime;
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},
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playSound: function(unit, type) {
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var weaponEffect;
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var soundHandle = null;
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var weapon = BattlerChecker.getRealBattleWeapon(unit);
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var arr = ['damage', 'damagefinish', 'critical', 'criticalfinish', 'weaponwave', 'weaponthrow', 'shootarrow'];
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if (weapon !== null) {
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weaponEffect = weapon.getWeaponEffect();
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soundHandle = weaponEffect.getSoundHandle(type, arr[type]);
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}
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if (soundHandle !== null) {
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MediaControl.soundPlay(soundHandle);
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}
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}
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};
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var PosChecker = {
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getUnitFromPos: function(x, y) {
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return root.getCurrentSession().getUnitFromPos(x, y);
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},
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getClassMovePoint: function(x, y, cls) {
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var terrain, movePoint;
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if (!CurrentMap.isMapInside(x, y)) {
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return 0;
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}
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// 指定位置に関連する「地形効果」を取得
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terrain = this.getTerrainFromPos(x, y);
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// 地形に移動するために必要な「消費移動力」を取得
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movePoint = terrain.getMovePoint(cls.getClassType().getMoveTypeId());
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return movePoint;
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},
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getTerrainFromPos: function(x, y) {
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return root.getCurrentSession().getTerrainFromPos(x, y, true);
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},
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getTerrainFromPosEx: function(x, y) {
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return root.getCurrentSession().getTerrainFromPos(x, y, false);
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},
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getPlaceEventFromUnit: function(placeType, unit) {
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var i, event, placeInfo;
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var list = root.getCurrentSession().getPlaceEventList();
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var count = list.getCount();
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for (i = 0; i < count; i++) {
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event = list.getData(i);
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placeInfo = event.getPlaceEventInfo();
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if (placeInfo.getPlaceEventType() === placeType) {
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if (placeInfo.getX() === unit.getMapX() && placeInfo.getY() === unit.getMapY()) {
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return event;
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}
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}
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}
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return null;
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},
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getPlaceEventFromPos: function(type, x, y) {
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var i, event, placeInfo;
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var list = root.getCurrentSession().getPlaceEventList();
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var count = list.getCount();
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for (i = 0; i < count; i++) {
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event = list.getData(i);
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placeInfo = event.getPlaceEventInfo();
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if (placeInfo.getPlaceEventType() === type) {
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if (placeInfo.getX() === x && placeInfo.getY() === y) {
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if (event.isEvent() && event.getExecutedMark() === EventExecutedType.FREE) {
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return event;
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}
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}
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}
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}
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return null;
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},
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getSideDirection: function(x1, y1, x2, y2) {
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var i;
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for (i = 0; i < DirectionType.COUNT; i++) {
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if (x1 + XPoint[i] === x2 && y1 + YPoint[i] === y2) {
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return i;
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}
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}
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return DirectionType.NULL;
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},
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getNearbyPos: function(unit, targetUnit) {
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return this.getNearbyPosInternal(unit.getMapX(), unit.getMapY(), targetUnit.getClass());
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},
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getNearbyPosInternal: function(xStart, yStart, cls) {
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var i, count, index, x, y, value, indexArray, simulator, movePoint;
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var curValue = AIValue.MAX_MOVE;
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var curIndex = -1;
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// simulatorを維持するため、IndexArray.getBestIndexArrayを呼び出さない
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simulator = root.getCurrentSession().createMapSimulator();
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simulator.startSimulationRange(xStart, yStart, 1, 7);
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indexArray = simulator.getSimulationIndexArray();
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count = indexArray.length;
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for (i = 0; i < count; i++) {
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index = indexArray[i];
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x = CurrentMap.getX(index);
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y = CurrentMap.getY(index);
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movePoint = PosChecker.getClassMovePoint(x, y, cls);
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if (movePoint === 0) {
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// 移動できない場所を移動対象にできない
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continue;
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}
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if (PosChecker.getUnitFromPos(x, y) === null) {
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value = simulator.getSimulationMovePoint(index);
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if (value < curValue) {
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curValue = value;
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curIndex = index;
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}
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}
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}
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if (curIndex !== -1) {
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x = CurrentMap.getX(curIndex);
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y = CurrentMap.getY(curIndex);
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return createPos(x, y);
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}
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return null;
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},
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getKeyEvent: function(x, y, keyFlag) {
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var event;
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if (keyFlag & KeyFlag.TREASURE) {
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event = PosChecker.getPlaceEventFromPos(PlaceEventType.TREASURE, x, y);
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if (event !== null) {
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return event;
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}
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}
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if (keyFlag & KeyFlag.GATE) {
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event = PosChecker.getPlaceEventFromPos(PlaceEventType.GATE, x, y);
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if (event !== null) {
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return event;
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}
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}
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return null;
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}
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};
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var KeyEventChecker = {
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getIndexArrayFromKeyType: function(unit, keyData) {
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var indexArray = [];
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var rangeType = keyData.rangeType;
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if (rangeType === SelectionRangeType.SELFONLY) {
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indexArray = this._getSelfIndexArray(unit, keyData);
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}
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else if (rangeType === SelectionRangeType.MULTI) {
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indexArray = this._getMultiIndexArray(unit, keyData);
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}
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else {
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indexArray = this._getAllIndexArray(unit, keyData);
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}
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return indexArray;
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},
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getKeyEvent: function(x, y, keyData) {
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var event;
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var isTreasure = this._isTreasure(keyData);
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var isGate = this._isGate(keyData);
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// 鍵の対象が宝箱の場合は、場所イベントが宝箱であるか調べる
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if (isTreasure) {
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event = PosChecker.getPlaceEventFromPos(PlaceEventType.TREASURE, x, y);
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if (event !== null) {
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return event;
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}
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}
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// 鍵の対象が扉の場合は、場所イベントが扉であるか調べる
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if (isGate) {
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event = PosChecker.getPlaceEventFromPos(PlaceEventType.GATE, x, y);
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if (event !== null) {
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return event;
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}
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}
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return null;
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},
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buildKeyDataDefault: function() {
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var keyData = {};
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keyData.flag = KeyFlag.TREASURE;
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keyData.requireFlag = KeyFlag.TREASURE;
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keyData.rangeValue = 0;
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keyData.rangeType = SelectionRangeType.SELFONLY;
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keyData.item = null;
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keyData.skill = null;
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return keyData;
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},
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|
|
buildKeyDataSkill: function(skill, requireFlag) {
|
|
var keyData = {};
|
|
var keyFlag = skill.getSkillValue();
|
|
|
|
if (!(keyFlag & requireFlag)) {
|
|
return null;
|
|
}
|
|
|
|
keyData.flag = keyFlag;
|
|
keyData.requireFlag = requireFlag;
|
|
keyData.rangeValue = skill.getRangeValue();
|
|
keyData.rangeType = skill.getRangeType();
|
|
keyData.item = null;
|
|
keyData.skill = skill;
|
|
|
|
if (this.isPairKey(skill)) {
|
|
keyData.rangeValue = 1;
|
|
if (keyData.requireFlag === KeyFlag.TREASURE) {
|
|
keyData.rangeType = SelectionRangeType.SELFONLY;
|
|
}
|
|
else {
|
|
keyData.rangeType = SelectionRangeType.MULTI;
|
|
}
|
|
}
|
|
|
|
return keyData;
|
|
},
|
|
|
|
buildKeyDataItem: function(item, requireFlag) {
|
|
var keyData = {};
|
|
var keyFlag = item.getKeyInfo().getKeyFlag();
|
|
|
|
if (!(keyFlag & requireFlag)) {
|
|
return null;
|
|
}
|
|
|
|
keyData.flag = keyFlag;
|
|
keyData.requireFlag = requireFlag;
|
|
keyData.rangeValue = item.getRangeValue();
|
|
keyData.rangeType = item.getRangeType();
|
|
keyData.item = item;
|
|
keyData.skill = null;
|
|
|
|
if (this.isPairKey(item)) {
|
|
keyData.rangeValue = 1;
|
|
if (keyData.requireFlag === KeyFlag.TREASURE) {
|
|
keyData.rangeType = SelectionRangeType.SELFONLY;
|
|
}
|
|
else {
|
|
keyData.rangeType = SelectionRangeType.MULTI;
|
|
}
|
|
}
|
|
|
|
return keyData;
|
|
},
|
|
|
|
isPairKey: function(obj) {
|
|
var keyFlag;
|
|
|
|
if (obj === null) {
|
|
return false;
|
|
}
|
|
|
|
if (typeof obj.getItemType === 'undefined') {
|
|
keyFlag = obj.getSkillValue();
|
|
}
|
|
else {
|
|
keyFlag = obj.getKeyInfo().getKeyFlag();
|
|
}
|
|
|
|
if ((keyFlag & KeyFlag.GATE) && (keyFlag & KeyFlag.TREASURE)) {
|
|
if (obj.getRangeType() === SelectionRangeType.SELFONLY) {
|
|
// 扉と宝箱が対象であり、さらに射程が単体である場合は、扉を射程1として扱う
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
},
|
|
|
|
_getSelfIndexArray: function(unit, keyData) {
|
|
var indexArray = [];
|
|
var event = this.getKeyEvent(unit.getMapX(), unit.getMapY(), keyData);
|
|
|
|
if (event !== null) {
|
|
indexArray.push(CurrentMap.getIndex(unit.getMapX(), unit.getMapY()));
|
|
}
|
|
|
|
return indexArray;
|
|
},
|
|
|
|
_getMultiIndexArray: function(unit, keyData) {
|
|
var i, index, x, y, event;
|
|
var indexArrayNew = [];
|
|
var indexArray = IndexArray.getBestIndexArray(unit.getMapX(), unit.getMapY(), 1, keyData.rangeValue);
|
|
var count = indexArray.length;
|
|
var isTreasure = this._isTreasure(keyData);
|
|
var isGate = this._isGate(keyData);
|
|
|
|
for (i = 0; i < count; i++) {
|
|
index = indexArray[i];
|
|
x = CurrentMap.getX(index);
|
|
y = CurrentMap.getY(index);
|
|
|
|
if (isTreasure) {
|
|
event = PosChecker.getPlaceEventFromPos(PlaceEventType.TREASURE, x, y);
|
|
if (event !== null) {
|
|
indexArrayNew.push(index);
|
|
}
|
|
}
|
|
|
|
if (isGate) {
|
|
event = PosChecker.getPlaceEventFromPos(PlaceEventType.GATE, x, y);
|
|
if (event !== null) {
|
|
indexArrayNew.push(index);
|
|
}
|
|
}
|
|
}
|
|
|
|
return indexArrayNew;
|
|
},
|
|
|
|
_getAllIndexArray: function(unit, keyData) {
|
|
var i, event, placeInfo;
|
|
var indexArrayNew = [];
|
|
var list = root.getCurrentSession().getPlaceEventList();
|
|
var count = list.getCount();
|
|
var isTreasure = this._isTreasure(keyData);
|
|
var isGate = this._isGate(keyData);
|
|
|
|
for (i = 0; i < count; i++) {
|
|
event = list.getData(i);
|
|
placeInfo = event.getPlaceEventInfo();
|
|
|
|
if (isTreasure && placeInfo.getPlaceEventType() === PlaceEventType.TREASURE) {
|
|
if (event.isEvent() && event.getExecutedMark() === EventExecutedType.FREE) {
|
|
indexArrayNew.push(CurrentMap.getIndex(placeInfo.getX(), placeInfo.getY()));
|
|
}
|
|
}
|
|
|
|
if (isGate && placeInfo.getPlaceEventType() === PlaceEventType.GATE) {
|
|
if (event.isEvent() && event.getExecutedMark() === EventExecutedType.FREE) {
|
|
indexArrayNew.push(CurrentMap.getIndex(placeInfo.getX(), placeInfo.getY()));
|
|
}
|
|
}
|
|
}
|
|
|
|
return indexArrayNew;
|
|
},
|
|
|
|
_isTreasure: function(keyData) {
|
|
var isTreasure = keyData.requireFlag & KeyFlag.TREASURE;
|
|
|
|
if (!isTreasure) {
|
|
return false;
|
|
}
|
|
|
|
return keyData.flag & KeyFlag.TREASURE;
|
|
},
|
|
|
|
_isGate: function(keyData) {
|
|
var isGate = keyData.requireFlag & KeyFlag.GATE;
|
|
|
|
if (!isGate) {
|
|
return false;
|
|
}
|
|
|
|
return keyData.flag & KeyFlag.GATE;
|
|
}
|
|
};
|
|
|
|
var UnitEventChecker = {
|
|
_isCancelFlag: false,
|
|
|
|
getUnitEvent: function(unit, eventType) {
|
|
return this._getEvent(unit, null, eventType);
|
|
},
|
|
|
|
getUnitBattleEvent: function(unit, targetUnit) {
|
|
var event = this._getEvent(unit, targetUnit, UnitEventType.BATTLE);
|
|
|
|
if (event !== null) {
|
|
return event;
|
|
}
|
|
|
|
event = this._getEvent(targetUnit, unit, UnitEventType.BATTLE);
|
|
if (event !== null) {
|
|
return event;
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
getUnitBattleEventData: function(unit, targetUnit) {
|
|
var event = this._getEvent(unit, targetUnit, UnitEventType.BATTLE);
|
|
|
|
if (event !== null) {
|
|
return {
|
|
event: event,
|
|
unit: targetUnit
|
|
};
|
|
}
|
|
|
|
event = this._getEvent(targetUnit, unit, UnitEventType.BATTLE);
|
|
if (event !== null) {
|
|
return {
|
|
event: event,
|
|
unit: unit
|
|
};
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
getUnitLostEvent: function(passiveUnit) {
|
|
var event = null;
|
|
|
|
// 自軍が倒された場合は、退却スキルを持っているかを調べる
|
|
if (passiveUnit.getUnitType() === UnitType.PLAYER && Miscellaneous.isInjuryAllowed(passiveUnit)) {
|
|
// 「退却時」のユニットイベントを取得する
|
|
event = this._getEvent(passiveUnit, null, UnitEventType.INJURY);
|
|
}
|
|
else {
|
|
// 「死亡時」のユニットイベントを取得する
|
|
event = this._getEvent(passiveUnit, null, UnitEventType.DEAD);
|
|
}
|
|
|
|
return event;
|
|
},
|
|
|
|
startUnitBattleEvent: function(unit, targetUnit) {
|
|
var event = this._getEvent(unit, targetUnit, UnitEventType.BATTLE);
|
|
|
|
if (event !== null) {
|
|
event.startBattleEvent(targetUnit);
|
|
return event;
|
|
}
|
|
|
|
event = this._getEvent(targetUnit, unit, UnitEventType.BATTLE);
|
|
if (event !== null) {
|
|
event.startBattleEvent(unit);
|
|
return event;
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
setCancelFlag: function(flag) {
|
|
this._isCancelFlag = flag;
|
|
},
|
|
|
|
isCancelFlag: function() {
|
|
return this._isCancelFlag;
|
|
},
|
|
|
|
_getEvent: function(unit, targetUnit, unitEventType) {
|
|
var i, event, info;
|
|
var count = unit.getUnitEventCount();
|
|
|
|
for (i = 0; i < count; i++) {
|
|
event = unit.getUnitEvent(i);
|
|
info = event.getUnitEventInfo();
|
|
if (info.getUnitEventType() === unitEventType) {
|
|
if (unitEventType === UnitEventType.BATTLE) {
|
|
if (event.isBattleEvent(targetUnit)) {
|
|
return event;
|
|
}
|
|
}
|
|
else {
|
|
if (event.isEvent()) {
|
|
return event;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
};
|
|
|
|
var AttackChecker = {
|
|
getNonStatus: function() {
|
|
return [-1, -1, -1];
|
|
},
|
|
|
|
// 呼び出しコストは非常に大きい。
|
|
// 一度呼び出した後は、取得した配列を保存することが推奨される。
|
|
getAttackStatusInternal: function(unit, weapon, targetUnit) {
|
|
var activeTotalStatus, passiveTotalStatus;
|
|
var arr = [,,,];
|
|
|
|
if (weapon === null) {
|
|
return this.getNonStatus();
|
|
}
|
|
|
|
activeTotalStatus = SupportCalculator.createTotalStatus(unit);
|
|
passiveTotalStatus = SupportCalculator.createTotalStatus(targetUnit);
|
|
|
|
arr[0] = DamageCalculator.calculateDamage(unit, targetUnit, weapon, false, activeTotalStatus, passiveTotalStatus, 0);
|
|
arr[1] = HitCalculator.calculateHit(unit, targetUnit, weapon, activeTotalStatus, passiveTotalStatus);
|
|
arr[2] = CriticalCalculator.calculateCritical(unit, targetUnit, weapon, activeTotalStatus, passiveTotalStatus);
|
|
|
|
return arr;
|
|
},
|
|
|
|
isUnitAttackable: function(unit) {
|
|
var i, item, indexArray;
|
|
var count = UnitItemControl.getPossessionItemCount(unit);
|
|
|
|
for (i = 0; i < count; i++) {
|
|
item = UnitItemControl.getItem(unit, i);
|
|
if (item !== null && ItemControl.isWeaponAvailable(unit, item)) {
|
|
indexArray = this.getAttackIndexArray(unit, item, true);
|
|
if (indexArray.length !== 0) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
isUnitAttackableInternal: function(unit, weapon) {
|
|
var indexArray;
|
|
|
|
if (!ItemControl.isWeaponAvailable(unit, weapon)) {
|
|
return false;
|
|
}
|
|
|
|
indexArray = AttackChecker.getAttackIndexArray(unit, weapon, true);
|
|
|
|
return indexArray.length !== 0;
|
|
},
|
|
|
|
getAttackIndexArray: function(unit, weapon, isSingleCheck) {
|
|
var i, index, x, y, targetUnit;
|
|
var indexArrayNew = [];
|
|
var indexArray = IndexArray.createIndexArray(unit.getMapX(), unit.getMapY(), weapon);
|
|
var count = indexArray.length;
|
|
|
|
for (i = 0; i < count; i++) {
|
|
index = indexArray[i];
|
|
x = CurrentMap.getX(index);
|
|
y = CurrentMap.getY(index);
|
|
targetUnit = PosChecker.getUnitFromPos(x, y);
|
|
if (targetUnit !== null && unit !== targetUnit) {
|
|
if (FilterControl.isReverseUnitTypeAllowed(unit, targetUnit)) {
|
|
indexArrayNew.push(index);
|
|
if (isSingleCheck) {
|
|
return indexArrayNew;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return indexArrayNew;
|
|
},
|
|
|
|
getFusionAttackIndexArray: function(unit, weapon, fusionData) {
|
|
var i, index, x, y, targetUnit;
|
|
var indexArrayNew = [];
|
|
var indexArray = IndexArray.createIndexArray(unit.getMapX(), unit.getMapY(), weapon);
|
|
var count = indexArray.length;
|
|
|
|
for (i = 0; i < count; i++) {
|
|
index = indexArray[i];
|
|
x = CurrentMap.getX(index);
|
|
y = CurrentMap.getY(index);
|
|
targetUnit = PosChecker.getUnitFromPos(x, y);
|
|
if (targetUnit !== null && unit !== targetUnit) {
|
|
if (FusionControl.isAttackable(unit, targetUnit, fusionData) && FusionControl.isRangeAllowed(unit, targetUnit, fusionData)) {
|
|
indexArrayNew.push(index);
|
|
}
|
|
}
|
|
}
|
|
|
|
return indexArrayNew;
|
|
},
|
|
|
|
// targetUnitがunitに反撃できるかどうかを調べる
|
|
isCounterattack: function(unit, targetUnit) {
|
|
var weapon, indexArray;
|
|
|
|
if (!DataConfig.isCounterattackAllowed()) {
|
|
return false;
|
|
}
|
|
|
|
weapon = ItemControl.getEquippedWeapon(unit);
|
|
if (weapon !== null && weapon.isOneSide()) {
|
|
// 攻撃する側が「一方向」の武器を装備している場合は、反撃は発生しない
|
|
return false;
|
|
}
|
|
|
|
// 攻撃を受ける側の装備武器を取得
|
|
weapon = ItemControl.getEquippedWeapon(targetUnit);
|
|
|
|
// 武器を装備していない場合は、反撃できない
|
|
if (weapon === null) {
|
|
return false;
|
|
}
|
|
|
|
// 「一方向」の武器を装備している場合は反撃でない
|
|
if (weapon.isOneSide()) {
|
|
return false;
|
|
}
|
|
|
|
indexArray = IndexArray.createIndexArray(targetUnit.getMapX(), targetUnit.getMapY(), weapon);
|
|
|
|
return IndexArray.findUnit(indexArray, unit);
|
|
},
|
|
|
|
isCounterattackPos: function(unit, targetUnit, x, y) {
|
|
var indexArray;
|
|
var weapon = ItemControl.getEquippedWeapon(targetUnit);
|
|
|
|
if (weapon === null) {
|
|
return false;
|
|
}
|
|
|
|
indexArray = IndexArray.createIndexArray(targetUnit.getMapX(), targetUnit.getMapY(), weapon);
|
|
|
|
return IndexArray.findPos(indexArray, x, y);
|
|
}
|
|
};
|
|
|
|
var WandChecker = {
|
|
isWandUsable: function(unit) {
|
|
var i, item;
|
|
var count = UnitItemControl.getPossessionItemCount(unit);
|
|
|
|
for (i = 0; i < count; i++) {
|
|
item = UnitItemControl.getItem(unit, i);
|
|
if (item !== null) {
|
|
if (this.isWandUsableInternal(unit, item)) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
},
|
|
|
|
isWandUsableInternal: function(unit, wand) {
|
|
var obj;
|
|
|
|
if (!wand.isWand()) {
|
|
return false;
|
|
}
|
|
|
|
if (!ItemControl.isItemUsable(unit, wand)) {
|
|
return false;
|
|
}
|
|
|
|
obj = ItemPackageControl.getItemAvailabilityObject(wand);
|
|
if (obj === null) {
|
|
return false;
|
|
}
|
|
|
|
return obj.isItemAvailableCondition(unit, wand);
|
|
}
|
|
};
|
|
|
|
var ClassChangeChecker = {
|
|
getClassEntryArray: function(unit, isMapCall) {
|
|
var classGroup;
|
|
var classGroupId = this.getClassGroupId(unit, isMapCall);
|
|
var classEntryArray = [];
|
|
|
|
classGroup = this.getClassGroup(classGroupId);
|
|
if (classGroup !== null) {
|
|
classEntryArray = ClassChangeChecker.createClassEntryArray(unit, classGroup);
|
|
}
|
|
|
|
return classEntryArray;
|
|
},
|
|
|
|
createClassEntryArray: function(unit, classGroup) {
|
|
var i, data, classEntry;
|
|
var classEntryArray = [];
|
|
var count = classGroup.getClassGroupEntryCount();
|
|
|
|
for (i = 0; i < count; i++) {
|
|
data = classGroup.getClassGroupEntryData(i);
|
|
|
|
classEntry = StructureBuilder.buildMultiClassEntry();
|
|
classEntry.cls = data.getClass();
|
|
classEntry.isChange = this.isClassChange(unit, data);
|
|
|
|
if (classEntry.isChange) {
|
|
classEntry.name = data.getClass().getName();
|
|
}
|
|
else {
|
|
classEntry.name = StringTable.HideData_Question;
|
|
}
|
|
|
|
classEntryArray.push(classEntry);
|
|
}
|
|
|
|
return classEntryArray;
|
|
},
|
|
|
|
isClassChange: function(unit, data) {
|
|
return data.isGlobalSwitchOn() && this._checkUnitParameter(unit, data);
|
|
},
|
|
|
|
getClassGroup: function(classGroupId) {
|
|
var i, classGroup;
|
|
var list = root.getBaseData().getClassGroupList();
|
|
var count = list.getCount();
|
|
|
|
for (i = 0; i < count; i++) {
|
|
classGroup = list.getData(i);
|
|
if (classGroup.getId() === classGroupId) {
|
|
return classGroup;
|
|
}
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
getClassGroupId: function(unit, isMapCall) {
|
|
var classGroupId;
|
|
|
|
if (unit.getClassUpCount() === 0) {
|
|
// 一度もクラスチェンジしていない場合は、クラスグループ1を使用
|
|
classGroupId = unit.getClassGroupId1();
|
|
}
|
|
else {
|
|
// クラスチェンジしたことがある場合は、クラスグループ2を使用
|
|
classGroupId = unit.getClassGroupId2();
|
|
}
|
|
|
|
// isMapCallがtrueの場合は、クラスチェンジアイテムでクラスチェンジが行われたことを意味する。
|
|
// isMapCallがfalseの場合は、戦闘準備画面のクラスチェンジコマンドから行われたことを意味する。
|
|
if (isMapCall && DataConfig.isBattleSetupClassChangeAllowed()) {
|
|
// クラスチェンジアイテムによるクラスチェンジであり、
|
|
// さらに戦闘準備画面のクラスチェンジも許可されている場合は、
|
|
// クラスチェンジ回数を問わず、クラスグループ2を参照する。
|
|
classGroupId = unit.getClassGroupId2();
|
|
}
|
|
|
|
return classGroupId;
|
|
},
|
|
|
|
_checkUnitParameter: function(unit, data) {
|
|
var i, count, n, ou;
|
|
|
|
// HPから体格までのパラメータとレベル
|
|
count = ParamType.COUNT + 1;
|
|
for (i = 0; i < count; i++) {
|
|
n = data.getParameterValue(i);
|
|
ou = data.getConditionValue(i);
|
|
if (ou !== OverUnderType.NONE) {
|
|
if (!this._checkOverUnder(this._getUnitValue(unit, i), n, ou)) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
},
|
|
|
|
_getUnitValue: function(unit, index) {
|
|
if (index === 0) {
|
|
return unit.getLv();
|
|
}
|
|
else {
|
|
return unit.getParamValue(index - 1);
|
|
}
|
|
},
|
|
|
|
_checkOverUnder: function(srcValue, destValue, ou) {
|
|
var result = false;
|
|
|
|
if (ou === OverUnderType.EQUAL) {
|
|
if (srcValue === destValue) {
|
|
result = true;
|
|
}
|
|
}
|
|
else if (ou === OverUnderType.OVER) {
|
|
if (srcValue >= destValue) {
|
|
result = true;
|
|
}
|
|
}
|
|
else if (ou === OverUnderType.UNDER) {
|
|
if (srcValue < destValue) {
|
|
result = true;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
};
|
|
|
|
var LayoutControl = {
|
|
getMapAnimationPos: function(x, y, animeData) {
|
|
var x2, y2, size;
|
|
|
|
if (typeof animeData === 'undedined') {
|
|
x2 = x - 80;
|
|
y2 = y - 110;
|
|
}
|
|
else {
|
|
size = Miscellaneous.getFirstKeySpriteSize(animeData, 0);
|
|
x2 = x - (Math.floor(size.width / 2) - 16);
|
|
y2 = y - (Math.floor(size.height / 2) - 16) - 30;
|
|
}
|
|
|
|
return createPos(x2, y2);
|
|
},
|
|
|
|
getPixelX: function(x) {
|
|
return (x * GraphicsFormat.MAPCHIP_WIDTH) - root.getCurrentSession().getScrollPixelX();
|
|
},
|
|
|
|
getPixelY: function(y) {
|
|
return (y * GraphicsFormat.MAPCHIP_HEIGHT) - root.getCurrentSession().getScrollPixelY();
|
|
},
|
|
|
|
getCenterX: function(max, width) {
|
|
var x;
|
|
|
|
if (max === -1) {
|
|
max = root.getGameAreaWidth();
|
|
}
|
|
|
|
if (max < width) {
|
|
return 0;
|
|
}
|
|
|
|
x = max - width;
|
|
x = Math.floor(x / 2);
|
|
|
|
return x;
|
|
},
|
|
|
|
getCenterY: function(max, height) {
|
|
var y;
|
|
|
|
if (max === -1) {
|
|
max = root.getGameAreaHeight();
|
|
}
|
|
|
|
if (max < height) {
|
|
return 0;
|
|
}
|
|
|
|
y = max - height;
|
|
y = Math.floor(y / 2);
|
|
|
|
return y;
|
|
},
|
|
|
|
getRelativeX: function(div) {
|
|
return Math.floor(root.getGameAreaWidth() / div);
|
|
},
|
|
|
|
getRelativeY: function(div) {
|
|
return Math.floor(root.getGameAreaHeight() / div);
|
|
},
|
|
|
|
getObjectVisibleCount: function(div, maxCount) {
|
|
var height = root.getGameAreaHeight() - 170;
|
|
var count = Math.floor(height / div);
|
|
|
|
if (maxCount !== -1) {
|
|
if (count > maxCount) {
|
|
count = maxCount;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
},
|
|
|
|
getNotifyY: function() {
|
|
return this.getRelativeY(5);
|
|
},
|
|
|
|
getUnitBaseX: function(unit, width) {
|
|
var x = LayoutControl.getPixelX(unit.getMapX()) + 32;
|
|
|
|
return this._getNormalizeX(x, width, 0);
|
|
},
|
|
|
|
getUnitBaseY: function(unit, height) {
|
|
var y = LayoutControl.getPixelY(unit.getMapY()) + 40;
|
|
|
|
return this._getNormalizeY(y, height, 60);
|
|
},
|
|
|
|
getUnitCenterX: function(unit, width, dx) {
|
|
var xCenter = LayoutControl.getPixelX(unit.getMapX()) + 16;
|
|
var x = xCenter - Math.floor(width / 2);
|
|
|
|
return this._getNormalizeX(x, width, dx);
|
|
},
|
|
|
|
_getNormalizeX: function(x, width, dx) {
|
|
return this._getNormalizeValue(x, width, root.getGameAreaWidth(), dx);
|
|
},
|
|
|
|
_getNormalizeY: function(y, height, dy) {
|
|
return this._getNormalizeValue(y, height, root.getGameAreaHeight(), dy);
|
|
},
|
|
|
|
_getNormalizeValue: function(value, plusValue, maxValue, adjustment) {
|
|
if (value + plusValue > maxValue) {
|
|
value = maxValue - plusValue - adjustment;
|
|
}
|
|
|
|
if (value < 0) {
|
|
value = adjustment;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
};
|
|
|
|
var UnitProvider = {
|
|
// ユニットがマップに登場する際に呼ばれる
|
|
setupFirstUnit: function(unit) {
|
|
},
|
|
|
|
sortSortieUnit: function() {
|
|
var i;
|
|
var unit = null;
|
|
var list = PlayerList.getMainList();
|
|
var count = list.getCount();
|
|
|
|
function exchangeUnit(index) {
|
|
var j, targetUnit;
|
|
|
|
for (j = index; j >= 0; j--) {
|
|
targetUnit = list.getData(j);
|
|
// 前方の出撃済みユニットを追い越さない
|
|
if (targetUnit.getSortieState() === SortieType.SORTIE) {
|
|
break;
|
|
}
|
|
list.exchangeUnit(unit, targetUnit);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < count; i++) {
|
|
unit = list.getData(i);
|
|
if (unit.getSortieState() === SortieType.SORTIE) {
|
|
exchangeUnit(i - 1);
|
|
}
|
|
}
|
|
},
|
|
|
|
recoveryPlayerList: function() {
|
|
var i, unit;
|
|
var list = PlayerList.getMainList();
|
|
var count = list.getCount();
|
|
|
|
for (i = 0; i < count; i++) {
|
|
unit = list.getData(i);
|
|
this.recoveryUnit(unit);
|
|
// フュージョン解除後に実行
|
|
this._resetPos(unit);
|
|
}
|
|
},
|
|
|
|
recoveryUnit: function(unit) {
|
|
this._resetHp(unit);
|
|
this._resetInjury(unit);
|
|
this._resetState(unit);
|
|
this._resetSortieState(unit);
|
|
this._resetUnitState(unit);
|
|
this._resetUnitStyle(unit);
|
|
},
|
|
|
|
recoveryPrepareUnit: function(unit) {
|
|
this._resetHp(unit);
|
|
this._resetInjury(unit);
|
|
this._resetState(unit);
|
|
this._resetUnitState(unit);
|
|
this._resetUnitStyle(unit);
|
|
},
|
|
|
|
_resetHp: function(unit) {
|
|
// HPを全回復させる
|
|
unit.setHp(ParamBonus.getMhp(unit));
|
|
},
|
|
|
|
_resetInjury: function(unit) {
|
|
// 負傷状態である場合は、ここで元に戻る
|
|
if (unit.getAliveState() === AliveType.INJURY) {
|
|
unit.setAliveState(AliveType.ALIVE);
|
|
}
|
|
|
|
// 負傷許可状態を既定にする
|
|
unit.setInjury(root.getMetaSession().getDifficulty().getDifficultyOption() & DifficultyFlag.INJURY);
|
|
},
|
|
|
|
_resetState: function(unit) {
|
|
// ユニットのステートを解除
|
|
StateControl.arrangeState(unit, null, IncreaseType.ALLRELEASE);
|
|
},
|
|
|
|
_resetSortieState: function(unit) {
|
|
// 非出撃状態に設定
|
|
unit.setSortieState(SortieType.UNSORTIE);
|
|
},
|
|
|
|
_resetUnitState: function(unit) {
|
|
// 待機状態を解除
|
|
unit.setWait(false);
|
|
|
|
// 不死身状態を解除
|
|
unit.setImmortal(false);
|
|
|
|
// 非表示状態を解除
|
|
unit.setInvisible(false);
|
|
|
|
// バッドステートガードを解除
|
|
unit.setBadStateGuard(false);
|
|
},
|
|
|
|
_resetUnitStyle: function(unit) {
|
|
FusionControl.clearFusion(unit);
|
|
MetamorphozeControl.clearMetamorphoze(unit);
|
|
},
|
|
|
|
_resetPos: function(unit) {
|
|
unit.setMapX(0);
|
|
unit.setMapY(0);
|
|
}
|
|
};
|
|
|
|
var Miscellaneous = {
|
|
isCriticalAllowed: function(active, passive) {
|
|
var option = root.getMetaSession().getDifficulty().getDifficultyOption();
|
|
|
|
// クリティカルが既定で有効ではなく、
|
|
// さらにunitがクリティカルスキルを持っていない場合は発動しない。
|
|
if (!(option & DifficultyFlag.CRITICAL) && SkillControl.getBattleSkill(active, passive, SkillType.CRITICAL) === null) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
},
|
|
|
|
isInjuryAllowed: function(unit) {
|
|
// ゲストユニットは負傷を許可しない
|
|
if (unit.isGuest()) {
|
|
return false;
|
|
}
|
|
|
|
return unit.isInjury();
|
|
},
|
|
|
|
isExperienceEnabled: function(unit, exp) {
|
|
// 習得経験値がない場合は続行しない
|
|
if (exp <= 0) {
|
|
return false;
|
|
}
|
|
|
|
if (unit === null) {
|
|
return false;
|
|
}
|
|
|
|
// 最高レベルに達している場合は続行しない
|
|
if (unit.getLv() === Miscellaneous.getMaxLv(unit)) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
},
|
|
|
|
isStealEnabled: function(unit, targetUnit, value) {
|
|
if (value & StealFlag.SPEED) {
|
|
// 速さ判定が有効な場合は、相手の速さ以上でなければ盗めない
|
|
return ParamBonus.getSpd(unit) >= ParamBonus.getSpd(targetUnit);
|
|
}
|
|
|
|
return true;
|
|
},
|
|
|
|
isStealTradeDisabled: function(unit, item, value) {
|
|
if (!(value & StealFlag.WEAPON) && item.isWeapon()) {
|
|
// 武器を考慮しないにも関わらず、対象が武器の場合は交換できない
|
|
return true;
|
|
}
|
|
|
|
if (value & StealFlag.WEIGHT) {
|
|
if (ParamBonus.getStr(unit) < item.getWeight()) {
|
|
// 重さ判定が有効な場合は、ユニットの力がアイテムの重さを下回る場合は無効
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return this.isTradeDisabled(unit, item);
|
|
},
|
|
|
|
isTradeDisabled: function(unit, item) {
|
|
if (item === null) {
|
|
return false;
|
|
}
|
|
|
|
return item.isTradeDisabled();
|
|
},
|
|
|
|
isItemAccess: function(unit) {
|
|
if (!unit.isGuest()) {
|
|
return true;
|
|
}
|
|
|
|
// ユニットがゲストの場合は、増減が許可されているか調べる
|
|
return DataConfig.isGuestTradeEnabled();
|
|
},
|
|
|
|
isDurabilityChangeAllowed: function(item, targetItem) {
|
|
var type, itemType;
|
|
|
|
if (item === null || targetItem === null) {
|
|
return true;
|
|
}
|
|
|
|
if (!targetItem.isWeapon()) {
|
|
// 「耐久変化」アイテムに対して、「耐久変化」は許可されない
|
|
itemType = targetItem.getItemType();
|
|
if (itemType === ItemType.DURABILITY) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// 使用アイテムの耐久の種類を取得
|
|
type = item.getDurabilityInfo().getDurabilityChangeType();
|
|
if (type === DurabilityChangeType.HALF || type === DurabilityChangeType.BREAK) {
|
|
// 「半分」及び「破壊」は重要アイテムを対象にできない
|
|
if (targetItem.isImportance()) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
},
|
|
|
|
isPlayerFreeAction: function(unit) {
|
|
return unit.getUnitType() === UnitType.PLAYER && root.getCurrentSession().isMapState(MapStateType.PLAYERFREEACTION);
|
|
},
|
|
|
|
isPhysicsBattle: function(weapon) {
|
|
var weaponCategoryType = weapon.getWeaponCategoryType();
|
|
var isPhysics;
|
|
|
|
if (weaponCategoryType === WeaponCategoryType.PHYSICS || weaponCategoryType === WeaponCategoryType.SHOOT) {
|
|
if (weapon.isReverseWeapon()) {
|
|
isPhysics = false;
|
|
}
|
|
else {
|
|
isPhysics = true;
|
|
}
|
|
}
|
|
else {
|
|
if (weapon.isReverseWeapon()) {
|
|
isPhysics = true;
|
|
}
|
|
else {
|
|
isPhysics = false;
|
|
}
|
|
}
|
|
|
|
return isPhysics;
|
|
},
|
|
|
|
isStockAccess: function(unit) {
|
|
var cls = unit.getClass();
|
|
|
|
return cls.getClassOption() & ClassOptionFlag.STOCK;
|
|
},
|
|
|
|
isGameAcceleration: function() {
|
|
return InputControl.isCancelState();
|
|
},
|
|
|
|
isSingleTextSpace: function(text) {
|
|
var c = text.charCodeAt(0);
|
|
|
|
return (c < 256 || (c >= 0xff61 && c <= 0xff9f));
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
isPairKeyItem: function(item) {
|
|
return KeyEventChecker.isPairKey(item);
|
|
},
|
|
|
|
isUnitSrcPriority: function(unitSrc, unitDest) {
|
|
var srcType = unitSrc.getUnitType();
|
|
var destType = unitDest.getUnitType();
|
|
|
|
// リアル戦闘時で自軍を右に表示し、PosMenuで自軍を左に表示するための判定を行う。
|
|
// 下記の法則に従うことにより、自軍は位置表示が優先される。
|
|
|
|
// 自軍 > 敵軍
|
|
// 自軍 > 同盟軍
|
|
// 同盟軍 > 敵軍
|
|
|
|
// 自軍 vs 敵軍において、unitSrcが自軍でunitDestが敵軍のケースと、
|
|
// unitDestが自軍でunitSrcが敵軍のケースがある。
|
|
// unitSrcを優先位置に表示させる場合はtrueを返し、
|
|
// unitDestを優先位置に表示させる場合はfalseを返す。
|
|
|
|
if (srcType === UnitType.PLAYER) {
|
|
// unitSrc優先
|
|
return true;
|
|
}
|
|
else if (srcType === UnitType.ALLY) {
|
|
if (destType === UnitType.PLAYER) {
|
|
// unitDest優先
|
|
return false;
|
|
}
|
|
else {
|
|
return true;
|
|
}
|
|
}
|
|
else if (srcType === UnitType.ENEMY) {
|
|
if (destType === UnitType.PLAYER) {
|
|
// unitDest優先
|
|
return false;
|
|
}
|
|
else if (destType === UnitType.ALLY) {
|
|
// unitDest優先
|
|
return false;
|
|
}
|
|
else {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// この処理は実行されない
|
|
return true;
|
|
},
|
|
|
|
getDyamicWindowY: function(unit, targetUnit, baseHeight) {
|
|
var i, y, yLine, height, yCeneter;
|
|
var d = LayoutControl.getRelativeY(6) - 40;
|
|
var range = [,,,];
|
|
var space = [,,,];
|
|
|
|
if (unit === null || targetUnit === null) {
|
|
return 0;
|
|
}
|
|
|
|
height = baseHeight;
|
|
yCeneter = root.getGameAreaHeight() / 2;
|
|
|
|
// ウインドウが上に配置されるケース
|
|
range[0] = 0;
|
|
space[0] = d;
|
|
|
|
// ウインドウが下に配置されるケース
|
|
range[1] = root.getGameAreaHeight() - height;
|
|
space[1] = -d;
|
|
|
|
// ウインドウが中央に配置されるケース(よほどキャラ同士が離れている場合に発生する)
|
|
range[2] = yCeneter - (height / 2);
|
|
space[2] = 0;
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
y = LayoutControl.getPixelY(unit.getMapY());
|
|
|
|
// 範囲内にユニットがいる場合は、ウインドウとかぶってしまうため、処理を続行しない
|
|
if (range[i] <= y && range[i] + height + space[i] >= y) {
|
|
continue;
|
|
}
|
|
|
|
y = LayoutControl.getPixelY(targetUnit.getMapY());
|
|
|
|
if (range[i] <= y && range[i] + height + space[i] >= y) {
|
|
continue;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
yLine = range[i] + space[i];
|
|
|
|
return yLine;
|
|
},
|
|
|
|
getColorWindowTextUI: function(unit) {
|
|
var textui;
|
|
var unitType = unit.getUnitType();
|
|
|
|
if (unitType === UnitType.PLAYER) {
|
|
textui = root.queryTextUI('player_window');
|
|
}
|
|
else if (unitType === UnitType.ENEMY) {
|
|
textui = root.queryTextUI('enemy_window');
|
|
}
|
|
else {
|
|
textui = root.queryTextUI('partner_window');
|
|
}
|
|
|
|
return textui;
|
|
},
|
|
|
|
getMaxLv: function(unit) {
|
|
var cls = unit.getClass();
|
|
var lv = cls.getMaxLv();
|
|
|
|
if (lv === -1) {
|
|
lv = DataConfig.getMaxLv();
|
|
}
|
|
|
|
return lv;
|
|
},
|
|
|
|
getMotionColorIndex: function(unit) {
|
|
var colorIndex;
|
|
var motionColor = this.getOriginalMotionColor(unit);
|
|
var unitType = unit.getUnitType();
|
|
|
|
// 0は既定を意味する
|
|
if (motionColor === 0) {
|
|
if (unitType === UnitType.PLAYER) {
|
|
colorIndex = 0;
|
|
}
|
|
else if (unitType === UnitType.ENEMY) {
|
|
// -aを参照
|
|
colorIndex = 1;
|
|
}
|
|
else {
|
|
// -bを参照
|
|
colorIndex = 2;
|
|
}
|
|
}
|
|
else {
|
|
// -c以降を参照
|
|
colorIndex = motionColor + 2;
|
|
}
|
|
|
|
return colorIndex;
|
|
},
|
|
|
|
getOriginalMotionColor: function(unit) {
|
|
return unit.getOriginalMotionColor();
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
setupFirstUnit: function(unit) {
|
|
UnitProvider.setupFirstUnit(unit);
|
|
},
|
|
|
|
changeClass: function(unit, newClass) {
|
|
unit.setClass(newClass);
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
recoveryUnit: function(unit) {
|
|
UnitProvider.recoveryUnit(unit);
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
recoveryPlayerList: function() {
|
|
UnitProvider.recoveryPlayerList();
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
getNearbyPos: function(unit, targetUnit) {
|
|
return PosChecker.getNearbyPos(unit, targetUnit);
|
|
},
|
|
|
|
getRandomBackgroundHandle: function() {
|
|
var isRuntime = false;
|
|
var list, count, graphicsIndex, colorIndex, pic, graphicsId;
|
|
|
|
// 最初にオリジナル背景を調べる
|
|
list = root.getBaseData().getGraphicsResourceList(GraphicsType.EVENTBACK, isRuntime);
|
|
count = list.getCount();
|
|
if (count === 0) {
|
|
isRuntime = true;
|
|
list = root.getBaseData().getGraphicsResourceList(GraphicsType.EVENTBACK, isRuntime);
|
|
count = list.getCount();
|
|
}
|
|
|
|
graphicsIndex = root.getRandomNumber() % count;
|
|
|
|
// 0、1、2(朝、夕、夜)のいずれかの色を取得
|
|
colorIndex = root.getRandomNumber() % 3;
|
|
|
|
pic = list.getCollectionData(graphicsIndex, colorIndex);
|
|
if (pic !== null) {
|
|
graphicsId = pic.getId();
|
|
}
|
|
else {
|
|
colorIndex = 0;
|
|
pic = list.getCollectionData(graphicsIndex, colorIndex);
|
|
if (pic !== null) {
|
|
graphicsId = pic.getId();
|
|
}
|
|
else {
|
|
graphicsId = list.getCollectionData(0, 0).getId();
|
|
}
|
|
}
|
|
|
|
return root.createResourceHandle(isRuntime, graphicsId, colorIndex, 0, 0);
|
|
},
|
|
|
|
convertSpeedType: function(speedType) {
|
|
var speed;
|
|
|
|
if (speedType === SpeedType.DIRECT) {
|
|
speed = 6;
|
|
}
|
|
else if (speedType === SpeedType.SUPERHIGH) {
|
|
speed = 5;
|
|
}
|
|
else if (speedType === SpeedType.HIGH) {
|
|
speed = 4;
|
|
}
|
|
else if (speedType === SpeedType.NORMAL) {
|
|
speed = 3;
|
|
}
|
|
else if (speedType === SpeedType.LOW) {
|
|
speed = 2;
|
|
}
|
|
else {
|
|
speed = 1;
|
|
}
|
|
|
|
return speed;
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
getRealBattleWeapon: function(unit) {
|
|
return BattlerChecker.getRealBattleWeapon(unit);
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
getRealBattleClass: function(unit, weapon) {
|
|
return BattlerChecker.getRealBattleWeapon(unit, weapon);
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
findBattleAnime: function(cls, weapon) {
|
|
return BattlerChecker.findBattleAnime(cls, weapon);
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
findAttackTemplateType: function(cls, weapon) {
|
|
return BattlerChecker.findAttackTemplateType(cls, weapon);
|
|
},
|
|
|
|
// サイズはGraphicsFormat.EFFECT_WIDTHなどで表現できるが、
|
|
// スプライトが拡大/縮小されている場合があるため、明示的に取得する。
|
|
// 最初のフレームが拡大/縮小されているならば、後続のフレームも同じサイズであると仮定している。
|
|
getFirstKeySpriteSize: function(effectAnimeData, motionId) {
|
|
var frameIndex, spriteIndex;
|
|
var effectWidth = GraphicsFormat.EFFECT_WIDTH;
|
|
var effectHeight = GraphicsFormat.EFFECT_HEIGHT;
|
|
|
|
if (effectAnimeData !== null) {
|
|
frameIndex = 0;
|
|
spriteIndex = effectAnimeData.getSpriteIndexFromType(motionId, frameIndex, SpriteType.KEY);
|
|
effectWidth = effectAnimeData.getSpriteWidth(motionId, frameIndex, spriteIndex);
|
|
effectHeight = effectAnimeData.getSpriteHeight(motionId, frameIndex, spriteIndex);
|
|
}
|
|
|
|
return {
|
|
width: effectWidth,
|
|
height: effectHeight
|
|
};
|
|
},
|
|
|
|
convertAIValue: function(value) {
|
|
var limitHp = DataConfig.getMaxParameter(0);
|
|
|
|
// 命中率が0から100の範囲に収まることに対し、武器の威力の基準はゲームによって異なる。
|
|
// なるべく、命中率と同じ基準値にするべく、そのゲームの限界HPを調べることで威力を調整している。
|
|
if (limitHp < 100) {
|
|
value *= 6;
|
|
}
|
|
else if (limitHp < 500) {
|
|
value *= 1;
|
|
}
|
|
else if (limitHp < 1000) {
|
|
value /= 2;
|
|
}
|
|
else {
|
|
value /= 5;
|
|
}
|
|
|
|
return value;
|
|
},
|
|
|
|
// 後のバージョンで削除
|
|
sortSortieUnit: function() {
|
|
UnitProvider.sortSortieUnit();
|
|
},
|
|
|
|
isPrepareScene: function() {
|
|
var scene = root.getBaseScene();
|
|
|
|
return scene === SceneType.BATTLESETUP || scene === SceneType.REST;
|
|
},
|
|
|
|
changeHpBonus: function(unit, mhpPrev) {
|
|
var mhpNew, curHp, value;
|
|
|
|
mhpNew = ParamBonus.getMhp(unit);
|
|
|
|
// ユニットの最大HPでなく、現在のHPを取得
|
|
curHp = unit.getHp();
|
|
|
|
// クラスチェンジによって増減した最大HPの差分を取得
|
|
value = mhpNew - mhpPrev;
|
|
if (value > 0) {
|
|
// 増減した分だけ現在HPを増加
|
|
unit.setHp(curHp + value);
|
|
}
|
|
else if (curHp > mhpNew) {
|
|
// 現在HPが最大HPを超過しているため、現在HPを最大HPに設定
|
|
unit.setHp(mhpNew);
|
|
}
|
|
}
|
|
};
|