The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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314 lines
12 KiB
314 lines
12 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include "AdventuresInLestoria.h"
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#include "MenuComponent.h"
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#include "LoadingScreen.h"
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#include "Key.h"
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#include "Menu.h"
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using A=Attribute;
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INCLUDE_game
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#undef BLACKSMITH
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enum class TutorialTaskName{
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SET_LOADOUT_ITEM,
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MOVE_AROUND,
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USE_ATTACK,
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USE_ABILITIES,
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USE_DEFENSIVE,
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USE_RECOVERY_ITEMS,
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BLACKSMITH,
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NONE,
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};
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class TutorialTask:public IAttributable{
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friend class Tutorial;
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public:
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TutorialTask();
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protected:
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bool completed=false;
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bool systemInitializeCalled=false;
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virtual void Initialize();
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private:
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void _Initialize();
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//Actions that occur when this task is reset/locked. DO NOT CALL DIRECTLY, USE _Initialize()!
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virtual void Update();
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virtual void OnActivate();
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virtual void Draw()const;
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//Returns true when the task has detected it is completed.
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virtual bool CompleteCondition()=0;
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//Action occurs when the task completes.
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virtual void OnComplete()=0;
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const bool IsComplete()const;
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};
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class Tutorial{
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friend class SaveFile;
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public:
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static void Initialize();
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static void ResetTasks();
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static void Update();
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static void Draw();
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static const bool TaskIsComplete(TutorialTaskName task);
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static void SetNextTask(TutorialTaskName task);
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static TutorialTask&GetTask(TutorialTaskName task);
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static void CompleteTask(TutorialTaskName task);
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static void GiveUpCurrentTask();
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private:
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static TutorialTaskName currentTaskState;
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static std::map<TutorialTaskName,std::unique_ptr<TutorialTask>>taskList;
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};
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class SetLoadoutItemTask:public TutorialTask{
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public:
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inline SetLoadoutItemTask():TutorialTask(){};
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private:
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virtual inline void Initialize()override final{
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Component<MenuComponent>(ITEM_LOADOUT,"Start Level Button")->SetGrayedOut(true);
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}
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virtual inline bool CompleteCondition()override final{
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for(int i=0;i<game->GetLoadoutSize();i++){
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if(!ISBLANK(game->GetLoadoutItem(i))){
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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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virtual inline void OnComplete()override final{
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Component<MenuComponent>(ITEM_LOADOUT,"Start Level Button")->SetGrayedOut(false);
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}
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};
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class MoveAroundTask:public TutorialTask{
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public:
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inline MoveAroundTask():TutorialTask(){};
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private:
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InputGroup moveGroup;
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vf2d initialPlayerPos=vf2d{};
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virtual inline void Initialize()override final{
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initialPlayerPos=vf2d{};
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moveGroup.ClearAllKeybinds();
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moveGroup.AddKeybind(game->KEY_LEFT.GetPrimaryKey(InputType::CONTROLLER).value());
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moveGroup.AddKeybind(game->KEY_DOWN.GetPrimaryKey(InputType::CONTROLLER).value());
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moveGroup.AddKeybind(game->KEY_UP.GetPrimaryKey(InputType::CONTROLLER).value());
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moveGroup.AddKeybind(game->KEY_RIGHT.GetPrimaryKey(InputType::CONTROLLER).value());
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moveGroup.AddKeybind(game->KEY_LEFT.GetPrimaryKey(InputType::KEY).value());
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moveGroup.AddKeybind(game->KEY_DOWN.GetPrimaryKey(InputType::KEY).value());
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moveGroup.AddKeybind(game->KEY_UP.GetPrimaryKey(InputType::KEY).value());
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moveGroup.AddKeybind(game->KEY_RIGHT.GetPrimaryKey(InputType::KEY).value());
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}
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virtual inline void Update()override final{
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if(!LoadingScreen::loading&&initialPlayerPos==vf2d{}){
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initialPlayerPos=game->GetPlayer()->GetPos();
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}
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}
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virtual inline bool CompleteCondition()override final{
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return initialPlayerPos!=vf2d{}&&geom2d::line<float>(initialPlayerPos,game->GetPlayer()->GetPos()).length()>60;
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}
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virtual inline void OnComplete()override final{
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initialPlayerPos=vf2d{};
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}
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virtual inline void Draw()const override final{
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if(Input::UsingGamepad()){
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moveGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Move",180,InputType::CONTROLLER);
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}else{
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moveGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Move",180,InputType::KEY);
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}
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}
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};
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#define ADDKEYBIND(group,key,type) \
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group.AddKeybind(key.GetPrimaryKey(InputType::type).value());\
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if(type==InputType::KEY&&key.GetPrimaryKey(InputType::MOUSE).has_value()){ \
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group.AddKeybind(key.GetPrimaryKey(InputType::MOUSE).value()); \
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}
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class UseAttackTask:public TutorialTask{
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public:
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inline UseAttackTask():TutorialTask(){};
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private:
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InputGroup attackGroup;
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virtual inline void OnActivate()override final{
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attackGroup.ClearAllKeybinds();
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ADDKEYBIND(attackGroup,game->KEY_ATTACK,CONTROLLER);
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ADDKEYBIND(attackGroup,game->KEY_ATTACK,KEY);
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ADDKEYBIND(attackGroup,game->KEY_ATTACK,STEAM);
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}
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virtual inline bool CompleteCondition()override final{
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return I(A::ATTACK_COUNT)>=10;
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}
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virtual inline void OnComplete()override final{}
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virtual inline void Draw()const override final{
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if(Input::UsingGamepad()){
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if(SteamInput()){
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attackGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Attack",180,InputType::STEAM);
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}else{
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attackGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Attack",180,InputType::CONTROLLER);
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}
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}else{
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attackGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Attack",180,InputType::KEY);
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}
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}
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};
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class UseAbilitiesTask:public TutorialTask{
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public:
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inline UseAbilitiesTask():TutorialTask(){};
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private:
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InputGroup abilityGroup;
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virtual inline void OnActivate()override final{
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abilityGroup.ClearAllKeybinds();
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ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY1,CONTROLLER);
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ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY1,KEY);
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ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY1,STEAM);
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ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY2,CONTROLLER);
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ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY2,KEY);
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ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY2,STEAM);
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ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY3,CONTROLLER);
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ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY3,KEY);
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ADDKEYBIND(abilityGroup,game->GetPlayer()->KEY_ABILITY3,STEAM);
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}
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virtual inline bool CompleteCondition()override final{
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return I(A::ABILITY_COUNT)>=5;
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}
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virtual inline void OnComplete()override final{}
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virtual inline void Draw()const override final{
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if(Input::UsingGamepad()){
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if(SteamInput()){
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abilityGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Abilities",180,InputType::STEAM);
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}else{
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abilityGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Abilities",180,InputType::CONTROLLER);
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}
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}else{
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abilityGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Abilities",180,InputType::KEY);
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}
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}
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};
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class UseDefensiveTask:public TutorialTask{
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public:
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inline UseDefensiveTask():TutorialTask(){};
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private:
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InputGroup defensiveGroup;
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virtual inline void OnActivate()override final{
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defensiveGroup.ClearAllKeybinds();
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ADDKEYBIND(defensiveGroup,game->GetPlayer()->KEY_DEFENSIVE,CONTROLLER);
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ADDKEYBIND(defensiveGroup,game->GetPlayer()->KEY_DEFENSIVE,KEY);
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ADDKEYBIND(defensiveGroup,game->GetPlayer()->KEY_DEFENSIVE,STEAM);
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}
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virtual inline bool CompleteCondition()override final{
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return I(A::DEFENSIVE_COUNT)>=2;
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}
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virtual inline void OnComplete()override final{}
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virtual inline void Draw()const override final{
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if(Input::UsingGamepad()){
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if(SteamInput()){
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defensiveGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Defensive Ability",180,InputType::STEAM);
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}else{
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defensiveGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Defensive Ability",180,InputType::CONTROLLER);
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}
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}else{
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defensiveGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Defensive Ability",180,InputType::KEY);
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}
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}
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};
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class UseRecoveryItemsTask:public TutorialTask{
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public:
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inline UseRecoveryItemsTask():TutorialTask(){};
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private:
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InputGroup itemsGroup;
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virtual inline void OnActivate()override final{
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itemsGroup.ClearAllKeybinds();
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if(!ISBLANK(game->GetLoadoutItem(0))){
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ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM1,CONTROLLER);
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ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM1,KEY);
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ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM1,STEAM);
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}
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if(!ISBLANK(game->GetLoadoutItem(1))){
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ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM2,CONTROLLER);
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ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM2,KEY);
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ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM2,STEAM);
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}
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if(!ISBLANK(game->GetLoadoutItem(2))){
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ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM3,CONTROLLER);
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ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM3,KEY);
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ADDKEYBIND(itemsGroup,game->GetPlayer()->KEY_ITEM3,STEAM);
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}
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}
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virtual inline bool CompleteCondition()override final{
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return I(A::ITEM_USE_COUNT)>=1;
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}
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virtual inline void OnComplete()override final{}
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virtual inline void Draw()const override final{
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if(Input::UsingGamepad()){
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if(SteamInput()){
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itemsGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Consumables",180,InputType::STEAM);
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}else{
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itemsGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Consumables",180,InputType::CONTROLLER);
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}
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}else{
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itemsGroup.DrawInput(game,{game->ScreenWidth()/2.f,48.f},"Use Consumables",180,InputType::KEY);
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}
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}
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};
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class BlacksmithTask:public TutorialTask{
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public:
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inline BlacksmithTask():TutorialTask(){};
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private:
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virtual inline void OnActivate()override final{
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Component<MenuComponent>(SHERMAN,"Leave Button")->SetGrayedOut(true);
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(true);
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}
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virtual inline bool CompleteCondition()override final{
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return Menu::IsMenuOpen()&&Menu::stack.back()==Menu::menus[MenuType::BLACKSMITH];
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}
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virtual inline void OnComplete()override final{
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Component<MenuComponent>(SHERMAN,"Leave Button")->SetGrayedOut(false);
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(false);
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}
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virtual inline void Draw()const override final{
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std::string helpText="Visit #00FFD0\"Greg\" the Blacksmith#FFFFFF to browse craftable gear.";
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float textWidth=game->GetTextSizeProp(helpText).x;
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game->DrawShadowStringPropDecal({game->ScreenWidth()/2.f-textWidth/2.f,48.f},helpText);
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}
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}; |