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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136 lines
4.6 KiB
136 lines
4.6 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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#include "Error.h"
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#include "Tutorial.h"
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TutorialTaskName Tutorial::currentTaskState=TutorialTaskName::SET_LOADOUT_ITEM;
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std::map<TutorialTaskName,std::unique_ptr<TutorialTask>>Tutorial::taskList;
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void Tutorial::Initialize(){
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#define CREATETASK(enum,class) taskList[enum]=std::move(std::make_unique<class>());
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CREATETASK(TutorialTaskName::SET_LOADOUT_ITEM,SetLoadoutItemTask);
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CREATETASK(TutorialTaskName::MOVE_AROUND,MoveAroundTask);
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CREATETASK(TutorialTaskName::USE_ATTACK,UseAttackTask);
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CREATETASK(TutorialTaskName::USE_ABILITIES,UseAbilitiesTask);
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CREATETASK(TutorialTaskName::USE_DEFENSIVE,UseDefensiveTask);
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CREATETASK(TutorialTaskName::USE_RECOVERY_ITEMS,UseRecoveryItemsTask);
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CREATETASK(TutorialTaskName::BLACKSMITH,BlacksmithTask);
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CREATETASK(TutorialTaskName::EQUIP_GEAR,EquipGearTask);
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CREATETASK(TutorialTaskName::ARTIFICER_INTRO,ArtificerIntroductionTask);
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CREATETASK(TutorialTaskName::CLEAR_DEMO,ClearDemoTask);
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currentTaskState=TutorialTaskName::SET_LOADOUT_ITEM;
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ResetTasks();
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}
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void Tutorial::SetNextTask(TutorialTaskName task){
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currentTaskState=task;
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if(taskList.count(currentTaskState)){
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taskList[currentTaskState]->OnActivate();
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}
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}
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void Tutorial::CompleteTask(TutorialTaskName task){
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if(taskList.count(task)){
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taskList[task]->completed=true;
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Tutorial::SetNextTask(TutorialTaskName::NONE);
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taskList[task]->OnComplete();
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}
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}
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TutorialTask&Tutorial::GetTask(TutorialTaskName task){
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return *taskList.at(task);
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}
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TutorialTask::TutorialTask(){
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_Initialize();
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}
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void TutorialTask::Draw()const{}
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void TutorialTask::_Initialize(){
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completed=false;
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systemInitializeCalled=true;
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Initialize();
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}
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void TutorialTask::Initialize(){
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if(!systemInitializeCalled)ERR("WARNING! Did not call _Initialize() first! Use TutorialTask::_Initialize() instead!");
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systemInitializeCalled=false;
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}
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const bool TutorialTask::IsComplete()const{
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return completed;
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}
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void TutorialTask::Update(){}
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void TutorialTask::OnActivate(){}
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void Tutorial::ResetTasks(){
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for(auto&[task,tt]:taskList){
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tt->_Initialize();
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}
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}
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void Tutorial::Update(){
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if(taskList.count(currentTaskState)){
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TutorialTask*currentTask=taskList[currentTaskState].get();
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if(!currentTask->completed){
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currentTask->Update();
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if(currentTask->CompleteCondition()){
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currentTask->completed=true;
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Tutorial::SetNextTask(TutorialTaskName::NONE);
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currentTask->OnComplete();
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}
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}
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}
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}
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void Tutorial::Draw(){
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if(taskList.count(currentTaskState)){
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taskList[currentTaskState]->Draw();
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}
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}
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const bool Tutorial::TaskIsComplete(TutorialTaskName task){
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return taskList.at(task)->IsComplete();
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}
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void Tutorial::GiveUpCurrentTask(){
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SetNextTask(TutorialTaskName::NONE);
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} |