#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Portions of this software are copyright © 2024 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #pragma once #include #include #include "AdventuresInLestoria.h" INCLUDE_game enum class TutorialTaskName{ CHANGE_LOADOUT, SET_LOADOUT_ITEM, MOVE_AROUND, }; class TutorialTask{ friend class Tutorial; protected: bool completed=false; bool systemInitializeCalled=false; TutorialTask(); private: void _Initialize(); //Actions that occur when this task is reset/locked. DO NOT CALL DIRECTLY, USE _Initialize()! virtual void Initialize(); virtual void Update(); //Returns true when the task has detected it is completed. virtual bool CompleteCondition()=0; //Action occurs when the task completes. virtual void OnComplete()=0; const bool IsComplete()const; }; class Tutorial{ public: static void Initialize(); static void ResetTasks(); static void Update(); static void Draw(); static const bool TaskIsComplete(TutorialTaskName task); private: static TutorialTaskName currentTaskState; static std::unordered_map>taskList; }; class ChangeLoadoutTask:protected TutorialTask{ inline ChangeLoadoutTask():TutorialTask(){}; virtual inline void Initialize()override final{ Component(OVERWORLD_LEVEL_SELECT,"Enter Button")->SetGrayedOut(true); } virtual inline bool CompleteCondition()override final{ return GameState::STATE==GameState::states[States::GAME_RUN]; } virtual inline void OnComplete()override final{ Component(OVERWORLD_LEVEL_SELECT,"Enter Button")->SetGrayedOut(false); } }; class SetLoadoutItemTask:protected TutorialTask{ inline SetLoadoutItemTask():TutorialTask(){}; virtual inline void Initialize()override final{ Component(ITEM_LOADOUT,"Start Level Button")->SetGrayedOut(true); } virtual inline bool CompleteCondition()override final{ for(int i=0;iGetLoadoutSize();i++){ if(!ISBLANK(game->GetLoadoutItem(i))){ return true; } } return false; } virtual inline void OnComplete()override final{ Component(ITEM_LOADOUT,"Start Level Button")->SetGrayedOut(false); } }; class MoveAroundTask:protected TutorialTask{ vf2d initialPlayerPos={}; inline MoveAroundTask():TutorialTask(){}; virtual inline void Initialize()override final{ initialPlayerPos={}; } virtual inline void Update()override final{ if(!LoadingScreen::loading&&initialPlayerPos=={}){ initialPlayerPos=game->GetPlayer()->GetPos(); } } virtual inline bool CompleteCondition()override final{ return initialPlayerPos!={}&&geom2d::line(initialPlayerPos,game->GetPlayer()).length()>60; } virtual inline void OnComplete()override final{ initialPlayerPos={}; } };