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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129 lines
4.6 KiB
129 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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#pragma once
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#include <unordered_map>
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#include <memory>
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#include "AdventuresInLestoria.h"
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INCLUDE_game
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enum class TutorialTaskName{
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CHANGE_LOADOUT,
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SET_LOADOUT_ITEM,
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MOVE_AROUND,
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};
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class TutorialTask{
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friend class Tutorial;
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protected:
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bool completed=false;
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bool systemInitializeCalled=false;
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TutorialTask();
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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 Initialize();
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virtual void Update();
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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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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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private:
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static TutorialTaskName currentTaskState;
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static std::unordered_map<TutorialTaskName,std::unique_ptr<TutorialTask>>taskList;
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};
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class ChangeLoadoutTask:protected TutorialTask{
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inline ChangeLoadoutTask():TutorialTask(){};
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virtual inline void Initialize()override final{
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Component<MenuComponent>(OVERWORLD_LEVEL_SELECT,"Enter Button")->SetGrayedOut(true);
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}
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virtual inline bool CompleteCondition()override final{
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return GameState::STATE==GameState::states[States::GAME_RUN];
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}
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virtual inline void OnComplete()override final{
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Component<MenuComponent>(OVERWORLD_LEVEL_SELECT,"Enter Button")->SetGrayedOut(false);
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}
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};
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class SetLoadoutItemTask:protected TutorialTask{
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inline SetLoadoutItemTask():TutorialTask(){};
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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:protected TutorialTask{
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vf2d initialPlayerPos={};
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inline MoveAroundTask():TutorialTask(){};
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virtual inline void Initialize()override final{
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initialPlayerPos={};
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}
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virtual inline void Update()override final{
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if(!LoadingScreen::loading&&initialPlayerPos=={}){
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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!={}&&geom2d::line<float>(initialPlayerPos,game->GetPlayer()).length()>60;
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}
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virtual inline void OnComplete()override final{
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initialPlayerPos={};
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}
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}; |