The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/Tutorial.h

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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 "MenuComponent.h"
#include "LoadingScreen.h"
#include "Key.h"
#include "Menu.h"
#undef KEY_LEFT
#undef KEY_UP
#undef KEY_RIGHT
#undef KEY_DOWN
#undef KEY_MENU
#include "AdventuresInLestoria.h"
using A=Attribute;
INCLUDE_game
#undef BLACKSMITH
enum class TutorialTaskName{
SET_LOADOUT_ITEM,
MOVE_AROUND,
USE_ATTACK,
USE_ABILITIES,
USE_DEFENSIVE,
USE_RECOVERY_ITEMS,
BLACKSMITH,
EQUIP_GEAR,
ARTIFICER_INTRO,
NONE,
};
class TutorialTask:public IAttributable{
friend class Tutorial;
public:
TutorialTask();
protected:
bool completed=false;
bool systemInitializeCalled=false;
virtual void Initialize();
private:
void _Initialize();
//Actions that occur when this task is reset/locked. DO NOT CALL DIRECTLY, USE _Initialize()!
virtual void Update();
virtual void OnActivate();
virtual void Draw()const;
//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{
friend class SaveFile;
public:
static void Initialize();
static void ResetTasks();
static void Update();
static void Draw();
static const bool TaskIsComplete(TutorialTaskName task);
static void SetNextTask(TutorialTaskName task);
static TutorialTask&GetTask(TutorialTaskName task);
static void CompleteTask(TutorialTaskName task);
static void GiveUpCurrentTask();
private:
static TutorialTaskName currentTaskState;
static std::map<TutorialTaskName,std::unique_ptr<TutorialTask>>taskList;
};
class SetLoadoutItemTask:public TutorialTask{
public:
inline SetLoadoutItemTask():TutorialTask(){};
private:
virtual inline void Initialize()override final{
Component<MenuComponent>(ITEM_LOADOUT,"Start Level Button")->SetGrayedOut(true);
}
virtual inline bool CompleteCondition()override final{
for(int i=0;i<game->GetLoadoutSize();i++){
if(!ISBLANK(game->GetLoadoutItem(i))){
return true;
}
}
return false;
}
virtual inline void OnComplete()override final{
Component<MenuComponent>(ITEM_LOADOUT,"Start Level Button")->SetGrayedOut(false);
}
};
class MoveAroundTask:public TutorialTask{
public:
inline MoveAroundTask():TutorialTask(){};
private:
InputGroup moveGroup;
vf2d initialPlayerPos=vf2d{};
virtual inline void Initialize()override final{
initialPlayerPos=vf2d{};
moveGroup.ClearAllKeybinds();
moveGroup.AddKeybind(game->KEY_LEFT.GetPrimaryKey(InputType::CONTROLLER).value());
moveGroup.AddKeybind(game->KEY_DOWN.GetPrimaryKey(InputType::CONTROLLER).value());
moveGroup.AddKeybind(game->KEY_UP.GetPrimaryKey(InputType::CONTROLLER).value());
moveGroup.AddKeybind(game->KEY_RIGHT.GetPrimaryKey(InputType::CONTROLLER).value());
moveGroup.AddKeybind(game->KEY_LEFT.GetPrimaryKey(InputType::KEY).value());
moveGroup.AddKeybind(game->KEY_DOWN.GetPrimaryKey(InputType::KEY).value());
moveGroup.AddKeybind(game->KEY_UP.GetPrimaryKey(InputType::KEY).value());
moveGroup.AddKeybind(game->KEY_RIGHT.GetPrimaryKey(InputType::KEY).value());
}
virtual inline void Update()override final{
if(!LoadingScreen::loading&&initialPlayerPos==vf2d{}){
initialPlayerPos=game->GetPlayer()->GetPos();
}
}
virtual inline bool CompleteCondition()override final{
return initialPlayerPos!=vf2d{}&&geom2d::line<float>(initialPlayerPos,game->GetPlayer()->GetPos()).length()>60;
}
virtual inline void OnComplete()override final{
initialPlayerPos=vf2d{};
}
virtual inline void Draw()const override final{
if(Input::UsingGamepad()){
moveGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Move",180,InputType::CONTROLLER);
}else{
moveGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Move",180,InputType::KEY);
}
}
};
#define ADDKEYBIND(group,key,type) \
group.AddKeybind(key.GetPrimaryKey(InputType::type).value());\
if(type==InputType::KEY&&key.GetPrimaryKey(InputType::MOUSE).has_value()){ \
group.AddKeybind(key.GetPrimaryKey(InputType::MOUSE).value()); \
}
class UseAttackTask:public TutorialTask{
public:
inline UseAttackTask():TutorialTask(){};
private:
InputGroup attackGroup;
virtual inline void OnActivate()override final{
attackGroup.ClearAllKeybinds();
ADDKEYBIND(attackGroup,game->KEY_ATTACK,CONTROLLER);
ADDKEYBIND(attackGroup,game->KEY_ATTACK,KEY);
ADDKEYBIND(attackGroup,game->KEY_ATTACK,STEAM);
}
virtual inline bool CompleteCondition()override final{
return I(A::ATTACK_COUNT)>=10;
}
virtual inline void OnComplete()override final{}
virtual inline void Draw()const override final{
if(Input::UsingGamepad()){
STEAMINPUT(
attackGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Attack",180,InputType::STEAM);
)else{
attackGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Attack",180,InputType::CONTROLLER);
}
}else{
attackGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Attack",180,InputType::KEY);
}
}
};
class UseAbilitiesTask:public TutorialTask{
public:
inline UseAbilitiesTask():TutorialTask(){};
private:
InputGroup abilityGroup;
virtual inline void OnActivate()override final{
abilityGroup.ClearAllKeybinds();
ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY1,CONTROLLER);
ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY1,KEY);
ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY1,STEAM);
ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY2,CONTROLLER);
ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY2,KEY);
ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY2,STEAM);
ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY3,CONTROLLER);
ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY3,KEY);
ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY3,STEAM);
}
virtual inline bool CompleteCondition()override final{
return I(A::ABILITY_COUNT)>=5;
}
virtual inline void OnComplete()override final{}
virtual inline void Draw()const override final{
if(Input::UsingGamepad()){
STEAMINPUT(
abilityGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Abilities",180,InputType::STEAM);
)else{
abilityGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Abilities",180,InputType::CONTROLLER);
}
}else{
abilityGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Abilities",180,InputType::KEY);
}
}
};
class UseDefensiveTask:public TutorialTask{
public:
inline UseDefensiveTask():TutorialTask(){};
private:
InputGroup defensiveGroup;
virtual inline void OnActivate()override final{
defensiveGroup.ClearAllKeybinds();
ADDKEYBIND(defensiveGroup,game->GetPlayer()->KEY_DEFENSIVE,CONTROLLER);
ADDKEYBIND(defensiveGroup,game->GetPlayer()->KEY_DEFENSIVE,KEY);
ADDKEYBIND(defensiveGroup,game->GetPlayer()->KEY_DEFENSIVE,STEAM);
}
virtual inline bool CompleteCondition()override final{
return I(A::DEFENSIVE_COUNT)>=2;
}
virtual inline void OnComplete()override final{}
virtual inline void Draw()const override final{
if(Input::UsingGamepad()){
STEAMINPUT(
defensiveGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Defensive Ability",180,InputType::STEAM);
)else{
defensiveGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Defensive Ability",180,InputType::CONTROLLER);
}
}else{
defensiveGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Defensive Ability",180,InputType::KEY);
}
}
};
class UseRecoveryItemsTask:public TutorialTask{
public:
inline UseRecoveryItemsTask():TutorialTask(){};
private:
InputGroup itemsGroup;
virtual inline void OnActivate()override final{
itemsGroup.ClearAllKeybinds();
if(!ISBLANK(game->GetLoadoutItem(0))){
ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM1,CONTROLLER);
ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM1,KEY);
ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM1,STEAM);
}
if(!ISBLANK(game->GetLoadoutItem(1))){
ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM2,CONTROLLER);
ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM2,KEY);
ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM2,STEAM);
}
if(!ISBLANK(game->GetLoadoutItem(2))){
ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM3,CONTROLLER);
ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM3,KEY);
ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM3,STEAM);
}
}
virtual inline bool CompleteCondition()override final{
return I(A::ITEM_USE_COUNT)>=1;
}
virtual inline void OnComplete()override final{}
virtual inline void Draw()const override final{
if(Input::UsingGamepad()){
STEAMINPUT(
itemsGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Consumables",180,InputType::STEAM);
)else{
itemsGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Consumables",180,InputType::CONTROLLER);
}
}else{
itemsGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Consumables",180,InputType::KEY);
}
}
};
class BlacksmithTask:public TutorialTask{
public:
inline BlacksmithTask():TutorialTask(){};
private:
virtual inline void OnActivate()override final{
Component<MenuComponent>(SHERMAN,"Leave Button")->SetGrayedOut(true);
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(true);
}
virtual inline bool CompleteCondition()override final{
return Menu::IsMenuOpen()&&Menu::stack.back()==Menu::menus[MenuType::BLACKSMITH];
}
virtual inline void OnComplete()override final{
Component<MenuComponent>(SHERMAN,"Leave Button")->SetGrayedOut(false);
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(false);
}
virtual inline void Draw()const override final{
std::string helpText="Visit #00FFD0\"Greg\" the Blacksmith#FFFFFF to browse craftable gear.";
float textWidth=game->GetTextSizeProp(helpText).x;
game->DrawShadowStringPropDecal({game->ScreenWidth()/2.f-textWidth/2.f,48.f},helpText);
}
};
class EquipGearTask:public TutorialTask{
public:
inline EquipGearTask():TutorialTask(){};
private:
InputGroup startGroup;
virtual inline void OnActivate()override final{
startGroup.ClearAllKeybinds();
ADDKEYBIND(startGroup,game->KEY_MENU,CONTROLLER);
ADDKEYBIND(startGroup,game->KEY_MENU,KEY);
ADDKEYBIND(startGroup,game->KEY_MENU,STEAM);
Component<MenuComponent>(SHERMAN,"Leave Button")->SetGrayedOut(true);
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(true);
}
virtual inline bool CompleteCondition()override final{
for(int i=int(EquipSlot::HELMET);i<=int(EquipSlot::RING2);i<<=1){
EquipSlot slot=EquipSlot(i);
if(!ISBLANK(Inventory::GetEquip(slot)))return true;
}
return false;
}
virtual inline void OnComplete()override final{
Component<MenuComponent>(SHERMAN,"Leave Button")->SetGrayedOut(false);
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(false);
}
virtual inline void Draw()const override final{
if(Input::UsingGamepad()){
STEAMINPUT(
startGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"to equip your new gear.",255,InputType::STEAM,{0.85f,1.f},"Open the #FFCF0CCharacter#FFFFFF menu with ");
)else{
startGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"to equip your new gear.",255,InputType::CONTROLLER,{0.85f,1.f},"Open the #FFCF0CCharacter#FFFFFF menu with ");
}
}else{
startGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"to equip your new gear.",255,InputType::KEY,{0.85f,1.f},"Open the #FFCF0CCharacter#FFFFFF menu with ");
}
}
};
class ArtificerIntroductionTask:public TutorialTask{
public:
inline ArtificerIntroductionTask():TutorialTask(){};
private:
virtual inline void OnActivate()override final{
Component<MenuComponent>(SHERMAN,"Leave Button")->SetGrayedOut(true);
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(true);
}
virtual inline bool CompleteCondition()override final{
return false;
}
virtual inline void OnComplete()override final{
Component<MenuComponent>(SHERMAN,"Leave Button")->SetGrayedOut(false);
Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(false);
}
virtual inline void Draw()const override final{
std::string helpText="Visit the #00FFD0Artificer#FFFFFF to unlock new accessory upgrades!";
float textWidth=game->GetTextSizeProp(helpText).x;
game->DrawShadowStringPropDecal({game->ScreenWidth()/2.f-textWidth/2.f,48.f},helpText);
}
};