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838 lines
26 KiB
838 lines
26 KiB
#include "Scenario.h"
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#include "TileManager.h"
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#include "olcUTIL_Geometry2D.h"
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Scenario::Scenario(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags)
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:units(units),IMAGES(IMAGES),SOUNDS(SOUNDS),objective(objective),game(game),flags(flags){}
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Scenario::~Scenario(){};
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void Scenario::_Start(){
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state=0;
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camera=utils::Camera2D{game.GetPGE()->GetScreenSize(),game.GetWorldOffset()};
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camera.SetLazyFollowRate(2);
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camera.SetMode(utils::Camera2D::Mode::LazyFollow);
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targetPos={96,96};
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box.SetVisible(false);
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initialWaitTime=3;
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camera.SetTarget(targetPos);
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missionCompletedTimer=0;
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transitionToNextLevel=false;
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setupEasyMode=false;
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Start();
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}
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void Scenario::Start(){};
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void Scenario::_Update(Resources&enemy_resources,std::vector<std::shared_ptr<CollectionPoint>>&collectionPoints,int availableMemory,std::vector<std::shared_ptr<Unit>>&queuedUnits,std::vector<std::unique_ptr<Audio>>&SOUNDS){
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initialWaitTime=std::max(0.f,initialWaitTime-game.GetPGE()->GetElapsedTime());
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missionFinishWaitTime=std::max(0.f,missionFinishWaitTime-game.GetPGE()->GetElapsedTime());
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smallTimePass=std::min(1.f,smallTimePass+game.GetPGE()->GetElapsedTime());
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if(flags.playerInControl){
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smallTimePass=0;
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}
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if(missionCompleted){
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missionCompletedTimer+=game.GetPGE()->GetElapsedTime();
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} else {
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missionCompleted=MissionCompleted();
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}
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if(flags.playerInControl){
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RunAI(enemy_resources,collectionPoints,availableMemory,queuedUnits,SOUNDS);
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}
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if(initialWaitTime==0){
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Update();
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}
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};
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void Scenario::RunAI(Resources&enemy_resources,std::vector<std::shared_ptr<CollectionPoint>>&collectionPoints,int availableMemory,std::vector<std::shared_ptr<Unit>>&queuedUnits,std::vector<std::unique_ptr<Audio>>&SOUNDS){
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if(!flags.guideEnabled||flags.limitedBuildOptions||flags.unitMetersGreyedOut)return; //We don't enable advanced AI during tutorials.
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if(!setupEasyMode&&flags.difficulty==0){
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enemy_resources={100,100,100,100,100};
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setupEasyMode=true;
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}
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attackTimer=std::max(0.f,attackTimer-game.GetPGE()->GetElapsedTime());
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unitBuildTimer=std::max(0.f,unitBuildTimer-game.GetPGE()->GetElapsedTime());
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std::weak_ptr<Unit>baseOfOperations;
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std::weak_ptr<Unit>enemyBaseOfOperations;
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for(auto&u:units){
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if(!u->IsFriendly()&&u->IsRAMBank()){
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baseOfOperations=u;
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break;
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}
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}
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for(auto&u:units){
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if(u->IsFriendly()&&u->IsRAMBank()){
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enemyBaseOfOperations=u;
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break;
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}
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}
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if(baseOfOperations.expired()){
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for(auto&u:units){
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if(!u->IsFriendly()){
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baseOfOperations=u;
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break;
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}
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}
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}
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//See if there are collectors, if so send memory allocator units towards them.
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if(!baseOfOperations.expired()){
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std::sort(collectionPoints.begin(),collectionPoints.end(),[&](std::shared_ptr<CollectionPoint>cp1,std::shared_ptr<CollectionPoint>cp2){
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geom2d::line<float>toCP1={cp1->pos,baseOfOperations.lock()->GetPos()};
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geom2d::line<float>toCP2={cp2->pos,baseOfOperations.lock()->GetPos()};
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return toCP1.length()<toCP2.length();});
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}
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int maxOfResources=enemy_resources.health;
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maxOfResources=std::max(maxOfResources,enemy_resources.atkSpd);
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maxOfResources=std::max(maxOfResources,enemy_resources.moveSpd);
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maxOfResources=std::max(maxOfResources,enemy_resources.procedure);
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maxOfResources=std::max(maxOfResources,enemy_resources.range);
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if(maxOfResources<10){
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for(auto&cp:collectionPoints){
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if(cp->attachedUnit.expired()){
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if(cpCheckTimer.count(cp.get())==0||cpCheckTimer[cp.get()]<=0){
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for(auto&u:units){
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if(!u->IsFriendly()&&u->IsAllocator()&&u->attachTarget.expired()){
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//Tell this unit to move towards that collection point.
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u->SetTargetCollectionPoint(cp,u);
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break;
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}
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}
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//Hasn't been checked recently.
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cpCheckTimer[cp.get()]=60;
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}
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}
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}
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}
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for(auto&key:cpCheckTimer){
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cpCheckTimer[key.first]=std::max(0.0f,cpCheckTimer[key.first]-game.GetPGE()->GetElapsedTime());
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}
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int memoryAllocatorCount=0;
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for(auto&u:units){
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if(!u->IsFriendly()&&u->IsAllocator()){
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memoryAllocatorCount++;
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}
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}
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if(memoryAllocatorCount<3){
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for(auto&u:units){
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if(!u->IsFriendly()&&u->IsRAMBank()){
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AttemptBuild(UnitType::MemoryAllocator,u->GetPos(),MemoryAllocator::resourceCost,enemy_resources,availableMemory,queuedUnits);
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}
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}
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}
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//Randomly turn memory allocators into other units.
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if(unitBuildTimer==0){
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for(auto&u:units){
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if(!u->IsFriendly()&&u->IsAllocator()&&u->attachTarget.expired()){
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std::array<UnitType,10>unitChoiceList={UnitType::LeftShifter,UnitType::LeftShifter,UnitType::RightShifter,UnitType::RightShifter,
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UnitType::Corrupter,UnitType::MemorySwapper,UnitType::BitRestorer,UnitType::BitRestorer,UnitType::_Platform,UnitType::Corrupter};
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std::array<std::vector<Memory>,10>unitResourceCostList={LeftShifter::resourceCost,LeftShifter::resourceCost,RightShifter::resourceCost,RightShifter::resourceCost,
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Corrupter::resourceCost,MemorySwapper::resourceCost,BitRestorer::resourceCost,BitRestorer::resourceCost,_Platform::resourceCost,Corrupter::resourceCost};
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int randomIndex=rand()%unitChoiceList.size();
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UnitType buildUnit=unitChoiceList[randomIndex];
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int totalCost=0;
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for(int i=0;i<unitResourceCostList[randomIndex].size();i++){
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totalCost+=unitResourceCostList[randomIndex][i].size;
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}
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if(totalCost<=availableMemory){
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#define Build(type) \
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case UnitType::type:{ \
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u->SetBuildUnit(8,std::make_shared<type>(game.GetPGE(),u->GetPos(),IMAGES,false),SOUNDS); \
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}break;
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switch(buildUnit){
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Build(LeftShifter)
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Build(RightShifter)
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Build(BitRestorer)
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Build(_Platform)
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Build(Corrupter)
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Build(MemorySwapper)
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}
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if(enemy_resources.health>0){enemy_resources.health=std::max(0,enemy_resources.health-totalCost);}else
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if(enemy_resources.atkSpd>0){enemy_resources.atkSpd=std::max(0,enemy_resources.atkSpd-totalCost);}else
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if(enemy_resources.moveSpd>0){enemy_resources.moveSpd=std::max(0,enemy_resources.moveSpd-totalCost);}else
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if(enemy_resources.range>0){enemy_resources.range=std::max(0,enemy_resources.range-totalCost);}else
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{enemy_resources.procedure=std::max(0,enemy_resources.procedure-totalCost);
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}
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availableMemory-=totalCost;
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}
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}
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if(!u->IsFriendly()&&u->IsPlatform()){
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std::array<UnitType,7>unitChoiceList={UnitType::RAMBank,UnitType::Refresher,UnitType::Refresher,UnitType::Turret,
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UnitType::Turret,UnitType::Turret,UnitType::MemoryGuard};
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std::array<std::vector<Memory>,7>unitResourceCostList={RAMBank::resourceCost,Refresher::resourceCost,Refresher::resourceCost,Turret::resourceCost,
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Turret::resourceCost,Turret::resourceCost,MemoryGuard::resourceCost};
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int randomIndex=rand()%unitChoiceList.size();
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UnitType buildUnit=unitChoiceList[randomIndex];
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int totalCost=0;
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for(int i=0;i<unitResourceCostList[randomIndex].size();i++){
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totalCost+=unitResourceCostList[randomIndex][i].size;
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}
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if(totalCost<=availableMemory){
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#define Build(type) \
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case UnitType::type:{ \
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u->SetBuildUnit(8,std::make_shared<type>(game.GetPGE(),u->GetPos(),IMAGES,false),SOUNDS); \
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}break;
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switch(buildUnit){
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Build(RAMBank)
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Build(Refresher)
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Build(Turret)
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Build(MemoryGuard)
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}
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if(enemy_resources.health>0){enemy_resources.health=std::max(0,enemy_resources.health-totalCost);}else
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if(enemy_resources.atkSpd>0){enemy_resources.atkSpd=std::max(0,enemy_resources.atkSpd-totalCost);}else
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if(enemy_resources.moveSpd>0){enemy_resources.moveSpd=std::max(0,enemy_resources.moveSpd-totalCost);}else
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if(enemy_resources.range>0){enemy_resources.range=std::max(0,enemy_resources.range-totalCost);}else
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{enemy_resources.procedure=std::max(0,enemy_resources.procedure-totalCost);
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}
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availableMemory-=totalCost;
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}
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}
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switch(flags.difficulty){
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case 0:{
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unitBuildTimer=120;
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}break;
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case 1:{
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unitBuildTimer=60;
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}break;
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case 2:{
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unitBuildTimer=10;
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}break;
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}
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}
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}
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if(attackTimer==0){
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if(!enemyBaseOfOperations.expired()){
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for(auto&u:units){
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if(!u->IsFriendly()&&rand()%3==0){
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if(u->CanInteractWithEnemies()&&!u->IsAllocator()&&u->CanMove()){
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u->SetTargetUnit(enemyBaseOfOperations);
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}
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}
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}
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for(auto&u:units){
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if(!u->IsFriendly()&&u->GetCurrentTarget().expired()&&u->CanInteractWithAllies()){
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if(rand()%5==0){
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u->SetTargetLocation(enemyBaseOfOperations.lock()->GetPos());
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}
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}
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}
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}
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switch(flags.difficulty){
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case 0:{
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attackTimer=999;
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}break;
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case 1:{
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attackTimer=300;
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}break;
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case 2:{
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attackTimer=120;
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}break;
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}
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}
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}
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/*
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std::shared_ptr<UnitClass>buildUnit=std::make_shared<UnitClass>(this,u->GetPos(),IMAGES,u->IsFriendly()); \
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u->SetBuildUnit(CONSTANT::UNIT_BUILD_TIME,std::move(buildUnit),SOUNDS); \
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*/
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bool Scenario::AttemptBuild(UnitType unit,vf2d pos,std::vector<Memory>&resourceCost,Resources&enemy_resources,int availableMemory,std::vector<std::shared_ptr<Unit>>&queuedUnits){
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int enemyTotalResources=enemy_resources.atkSpd+enemy_resources.health+enemy_resources.moveSpd+enemy_resources.procedure+enemy_resources.range;
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int totalCost=0;
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for(int i=0;i<resourceCost.size();i++){
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totalCost+=resourceCost[i].size;
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}
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if(totalCost>availableMemory)return false;
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if(enemyTotalResources>=totalCost){
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if(enemy_resources.health>0){enemy_resources.health=std::max(0,enemy_resources.health-totalCost);}else
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if(enemy_resources.atkSpd>0){enemy_resources.atkSpd=std::max(0,enemy_resources.atkSpd-totalCost);}else
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if(enemy_resources.moveSpd>0){enemy_resources.moveSpd=std::max(0,enemy_resources.moveSpd-totalCost);}else
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if(enemy_resources.range>0){enemy_resources.range=std::max(0,enemy_resources.range-totalCost);}else
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{enemy_resources.procedure=std::max(0,enemy_resources.procedure-totalCost);}
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#define TranslateUnit(type) \
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case UnitType::type:{ \
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queuedUnits.emplace_back(std::make_shared<type>(game.GetPGE(),pos,IMAGES,false)); \
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}break;
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switch(unit){
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TranslateUnit(MemoryAllocator)
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TranslateUnit(LeftShifter)
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TranslateUnit(RightShifter)
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TranslateUnit(BitRestorer)
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TranslateUnit(MemorySwapper)
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TranslateUnit(Corrupter)
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TranslateUnit(RAMBank)
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TranslateUnit(MemoryGuard)
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TranslateUnit(Refresher)
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TranslateUnit(Turret)
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TranslateUnit(_Platform)
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}
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}
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return true;
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}
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bool Scenario::MissionCompleted(){return false;}
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void Scenario::Update(){};
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void Scenario::Draw(){
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if(objective.length()>0){
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game.GetPGE()->DrawShadowStringDecal({4,24},"Objective:");
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game.GetPGE()->DrawShadowStringDecal({6,36},objective);
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game.GetPGE()->DrawShadowStringDecal({4,24},missionCompleted?"Objective Complete!":"Objective:",missionCompleted?GREEN:WHITE);
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vf2d textSize=game.GetPGE()->GetTextSize(objective);
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game.GetPGE()->DrawShadowStringDecal({6,36},objective,missionCompleted?GREEN:WHITE);
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if(missionCompleted&&missionFinishWaitTime==0){
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game.GetPGE()->FillRectDecal(vf2d{6,36}+vf2d{0,textSize.y/2-1},{textSize.x,3});
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std::string continueText="< Press [Spacebar] to continue >";
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vf2d textScale={2,3};
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vf2d textSize=game.GetPGE()->GetTextSizeProp(continueText)*textScale;
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game.GetPGE()->DrawShadowStringPropDecal(game.GetPGE()->GetScreenSize()/2-textSize/2+vf2d{0,72},continueText,{255,255,255,uint8_t(abs(sin(2*missionCompletedTimer))*255)},{0,0,0,uint8_t(abs(sin(2*missionCompletedTimer))*255)},textScale);
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if(game.GetPGE()->GetKey(SPACE).bPressed){
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transitionToNextLevel=true;
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}
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}
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}
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Resources temp={0,0,0,0,0};
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box.UpdateAndDraw({24,64},game.GetPGE(),temp,IMAGES,0,0);
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}
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void Scenario::SetCameraTarget(vf2d pos,bool instant){
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if(instant){camera.SetMode(utils::Camera2D::Mode::Simple);} else {camera.SetMode(utils::Camera2D::Mode::LazyFollow);}
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targetPos=pos;
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camera.SetTarget(targetPos);
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camera.Update(game.GetPGE()->GetElapsedTime());
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game.SetWorldOffset(camera.GetViewPosition());
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}
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void Scenario::SetObjective(std::string objective){
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this->objective=objective;
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}
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void Scenario::RevealTiles(vf2d pos){
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for(int y=-1;y<=1;y++){
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for(int x=-1;x<=1;x++){
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vi2d basePos={int(pos.x+x*96),int(pos.y+y*96)};
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TileManager::visibleTiles[{basePos.x/96,basePos.y/96}]=30;
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}
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}
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}
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Stage1::Stage1(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags)
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:Scenario(units,IMAGES,SOUNDS,objective,game,flags){}
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void Stage1::Start(){
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flags.unitMetersGreyedOut=true;
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flags.playerInControl=false;
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nextLevel=LevelName::STAGE2;
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};
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void Scenario::DisplayBox(std::string text,bool scaryHoodedFigure){
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if(smallTimePass==1){
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box.Initialize(text,{24,64},"",scaryHoodedFigure?IMAGES[SPOOK_HOODED_FIGURE].get():IMAGES[HOODED_FIGURE].get(),{378,28},SOUNDS[Sound::VOICEOVER].get());
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}
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}
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void Stage1::Update(){
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switch(state){
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case 0:{
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DisplayBox("Hello Hacker, thank you for taking on this request for me.");
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if(box.bPressed){
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state=1;
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}
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}break;
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case 1:{
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DisplayBox("It appears we have no time to waste, many sectors are already infected and the virus spread will just keep getting worse.");
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if(box.bPressed){
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state=2;
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SOUNDS[Sound::PING]->PlayCentered();
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RevealTiles({320,320});
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}
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}break;
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case 2:{
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SetCameraTarget({320,320});
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if(camera.ReachedTarget()){
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state=3;
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}
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}break;
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case 3:{
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DisplayBox("Your mission is to take out all the RAM banks from the system, this will stop any further creation and spread of viruses.");
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if(box.bPressed){
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state=4;
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}
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}break;
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case 4:{
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SetCameraTarget({128,128});
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if(camera.ReachedTarget()){
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state=5;
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}
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}break;
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case 5:{
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DisplayBox("The yellow bars represent units' allocated Health memory. Take out the enemies' and make sure you always have at least 1 bit of it.");
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if(box.bPressed){
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state=6;
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}
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}break;
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case 6:{
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DisplayBox("Drag over your target unit and then select a target location via right-click.");
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if(box.bPressed){
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state=7;
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}
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}break;
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case 7:{
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SetObjective("Defeat the RAM bank");
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DisplayBox("That should be all you need for now. I'll be back after my coffee break.");
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if(box.bPressed){
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state=8;
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box.SetVisible(false);
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flags.playerInControl=true;
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}
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}break;
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case 8:{
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}break;
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}
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};
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bool Stage1::MissionCompleted(){
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for(auto&u:units){
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if(!u->IsFriendly()&&u->IsRAMBank()){
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return false;
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}
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}
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return true;
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}
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Stage2::Stage2(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags)
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:Scenario(units,IMAGES,SOUNDS,objective,game,flags){}
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void Stage2::Start(){
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flags.playerInControl=false;
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flags.limitedBuildOptions=true;
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flags.flashMemoryBar=false;
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SetCameraTarget({7*24,10*24},true);
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nextLevel=LevelName::STAGE3;
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};
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void Stage2::Update(){
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switch(state){
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case 0:{
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DisplayBox("You took care of that sector flawlessly Hacker, this next one needs a bit more hand-holding.");
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if(box.bPressed){
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state=1;
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}
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}break;
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case 1:{
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SetObjective("Create a RAM bank.");
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DisplayBox("We have analyzed the data from the RAM bank and can now create one. Go ahead and select the Platform here and construct one.");
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if(box.bPressed){
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state=2;
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box.SetVisible(false);
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flags.playerInControl=true;
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}
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}break;
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case 2:{
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for(auto&u:units){
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if(u->IsRAMBank()&&u->IsFriendly()){
|
|
state=3;
|
|
flags.playerInControl=false;
|
|
SetObjective("");
|
|
break;
|
|
}
|
|
}
|
|
}break;
|
|
case 3:{
|
|
DisplayBox("Excellent, each RAM bank has the capability to allocate memory into the system. See that indicator down below?");
|
|
flags.flashMemoryBar=true;
|
|
if(box.bPressed){
|
|
state=4;
|
|
}
|
|
}break;
|
|
case 4:{
|
|
DisplayBox("This sector lets us allocate 30 bytes of RAM. That's 240 bits for the savvy folks out there.");
|
|
if(box.bPressed){
|
|
state=5;
|
|
flags.flashMemoryBar=false;
|
|
}
|
|
}break;
|
|
case 5:{
|
|
DisplayBox("Some of it has already been used up by our RAM bank and other system resources... ");
|
|
if(box.bPressed){
|
|
state=6;
|
|
}
|
|
}break;
|
|
case 6:{
|
|
SetObjective("Build a Memory Allocator.");
|
|
DisplayBox("To allocate 5 bits, select the RAM bank and click the Memory Allocator button.\n\nGive it a try now.");
|
|
if(box.bPressed){
|
|
state=7;
|
|
box.SetVisible(false);
|
|
flags.playerInControl=true;
|
|
}
|
|
}break;
|
|
case 7:{
|
|
for(auto&u:units){
|
|
if(u->IsAllocator()&&u->IsFriendly()){
|
|
state=8;
|
|
flags.playerInControl=false;
|
|
SetObjective("");
|
|
break;
|
|
}
|
|
}
|
|
}break;
|
|
case 8:{
|
|
SetObjective("Build a Left or Right Bit Shifter.");
|
|
DisplayBox("Now select the memory allocator and let's make a Shifter unit.");
|
|
if(box.bPressed){
|
|
state=9;
|
|
box.SetVisible(false);
|
|
flags.playerInControl=true;
|
|
}
|
|
}break;
|
|
case 9:{
|
|
for(auto&u:units){
|
|
if(!u->IsAllocator()&&!u->IsRAMBank()&&u->IsFriendly()){
|
|
state=10;
|
|
flags.playerInControl=false;
|
|
SetObjective("");
|
|
break;
|
|
}
|
|
}
|
|
}break;
|
|
case 10:{
|
|
DisplayBox("The memory shifters will be your primary way to delete memory from units.");
|
|
if(box.bPressed){
|
|
state=11;
|
|
SOUNDS[Sound::ALARM]->PlayCentered();
|
|
}
|
|
}break;
|
|
case 11:{
|
|
SetCameraTarget({22*24,23*24});
|
|
RevealTiles({22*24,23*24});
|
|
if(camera.ReachedTarget()){
|
|
state=12;
|
|
}
|
|
}break;
|
|
case 12:{
|
|
SetObjective("Defeat all enemy units.");
|
|
DisplayBox("I have detected viruses in the system again. Please eradicate them and free system resources.");
|
|
if(box.bPressed){
|
|
state=13;
|
|
flags.playerInControl=true;
|
|
box.SetVisible(false);
|
|
}
|
|
}break;
|
|
}
|
|
};
|
|
bool Stage2::MissionCompleted(){
|
|
for(auto&u:units){
|
|
if(!u->IsFriendly()){
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
Stage3::Stage3(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags)
|
|
:Scenario(units,IMAGES,SOUNDS,objective,game,flags){}
|
|
void Stage3::Start(){
|
|
flags.playerInControl=false;
|
|
flags.unitMetersGreyedOut=true;
|
|
flags.guideEnabled=false;
|
|
flags.limitedBuildOptions=true;
|
|
SetCameraTarget({3*24,6*24},true);
|
|
oopsTimer=0.3;
|
|
nextLevel=LevelName::STAGE4;
|
|
};
|
|
void Stage3::Update(){
|
|
switch(state){
|
|
case 0:{
|
|
DisplayBox("I haven't touched on what the other meters on your units are, but they are important!");
|
|
if(box.bPressed){
|
|
SOUNDS[Sound::SWITCH]->PlayCentered();
|
|
flags.unitMetersGreyedOut=false;
|
|
state=1;
|
|
}
|
|
}break;
|
|
case 1:{
|
|
DisplayBox("The Blue bits indicates movement capabilities of a unit.");
|
|
if(box.bPressed){
|
|
state=2;
|
|
}
|
|
}break;
|
|
case 2:{
|
|
DisplayBox("The Green bits indicates the range of a unit.");
|
|
if(box.bPressed){
|
|
state=3;
|
|
}
|
|
}break;
|
|
case 3:{
|
|
DisplayBox("The Red bits are the attack speed bits.");
|
|
if(box.bPressed){
|
|
state=4;
|
|
}
|
|
}break;
|
|
case 4:{
|
|
DisplayBox("And Purple are the Procedure bits. Without these, your unit will fail to recall how to function.");
|
|
if(box.bPressed){
|
|
state=5;
|
|
}
|
|
}break;
|
|
case 5:{
|
|
DisplayBox("As units attack each other, their bits are going to get shuffled around, impeding their ability to perform.");
|
|
if(box.bPressed){
|
|
state=6;
|
|
}
|
|
}break;
|
|
case 6:{
|
|
DisplayBox("Your immediate goal is to always take out the Yellow bits but sometimes taking out other bits is important too.");
|
|
if(box.bPressed){
|
|
SOUNDS[Sound::SWITCH]->PlayCentered();
|
|
flags.guideEnabled=true;
|
|
state=7;
|
|
}
|
|
}break;
|
|
case 7:{
|
|
DisplayBox("I'll leave a guide by the map in case your memory betrays you.");
|
|
if(box.bPressed){
|
|
state=8;
|
|
}
|
|
}break;
|
|
case 8:{
|
|
SetObjective("Defeat all units");
|
|
DisplayBox("You now have access to more units as well. Do check them out!");
|
|
if(box.bPressed){
|
|
SetObjective("Defeat all units (Oops)");
|
|
state=9;
|
|
}
|
|
}break;
|
|
case 9:{
|
|
oopsTimer=std::max(0.f,oopsTimer-game.GetPGE()->GetElapsedTime());
|
|
if(oopsTimer==0){
|
|
SetObjective("Defeat all enemy units.");
|
|
state=10;
|
|
flags.limitedBuildOptions=false;
|
|
flags.playerInControl=true;
|
|
box.SetVisible(false);
|
|
}
|
|
}break;
|
|
case 10:{
|
|
}break;
|
|
}
|
|
};
|
|
bool Stage3::MissionCompleted(){
|
|
for(auto&u:units){
|
|
if(!u->IsFriendly()){
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
Stage4::Stage4(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags)
|
|
:Scenario(units,IMAGES,SOUNDS,objective,game,flags){}
|
|
void Stage4::Start(){
|
|
nextLevel=LevelName::STAGE5;
|
|
flags.playerInControl=false;
|
|
flags.guideEnabled=true;
|
|
flags.limitedBuildOptions=false;
|
|
flags.unitMetersGreyedOut=false;
|
|
flags.flashMemoryBar=false;
|
|
SetCameraTarget({4*24,4*24},true);
|
|
};
|
|
void Stage4::Update(){
|
|
switch(state){
|
|
case 0:{
|
|
DisplayBox("Hacker, I have unfortunate news. I can't supply you with any more bits to construct things with.");
|
|
if(box.bPressed){
|
|
state=1;
|
|
}
|
|
}break;
|
|
case 1:{
|
|
DisplayBox("You've only got 3 health bits to start with this time. To allocate memory you always need at least 5 bits of memory.");
|
|
if(box.bPressed){
|
|
state=2;
|
|
}
|
|
}break;
|
|
case 2:{
|
|
SetCameraTarget({8*24,1*24});
|
|
if(camera.ReachedTarget()){
|
|
state=3;
|
|
}
|
|
}break;
|
|
case 3:{
|
|
DisplayBox("But we can collect bits from the system using these collection points.");
|
|
if(box.bPressed){
|
|
state=4;
|
|
}
|
|
}break;
|
|
case 4:{
|
|
DisplayBox("Simply bring over any unit to these and attach them to it. They will start providing you with system resources to make what you need.");
|
|
if(box.bPressed){
|
|
state=5;
|
|
}
|
|
}break;
|
|
case 5:{
|
|
flags.flashMemoryBar=true;
|
|
SetObjective("Setup units at collection points");
|
|
DisplayBox("Remember that the system has limited memory available. You'll always be fighting for free space from the system.");
|
|
if(box.bPressed){
|
|
state=6;
|
|
box.SetVisible(false);
|
|
flags.playerInControl=true;
|
|
flags.flashMemoryBar=false;
|
|
}
|
|
}break;
|
|
case 6:{
|
|
collectorsAttached=0;
|
|
for(auto&u:units){
|
|
if(u->IsAttached()){
|
|
collectorsAttached++;
|
|
}
|
|
}
|
|
if(collectorsAttached>=2){
|
|
std::shared_ptr<Unit>target;
|
|
for(auto&u:units){
|
|
if(u->IsRAMBank()){
|
|
target=u;
|
|
}
|
|
}
|
|
state=7;
|
|
SOUNDS[Sound::ALARM]->PlayCentered();
|
|
flags.playerInControl=false;
|
|
auto u1=std::make_shared<LeftShifter>(game.GetPGE(),vf2d{4*24,10*24},IMAGES,false);
|
|
auto u2=std::make_shared<LeftShifter>(game.GetPGE(),vf2d{4*24,10*24},IMAGES,false);
|
|
auto u3=std::make_shared<LeftShifter>(game.GetPGE(),vf2d{4*24,10*24},IMAGES,false);
|
|
units.push_back(u1);
|
|
units.push_back(u2);
|
|
units.push_back(u3);
|
|
u1->SetTargetUnit(target);
|
|
u2->SetTargetUnit(target);
|
|
u3->SetTargetUnit(target);
|
|
}
|
|
}break;
|
|
case 7:{
|
|
SetCameraTarget({4*24,4*24});
|
|
if(camera.ReachedTarget()){
|
|
state=8;
|
|
SOUNDS[Sound::WIND]->PlayCentered();
|
|
}
|
|
}break;
|
|
case 8:{
|
|
DisplayBox("An ambush...? I, WHAT? -- THIS IS NOT-");
|
|
if(box.bPressed){
|
|
state=9;
|
|
box.SetVisible(false);
|
|
nextLevelTimer=5;
|
|
}
|
|
}break;
|
|
case 9:{
|
|
nextLevelTimer=std::max(0.f,nextLevelTimer-game.GetPGE()->GetElapsedTime());
|
|
if(nextLevelTimer==0){
|
|
state=10;
|
|
}
|
|
}break;
|
|
case 10:{
|
|
transitionToNextLevel=true;
|
|
state=11;
|
|
}break;
|
|
}
|
|
};
|
|
bool Stage4::MissionCompleted(){
|
|
return false;
|
|
}
|
|
Stage5::Stage5(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags)
|
|
:Scenario(units,IMAGES,SOUNDS,objective,game,flags){}
|
|
void Stage5::Start(){
|
|
SetCameraTarget({4*24,4*24},true);
|
|
flags.playerInControl=true;
|
|
SetObjective("Defeat all enemy RAM banks.");
|
|
nextLevel=LevelName::STAGE6;
|
|
};
|
|
void Stage5::Update(){
|
|
switch(state){
|
|
case 0:{
|
|
|
|
}break;
|
|
}
|
|
};
|
|
bool Stage5::MissionCompleted(){
|
|
for(auto&u:units){
|
|
if(!u->IsFriendly()&&u->IsRAMBank()){
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
Stage6::Stage6(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags)
|
|
:Scenario(units,IMAGES,SOUNDS,objective,game,flags){}
|
|
void Stage6::Start(){
|
|
SetCameraTarget({4*24,4*24},true);
|
|
flags.playerInControl=true;
|
|
SetObjective("Defeat all enemy RAM banks.");
|
|
nextLevel=LevelName::STAGE7;
|
|
};
|
|
void Stage6::Update(){
|
|
switch(state){
|
|
case 0:{
|
|
flags.playerInControl=false;
|
|
DisplayBox("...");
|
|
if(box.bPressed){
|
|
flags.playerInControl=true;
|
|
box.SetVisible(false);
|
|
state=1;
|
|
}
|
|
}break;
|
|
}
|
|
};
|
|
bool Stage6::MissionCompleted(){
|
|
for(auto&u:units){
|
|
if(!u->IsFriendly()&&u->IsRAMBank()){
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
Stage7::Stage7(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags)
|
|
:Scenario(units,IMAGES,SOUNDS,objective,game,flags){}
|
|
void Stage7::Start(){
|
|
SetCameraTarget({4*24,4*24},true);
|
|
flags.playerInControl=true;
|
|
SetObjective("Defeat all enemy units.");
|
|
nextLevel=LevelName::STAGE8;
|
|
};
|
|
void Stage7::Update(){
|
|
switch(state){
|
|
case 0:{
|
|
flags.playerInControl=false;
|
|
DisplayBox("I see you have a few new tricks up your sleeve, Hacker.",true);
|
|
if(box.bPressed){
|
|
state=1;
|
|
}
|
|
}break;
|
|
case 1:{
|
|
DisplayBox("Don't think it'll be that easy to get through this one...",true);
|
|
if(box.bPressed){
|
|
state=2;
|
|
flags.playerInControl=true;
|
|
box.SetVisible(false);
|
|
}
|
|
}break;
|
|
}
|
|
};
|
|
bool Stage7::MissionCompleted(){
|
|
for(auto&u:units){
|
|
if(!u->IsFriendly()){
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
Stage8::Stage8(std::vector<std::shared_ptr<Unit>>&units,std::vector<std::unique_ptr<Renderable>>&IMAGES,std::vector<std::unique_ptr<Audio>>&SOUNDS,std::string&objective,TileTransformedView&game,GameFlags&flags)
|
|
:Scenario(units,IMAGES,SOUNDS,objective,game,flags){}
|
|
void Stage8::Start(){
|
|
SetCameraTarget({4*24,4*24},true);
|
|
flags.playerInControl=false;
|
|
SetObjective("Defeat all enemy units.");
|
|
nextLevel=LevelName::FINISH;
|
|
};
|
|
void Stage8::Update(){
|
|
switch(state){
|
|
case 0:{
|
|
DisplayBox("You need to cease all operations, you are causing more harm than good.",true);
|
|
if(box.bPressed){
|
|
state=1;
|
|
flags.playerInControl=true;
|
|
box.SetVisible(false);
|
|
}
|
|
}break;
|
|
}
|
|
};
|
|
bool Stage8::MissionCompleted(){
|
|
for(auto&u:units){
|
|
if(!u->IsFriendly()){
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
} |