2022-03-04 16:08:24 -05:00

1377 lines
40 KiB
C++

#pragma once
#include "TextInput.h"
#include "TaskManager.h"
#include "TokenList.h"
#include "FunctionGuard.h"
#include <sstream>
#include <random>
#include <limits>
#include <iostream>
#include <map>
#include <set>
#include <vector>
#include <fstream>
#include <tuple>
using namespace Squid;
// GAME IDEAS:
// - Implement achievements
// - Implement accuracy/dodge + crits to improve combat non-determinism
// - If max stage > the last stage, let the player know they have beaten the game!
// - Implement NG+ (reset all stats, game is harder, you keep your spellbook, and there is a True Last Boss at the end)
// - Implement "gold" stat
// - Lose gold when you rest (and extra if you swoon)
// - Implement basic shop for buying armor with gold
// - Make training cost gold (in addition to SP, possibly increasing by stat level)
// [TEXTGAME_ENABLE_PERIODIC_DEBUG]: Periodically print a debug snapshot of tasks running on the TaskManager
#ifdef SQUID_ENABLE_TASK_DEBUG
#define TEXTGAME_ENABLE_PERIODIC_DEBUG 0
#endif //SQUID_ENABLE_TASK_DEBUG
class TextGameDebugStackFormatter : public TaskDebugStackFormatter
{
std::string Indent(int32_t in_indent) override
{
return TaskDebugStackFormatter::Indent(in_indent + 1); // Base indentation is 1, (instead of 0)
}
};
// Periodically print a debug snapshot of tasks running on a TaskManager
Task<> PeriodicallyPrintDebug(float in_delay, TaskManager& in_taskMgr)
{
TASK_NAME(__FUNCTION__);
TextGameDebugStackFormatter formatter;
while(true)
{
co_await WaitSeconds(in_delay);
std::cout << "Currently running tasks:" << std::endl << in_taskMgr.GetDebugString(formatter) << std::endl;
}
}
class TextGame
{
public:
TextGame()
: m_mersenne(m_randDev())
{
m_taskMgr.RunManaged(MainLoop());
#if TEXTGAME_ENABLE_PERIODIC_DEBUG
m_taskMgr.RunManaged(PeriodicallyPrintDebug(10.0f, m_taskMgr));
#endif //TEXTGAME_ENABLE_PERIODIC_DEBUG
}
~TextGame()
{
}
void Update()
{
m_taskMgr.Update();
}
bool IsGameOver() const
{
return m_isGameOver;
}
private:
// Random Numbers
std::random_device m_randDev;
std::mt19937 m_mersenne;
std::uniform_real_distribution<float> m_randFloat = std::uniform_real_distribution<float>(0.0, 1.0);
// Task Management
TaskManager m_taskMgr;
TextInput m_textInput;
bool m_isGameOver = false;
// Spell Archive
struct Character;
struct Spell
{
using tTaskFn = std::function<Task<>(const Spell&, Character&, Character&)>; // (Spell, Attacker, Defender)
tTaskFn taskFn;
char shortcut = 0;
std::string name;
int32_t mpCost = 5;
float cooldown = 1.0;
std::string desc;
bool operator<(const Spell& in_other) const
{
return name < in_other.name;
}
};
std::set<Spell> m_spellArchive;
// Character Data
struct Character
{
static constexpr int32_t SAVE_FORMAT_VERSION = 0;
// Vital Stats
std::string name;
int32_t health = 20;
int32_t maxHealth = 20;
int32_t mana = 0;
int32_t maxMana = 0;
// Progression Stats
int32_t xp = 0;
int32_t level = 1;
int32_t maxStage = 1;
// Combat Stats
int32_t strength = 1; // Base damage
int32_t armor = 0; // Subtractive (prior to defense)
int32_t defense = 0; // Applied as a percentage (after armor), 4% damage reduction per level
int32_t speed = 0; // Reduces delay between attacks, 0.02sec reduction per level
float baseAttackDelay = 1.0; // Base delay between attacks (in seconds)
// Magic Stats
int32_t intelligence = 1; // Base magic scalar
std::map<char, Spell> spellBook;
void LearnSpell(const Spell& in_spell)
{
spellBook[in_spell.shortcut] = in_spell;
}
// Skill Stats
int32_t skillPoints = 0; // Training/studying requires 1 skill point
int32_t maxSkillPoints = 0; // Maximum skill points to accumulate
float skillPointRegenRate = 60.0; // Seconds that must pass to earn another skill point
// Conditions
struct Conditions
{
std::list<TaskHandle<>> conditionTasks;
TokenList<> poisonTokens;
TokenList<> regenTokens;
TokenList<> hasteTokens;
TokenList<> fortifyTokens;
TokenList<> stunTokens;
} conditions;
// Helper functions
void ClearConditions()
{
conditions = {};
}
// Save/Load
void SaveToFile()
{
std::ofstream saveFile("saves/" + name + ".gqs");
auto WriteToFile = [&saveFile](const auto& in_val) {
saveFile.write((char*)&in_val, sizeof(in_val));
};
auto WriteStrToFile = [&saveFile, WriteToFile](const std::string& in_val) {
WriteToFile((int32_t)in_val.size());
saveFile.write(&in_val[0], in_val.size());
};
if(saveFile.is_open())
{
WriteToFile(SAVE_FORMAT_VERSION);
WriteStrToFile(name);
WriteToFile(health);
WriteToFile(maxHealth);
WriteToFile(mana);
WriteToFile(maxMana);
WriteToFile(xp);
WriteToFile(level);
WriteToFile(maxStage);
WriteToFile(strength);
WriteToFile(armor);
WriteToFile(defense);
WriteToFile(speed);
WriteToFile(baseAttackDelay);
WriteToFile(intelligence);
WriteToFile(skillPoints);
WriteToFile(maxSkillPoints);
WriteToFile((int32_t)spellBook.size());
for(const auto& spell : spellBook)
{
WriteStrToFile(spell.second.name);
}
}
}
bool LoadFromFile(TextGame* in_game)
{
std::ifstream saveFile("saves/" + name + ".gqs");
auto ReadFromFile = [&saveFile](auto& out_val) {
saveFile.read((char*)&out_val, sizeof(out_val));
};
auto ReadStrFromFile = [&saveFile, ReadFromFile](std::string& out_val) {
int32_t strSize = 0;
ReadFromFile(strSize);
out_val.resize(strSize);
saveFile.read(&out_val[0], strSize);
};
if(saveFile.is_open())
{
int32_t version = 0;
ReadFromFile(version);
ReadStrFromFile(name);
ReadFromFile(health);
ReadFromFile(maxHealth);
ReadFromFile(mana);
ReadFromFile(maxMana);
ReadFromFile(xp);
ReadFromFile(level);
ReadFromFile(maxStage);
ReadFromFile(strength);
ReadFromFile(armor);
ReadFromFile(defense);
ReadFromFile(speed);
ReadFromFile(baseAttackDelay);
ReadFromFile(intelligence);
ReadFromFile(skillPoints);
ReadFromFile(maxSkillPoints);
int32_t spellBookSize = 0;
ReadFromFile(spellBookSize);
while(spellBookSize-- > 0)
{
std::string spellName;
ReadStrFromFile(spellName);
auto spell = in_game->GetSpellByName(spellName);
if(spell)
{
LearnSpell(spell.value());
}
}
return true;
}
return false;
}
// Stats debug output
std::string GetStatsString()
{
std::stringstream statsStr;
statsStr << name << " - " << health << "/" << maxHealth << " HP";
if(maxMana > 0)
{
statsStr << ", " << mana << "/" << maxMana << " MP";
}
if(maxSkillPoints > 0)
{
statsStr << ", " << skillPoints << " SP";
}
return statsStr.str();
}
std::string GetFullStatsString()
{
std::stringstream statsStr;
statsStr << name << " - Level " << level << ", " << health << "/" << maxHealth << " HP";
if(maxMana > 0)
{
statsStr << ", " << mana << "/" << maxMana << " MP";
}
if(maxSkillPoints > 0)
{
statsStr << ", " << skillPoints << " SP";
}
statsStr << ", " << xp << "/" << (level * level) << " XP";
return statsStr.str();
}
};
// Game Data
struct GameData
{
using tWords = std::vector<std::vector<std::string>>;
tWords words;
std::vector<std::tuple<std::string, std::string>> riddles;
std::vector<std::tuple<std::string, std::vector<std::string>, std::vector<std::string>>> nyms;
void LoadData(TextGame* in_game)
{
// Load words list
std::string line;
std::ifstream wordsFile("gamedata/words.txt");
words.resize(16);
for(auto& wordList : words)
{
wordList.reserve(100);
}
while(std::getline(wordsFile, line))
{
line.erase(remove_if(line.begin(), line.end(), std::isspace), line.end());
size_t len = line.size() - 1;
len = len >= words.size() ? words.size() - 1 : len;
auto& wordList = words[len];
wordList.push_back(line);
}
// Load antonyms list
std::ifstream nymsFile("gamedata/nyms.csv");
while(std::getline(nymsFile, line))
{
auto wordStart = 0;
auto wordEnd = line.find('\t');
auto synEnd = line.find('\t', wordEnd + 1);
auto word = line.substr(wordStart, wordEnd);
auto synLine = line.substr(wordEnd + 1, synEnd - (wordEnd + 1));
auto antLine = line.substr(synEnd + 1);
auto syns = Split(synLine, ", ");
auto ants = Split(antLine, ", ");
nyms.push_back({ word, syns, ants });
}
// Load riddles list
bool encodeRiddles = false;
std::ifstream riddlesFile(encodeRiddles ? "gamedata/riddles.csv" : "gamedata/riddles_enc.csv");
while(std::getline(riddlesFile, line))
{
auto riddleStart = line.find('\"') + 1;
auto riddleEnd = line.find('\"', riddleStart);
auto answerStart = line.find(',', riddleEnd + 1) + 1;
auto riddle = line.substr(riddleStart, riddleEnd - riddleStart);
auto answer = line.substr(answerStart);
answer.erase(remove_if(answer.begin(), answer.end(), [](char c) { return c == '.'; }), answer.end());
if(!encodeRiddles)
{
riddle = Rot13(riddle);
answer = Rot13(answer);
}
answer.erase(remove_if(answer.begin(), answer.end(), std::isspace), answer.end());
riddles.push_back({ riddle, answer });
}
if(encodeRiddles)
{
std::ofstream riddlesEncFile("gamedata/riddles_enc.csv");
for(const auto& riddleTuple : riddles)
{
std::string riddle, answer;
std::tie(riddle, answer) = riddleTuple;
riddlesEncFile << '\"' << Rot13(riddle) << "\"," << Rot13(answer) << std::endl;
}
}
}
};
GameData m_data;
// Main game loop
Task<> MainLoop()
{
TASK_NAME(__FUNCTION__);
// Generate spell archive
GenerateSpellArchive();
// Load game data
m_data.LoadData(this);
// Create player character
Character player;
player.maxSkillPoints = 3;
// Intro
bool showIntro = true;
if(showIntro)
{
co_await Teletype("*** GeneriQuest 0.1 ***");
NewLine();
co_await Teletype("What is your name?", 0.0);
player.name = co_await WaitForInput();
NewLine();
if(!player.LoadFromFile(this))
{
co_await Teletype(std::string("Welcome, ") + player.name + ", to GeneriQuest!");
player.SaveToFile();
}
else
{
co_await Teletype(std::string("Welcome back, ") + player.name + "!");
}
}
else
{
player.name = "Player";
}
// Start task that earns skill points
auto skillPointRegen = m_taskMgr.Run([](Character& player) -> Task<> {
TASK_NAME("SkillPointRegenLambda");
while(true)
{
co_await WaitSeconds(player.skillPointRegenRate);
if(player.skillPoints < player.maxSkillPoints)
{
player.skillPoints += 1;
}
}
}(player));
// Action loop
auto saveGuard = MakeFnGuard([&player] { player.SaveToFile(); });
while(!m_isGameOver)
{
co_await Teletype(player.GetFullStatsString());
NewLine();
co_await MultipleChoice("What would you like to do next?", {
{ "Battle", [this, &player]() -> Task<> { co_await Mode_Battle(player); } },
{ "Train", [this, &player]() -> Task<> { co_await Mode_Practice(player); } },
{ "Sleep", [this, &player]() -> Task<> { co_await Mode_Sleep(player); } },
{ "Quit", [this]() -> Task<> { co_await ConfirmQuit(); } },
});
// Auto-save
player.SaveToFile();
}
}
// Modes
Task<> Mode_Battle(Character& player)
{
TASK_NAME(__FUNCTION__);
// Cannot battle if health is 0
if(player.health <= 0)
{
co_await Teletype("You are too wounded to battle. Get some sleep!");
co_return;
}
// Select stage
int32_t stage = 1;
if(player.maxStage > 1)
{
stage = 0; // Invalidate stage
while(stage < 1 || stage > player.maxStage)
{
std::stringstream promptStr;
promptStr << "Select a stage [1-" << player.maxStage << "]:";
co_await Teletype(promptStr.str(), 0.0);
auto stageStr = co_await WaitForInput();
stage = StrToInt(stageStr).value_or(0);
}
}
// Simple combat simulator against an enemy (scaled by stage)
Character enemy = GetRandomEnemy(stage);
// Engage in combat until enemy or player have 0 HP
{
std::stringstream combatStr;
combatStr << "You encounter a monster! (" << enemy.GetStatsString() << ")";
co_await Teletype(combatStr.str(), 0.0);
auto enemyCombatTask = m_taskMgr.Run(Combat(enemy, player));
auto playerCombatTask = m_taskMgr.Run(Combat(player, enemy));
auto playerMagicTask = m_taskMgr.Run(PlayerMagic(player, enemy));
while(enemy.health > 0 && player.health > 0)
{
co_await Suspend();
}
}
// Give XP for a successful completion (including level)
if(player.health > 0)
{
NewLine();
Teletype("Victory!");
auto xpLevel = player.level - 1;
xpLevel = xpLevel < 0 ? 0 : xpLevel;
auto xpEarned = (stage * stage) - (xpLevel * xpLevel) + stage;
if(xpEarned > 0)
{
player.xp += xpEarned;
std::stringstream combatStr;
combatStr << "Gained " << xpEarned << " XP";
co_await Teletype(combatStr.str());
}
else
{
co_await Teletype("No XP earned! (Try a higher stage)");
}
while(player.xp >= player.level * player.level)
{
co_await Teletype("Level Up!");
++player.level;
// Unlocked magic
if(player.level == 3)
{
co_await Teletype("You feel your mind awakening...");
NewLine();
co_await Teletype("!!! You can now train to learn magic!");
NewLine();
player.mana += 5;
player.maxMana += 5;
}
else
{
player.maxMana += player.level - 2;
}
// Give level stats bonuses
player.maxHealth += player.level - 1;
player.strength += 1;
player.defense += 1;
player.speed += 1;
}
std::stringstream xpToNextLevelStr;
xpToNextLevelStr << (player.level * player.level) - player.xp << " XP to reach next level";
co_await Teletype(xpToNextLevelStr.str());
// Increment max stage if this is our highest stage
if(player.maxStage == stage)
{
co_await Teletype("Max stage increased!");
++player.maxStage;
}
}
else
{
co_await Teletype("SWOON! (Rest up to battle again)");
}
}
Task<> Mode_Practice(Character& player)
{
TASK_NAME(__FUNCTION__);
auto practiceType = "train";
// Cannot continue if health is 0
if(player.health <= 0)
{
co_await Teletype(std::string("You are too wounded to ") + practiceType + ". Get some sleep!");
co_return;
}
// Cannot continue if out of skill points
if(player.skillPoints <= 0)
{
co_await Teletype(std::string("You can't ") + practiceType + " any more right now! Come back later...");
co_return;
}
// Quick format helper
auto FormatStat = [](const std::string& in_name, int32_t in_value)
{
std::stringstream statStr;
statStr << in_name << " [" << in_value << "]";
return statStr.str();
};
// Select practice mode
auto practiceComplete = false;
while(!practiceComplete && player.skillPoints > 0)
{
std::stringstream statusStr;
statusStr << "You have " << player.skillPoints << " SP left";
co_await Teletype(statusStr.str(), 0.0, 0.0);
std::vector<Choice> choices = {
{ FormatStat("Strength", player.strength), [this, &player]() -> Task<> { co_await Practice_Strength(player); } },
{ FormatStat("Defense", player.defense), [this, &player]() -> Task<> { co_await Practice_Defense(player); } },
{ FormatStat("Speed", player.speed), [this, &player]() -> Task<> { co_await Practice_Speed(player); } },
};
if(player.maxMana > 0) // If player has unlocked magic
{
choices.insert(choices.end(), {
{ FormatStat("Magic", player.intelligence), [this, &player]() -> Task<> { co_await Practice_Magic(player); } },
{ FormatStat("Spells", (int32_t)player.spellBook.size()), [this, &player]() -> Task<> { co_await Practice_Spells(player); } },
});
}
choices.push_back({ "End Training", [&practiceComplete]() -> Task<> { practiceComplete = true; co_return; } });
co_await MultipleChoice("What would you like to work on?", choices);
}
if(player.skillPoints <= 0)
{
co_await Teletype(std::string("No skill points remaining. Come back later to ") + practiceType + " more!", 0.0, 0.0);
}
}
Task<> Mode_Sleep(Character& player)
{
TASK_NAME(__FUNCTION__);
co_await Teletype("You get a good night's sleep - HP + MP fully-restored!", 2.0);
player.health = player.maxHealth;
player.mana = player.maxMana;
}
// Skill Training Mini-Games
std::string GetRandomWord(int32_t in_minLen = 1, int32_t in_maxLen = -1)
{
int32_t maxWordLen = (int32_t)m_data.words.size();
in_maxLen = in_maxLen < 0 || in_maxLen > maxWordLen ? maxWordLen :
in_maxLen < 1 ? 1 :
in_maxLen;
int32_t lenWords = RandInRange(in_minLen, in_maxLen);
const auto& wordList = m_data.words[lenWords - 1];
auto word = wordList[RandInt() % wordList.size()];
return word;
}
Task<bool> WaitForInputAndCheck(const std::vector<std::string>& in_words, float in_timeout, const std::string& in_successText, const std::string& in_failureText, const std::string& in_slowText)
{
TASK_NAME(__FUNCTION__);
auto input = co_await Timeout(WaitForInput(), in_timeout);
NewLine();
if(input)
{
for(const auto& word : in_words)
{
if(ToLower(input.value()) == ToLower(word))
{
co_await Teletype(in_successText, 2.0);
NewLine();
co_return true;
}
}
co_await Teletype(in_failureText, 2.0);
NewLine();
}
else
{
co_await Teletype(in_slowText, 2.0);
}
co_return false;
}
Task<> Practice_Strength(Character& player)
{
TASK_NAME(__FUNCTION__);
--player.skillPoints;
// Gain 1 point of Strength (type difficult word on a timer)
co_await Teletype("Get ready...", 3.0f);
auto wordLength = Lookup(player.strength, std::vector<int32_t>{3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7, 8, 8, 9, 9, 10, 11, 12, 13});
auto word = GetRandomWord(wordLength, wordLength + 3);
co_await Teletype(std::string("QUICK! Type the word '") + word + "'!", 0.0f);
auto timePerWord = wordLength * 0.25f;
timePerWord = timePerWord < 2.0f ? 2.0f : timePerWord;
if(co_await WaitForInputAndCheck({ word }, timePerWord,
"Good hustle! You have grown stronger!",
"Mediocre... Come back when you're serious about getting swole.",
"TOO SLOW! Training failed."))
{
++player.strength;
}
}
Task<> Practice_Defense(Character& player)
{
TASK_NAME(__FUNCTION__);
--player.skillPoints;
// Gain 1 point of Defense (type word in reverse on a timer)
co_await Teletype("Get ready...", 3.0);
auto wordLength = Lookup(player.defense, std::vector<int32_t>{3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7, 8, 8, 9, 9, 10, 11, 12, 13});
auto word = GetRandomWord(wordLength, wordLength + 3);
co_await Teletype(std::string("QUICK! Type the word '") + word + "' BACKWARDS!", 0.0f);
auto timePerWord = wordLength * 1.25f;
timePerWord = timePerWord < 5.0f ? 5.0f : timePerWord;
std::reverse(word.begin(), word.end()); // Reverse the word
if(co_await WaitForInputAndCheck({ word }, timePerWord,
"Expertly done! Your defensive abilities have improved!",
"No good. You need to work harder at deflecting these attacks!",
"TOO SLOW! Training failed."))
{
++player.defense;
}
}
Task<> Practice_Speed(Character& player)
{
TASK_NAME(__FUNCTION__);
--player.skillPoints;
// Gain 1 point of Speed (type N words on a timer)
co_await Teletype("Get ready...", 3.0f);
std::string words;
auto l = 1.66f; // long
auto m = 1.5f; // medium
auto s = 1.33f; // short
int32_t numWords = Lookup(player.speed, std::vector<int32_t>{3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7});
auto wordLength = Lookup(player.speed, std::vector<int32_t>{3, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6});
auto timePerWord = Lookup(player.speed, std::vector<float> {l, l, l, l, m, m, m, m, s, s, s});
for(auto i = 0; i < numWords; ++i)
{
if(i > 0)
{
words += " ";
}
auto word = GetRandomWord(wordLength, wordLength + 1);
words += word;
}
co_await Teletype("QUICK! Type all of these words:", 0.25f);
co_await Teletype(words, 0.0f);
if(co_await WaitForInputAndCheck({ words }, numWords * timePerWord,
"Quick as lightning! Your training has made your faster!",
"You are fast... but you must also be accurate! Try again later.",
"TOO SLOW! Training failed."))
{
++player.speed;
}
}
Task<> Practice_Magic(Character& player)
{
TASK_NAME(__FUNCTION__);
--player.skillPoints;
// Gain 1 point of Intelligence (type synonym or antonym of word on a timer)
co_await Teletype("Get ready...", 3.0f);
std::string word;
std::vector<std::string> syns, ants;
std::tie(word, syns, ants) = m_data.nyms[RandInt() % m_data.nyms.size()];
bool opposite = RandInt() % 2 == 0;
if(opposite && ants.size() == 0)
{
opposite = false;
}
std::string prompt;
std::string targetWord;
if(opposite)
{
prompt = std::string("QUICK! Which of these is the opposite of '") + word + "'?";
targetWord = ants[RandInt() % ants.size()];
}
else
{
prompt = std::string("QUICK! Which of these is another word for '") + word + "'?";
targetWord = syns[RandInt() % syns.size()];
}
auto timePerWord = 4.0f;
bool correct = false;
std::vector<Choice> choices = {
{ targetWord, [&correct]() -> Task<> { correct = true; co_return; } },
{ GetRandomWord(4, 12), []() -> Task<> { co_return; } },
{ GetRandomWord(4, 12), []() -> Task<> { co_return; } },
{ GetRandomWord(4, 12), []() -> Task<> { co_return; } },
};
std::shuffle(choices.begin(), choices.end(), m_mersenne); // Shuffle choices
bool fastEnough = co_await Timeout(MultipleChoice(prompt, choices), timePerWord + 3.0f);
if(fastEnough)
{
if(correct)
{
co_await Teletype("Very clever! Your brain has grown by one size!");
++player.intelligence;
}
else
{
co_await Teletype("No, that's definitely wrong...");
}
}
else
{
co_await Teletype("TOO SLOW! Training failed.");
}
if(!fastEnough || !correct)
{
co_await Teletype(std::string("The correct word was: ") + targetWord);
}
NewLine();
}
std::optional<Spell> GetRandomNewSpell(Character& player)
{
const auto& arc = m_spellArchive;
const auto& sb = player.spellBook;
std::vector<Spell> availableSpells;
std::copy_if(arc.begin(), arc.end(), std::back_inserter(availableSpells), [&sb](const Spell& spell) {
return sb.find(spell.shortcut) == sb.end();
});
if(availableSpells.size() == 0)
{
return {};
}
auto spell = availableSpells[RandInt() % availableSpells.size()];
return spell;
}
std::optional<Spell> GetSpellByName(const std::string& in_name)
{
for(const auto& spell : m_spellArchive)
{
if(spell.name == in_name)
{
return spell;
}
}
return {};
}
Task<> Practice_Spells(Character& player)
{
TASK_NAME(__FUNCTION__);
// Early-out if we already know all the spell
auto spellMaybe = GetRandomNewSpell(player);
if(!spellMaybe)
{
co_await Teletype("The Sphinx has no more to teach you...", 2.0);
NewLine();
co_return;
}
--player.skillPoints;
// Learn a new Spell (literally solve a riddle)
co_await Teletype("The Great Sphinx stands before you!");
co_await Teletype("She speaks: \"Answer me this riddle and I shall reveal what you seek...\"");
NewLine();
std::string riddle, answer;
std::tie(riddle, answer) = m_data.riddles[RandInt() % m_data.riddles.size()];
bool guessedCorrectly = false;
auto guessesRemaining = 3;
while(guessesRemaining > 0 && !guessedCorrectly)
{
co_await Teletype(riddle);
std::stringstream guessesStr;
guessesStr << "You have " << guessesRemaining << " guesses remaining...";
co_await Teletype(guessesStr.str());
auto input = co_await WaitForInput();
auto spacePos = input.rfind(" ");
if(spacePos != std::string::npos)
{
input = input.substr(spacePos + 1);
}
--guessesRemaining;
if(!(guessedCorrectly = ToLower(input) == ToLower(answer)))
{
co_await Teletype("\"That is not the correct answer...\"");
NewLine();
}
}
// Respond to final guess
if(guessedCorrectly)
{
co_await Teletype("\"Well done. You have proven yourself worthy...\"");
NewLine();
// Unlock the new spell for player
auto spell = spellMaybe.value();
player.LearnSpell(spell);
co_await Teletype(std::string("Learned new spell: ") + spell.name + "!");
std::stringstream spellStr;
spellStr << spell.name << " (" << spell.mpCost << " MP) - " << spell.desc;
co_await Teletype(spellStr.str());
co_await Teletype(std::string("You can cast this spell during combat by pressing '") + spell.shortcut + "'!");
NewLine();
}
else
{
co_await Teletype(std::string("You have failed... The true answer was '") + ToLower(answer) + "'", 2.0);
}
}
// Combat
Task<> Combat(Character& in_attacker, Character& in_defender)
{
TASK_NAME(__FUNCTION__);
// Clear conditions as soon as attacker exist combat
auto clearConditionsGuard = MakeFnGuard([&in_attacker] {
in_attacker.ClearConditions();
});
while(in_attacker.health > 0 && in_defender.health > 0)
{
bool hasHaste = in_attacker.conditions.hasteTokens;
auto hasteBonus = hasHaste ? 0.5f : 1.0f;
auto attackDelay = in_attacker.baseAttackDelay - (in_attacker.speed * 0.04f);
attackDelay *= 2.0f; // Slowing down combat in general
attackDelay = attackDelay < 0.1f ? 0.1f : attackDelay;
co_await WaitSeconds(attackDelay * hasteBonus + Rand() * 0.1f);
bool isStunned = in_attacker.conditions.stunTokens;
if(isStunned)
{
co_await WaitSeconds(2.0f);
}
float dmg = (float)in_attacker.strength;
bool defHasFortify = in_defender.conditions.fortifyTokens;
dmg -= in_defender.armor + (defHasFortify ? 2 : 0);
auto defensePct = 1.0f - (in_defender.defense * 0.06f) - (defHasFortify ? 0.2f : 0.0f);
defensePct = defensePct < 0.2f ? 0.2f : defensePct;
dmg *= defensePct;
int32_t finalDmg = (int32_t)dmg;
finalDmg = finalDmg < 1 ? 1 : finalDmg;
in_defender.health -= finalDmg;
in_defender.health = in_defender.health < 0 ? 0 : in_defender.health;
std::stringstream attackStr;
attackStr << in_attacker.name << " hit " << in_defender.name << " for " << finalDmg << " damage! (" << in_defender.health << "/" << in_defender.maxHealth << "HP)";
co_await Teletype(attackStr.str(), 0.0f, 0.0f);
}
}
// Magic Combat
Task<> PlayerMagic(Character& in_attacker, Character& in_defender)
{
TASK_NAME(__FUNCTION__);
auto TryToCastSpell = [this, &in_attacker, &in_defender](const Spell& in_spell) -> Task<>
{
TASK_NAME("TryToCastSpell", [name = in_spell.name] { return name; });
if(in_attacker.mana >= in_spell.mpCost)
{
// Spend mana
in_attacker.mana -= in_spell.mpCost;
in_attacker.mana = in_attacker.mana < 0 ? 0 : in_attacker.mana;
// Run task function
co_await in_spell.taskFn(in_spell, in_attacker, in_defender);
}
else
{
std::stringstream mpMsgStr;
mpMsgStr << "*** Cannot cast " << in_spell.name << " - not enough MP! (" << in_attacker.mana << "/" << in_spell.mpCost << " MP)";
co_await Teletype(mpMsgStr.str(), 0.0, 0.0);
}
};
while(true)
{
// Listen for single-key input (non-blocking)
auto c = co_await WaitForInputChar();
// Lookup spell in spell book
auto found = in_attacker.spellBook.find(c);
if(found != in_attacker.spellBook.end())
{
// Try to cast spell
const auto& spell = found->second;
co_await TryToCastSpell(spell);
// Wait for spell cooldown
if(spell.cooldown > 0.0)
{
co_await Timeout([this, &in_attacker]() -> Task<> {
TASK_NAME("Spell Cooldown");
while(true)
{
auto c = co_await WaitForInputChar();
if(in_attacker.spellBook.find(c) != in_attacker.spellBook.end())
{
co_await Teletype("You must wait before casting another spell", 0.0, 0.0);
}
}
}(), spell.cooldown);
continue; // Immediately wait for char input again
}
}
co_await Suspend();
}
}
// Spells
void GenerateSpellArchive()
{
#define BIND_SPELL(taskFn) std::bind(&TextGame::Spell_##taskFn, this, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3)
m_spellArchive = {
{ BIND_SPELL(Bolt), 'l', "Lightning Bolt", 5, 1.0, "Throw a lightning bolt, like Zeus" },
{ BIND_SPELL(Heal), 'h', "Heal", 2, 1.0, "Restore some of your HP" },
{ BIND_SPELL(Quicken), 'q', "Quicken", 5, 1.0, "Increases attack speed for 5 seconds" },
{ BIND_SPELL(Regen), 'r', "Regeneration", 4, 1.0, "Heals HP periodically for a short time" },
{ BIND_SPELL(Poison), 'p', "Poison", 4, 1.0, "Damages enemy periodically for a short time" },
{ BIND_SPELL(Stun), 'p', "Stun", 5, 1.0, "Prevents enemy from attacking for a short time" },
{ BIND_SPELL(Fortify), 'p', "Fortify", 5, 1.0, "Gain armor and defense for a short time" },
};
#undef BIND_SPELL
}
Task<> Spell_Bolt(const Spell& in_spell, Character& in_attacker, Character& in_defender)
{
TASK_NAME(__FUNCTION__);
auto boltDmg = Lookup(in_attacker.intelligence, std::vector<int32_t>{0, 1, 2, 3, 4, 6, 8, 10, 13, 16, 20});
in_defender.health -= boltDmg; // Bolt damage
std::stringstream attackStr;
attackStr << "*** " << in_attacker.name << " casts " << in_spell.name << " at " << in_defender.name << " for " << in_spell.mpCost << " MP!\n";
attackStr << "*** " << "Bolt hit for " << boltDmg << " damage! (" << in_defender.health << " / " << in_defender.maxHealth << "HP)";
co_await Teletype(attackStr.str(), 0.0, 0.0);
}
Task<> Spell_Heal(const Spell& in_spell, Character& in_attacker, Character& in_defender)
{
TASK_NAME(__FUNCTION__);
auto healAmount = Lookup(in_attacker.intelligence, std::vector<int32_t>{0, 1, 2, 3, 4, 6, 8, 10, 13, 16, 20});
in_attacker.health += healAmount; // Heal attacker
std::stringstream healStr;
healStr << "*** " << in_attacker.name << " casts Heal for " << in_spell.mpCost << " MP!\n";
healStr << "*** " << "Healed for " << healAmount << " HP! (" << in_attacker.health << " / " << in_attacker.maxHealth << "HP)";
co_await Teletype(healStr.str(), 0.0, 0.0);
}
Task<> Spell_Quicken(const Spell& in_spell, Character& in_attacker, Character& in_defender)
{
TASK_NAME(__FUNCTION__);
// Create persistent condition task that grants haste for N seconds
in_attacker.conditions.conditionTasks.push_back(m_taskMgr.Run([](Character& in_attacker) -> Task<> {
TASK_NAME("Quicken Condition");
auto token = in_attacker.conditions.hasteTokens.TakeToken("Quicken Spell");
float quickenDur = 5.0;
co_await WaitSeconds(quickenDur);
}(in_attacker))); // NOTE: Non-co_awaited lambda coroutines should always pass in their params, rather than capture them!
std::stringstream quickenStr;
quickenStr << "*** " << in_attacker.name << " casts Quicken for " << in_spell.mpCost << " MP!";
co_await Teletype(quickenStr.str(), 0.0, 0.0);
}
Task<> Spell_Regen(const Spell& in_spell, Character& in_attacker, Character& in_defender)
{
TASK_NAME(__FUNCTION__);
// Create persistent condition task that grants regen
in_attacker.conditions.conditionTasks.push_back(m_taskMgr.Run([](TextGame* self, Character& in_attacker) -> Task<> {
TASK_NAME("Regen Condition");
auto token = in_attacker.conditions.regenTokens.TakeToken("Regen Spell");
float regenDelayTime = 0.8f;
int32_t totalRegens = Lookup(in_attacker.intelligence, std::vector<int32_t>{0, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6});
while(totalRegens-- > 0)
{
co_await WaitSeconds(regenDelayTime);
auto healAmount = Lookup(in_attacker.intelligence, std::vector<int32_t>{0, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3});
in_attacker.health += healAmount; // Heal attacker
in_attacker.health = in_attacker.health > in_attacker.maxHealth ? in_attacker.maxHealth : in_attacker.health;
std::stringstream regenStr;
regenStr << "*** " << "Regen spell healed " << in_attacker.name << " for " << healAmount << " HP! (" << in_attacker.health << " / " << in_attacker.maxHealth << "HP)";
co_await self->Teletype(regenStr.str(), 0.0f, 0.0f);
}
}(this, in_attacker)));
std::stringstream regenStr;
regenStr << "*** " << in_attacker.name << " casts Regen for " << in_spell.mpCost << " MP!";
co_await Teletype(regenStr.str(), 0.0, 0.0);
}
Task<> Spell_Poison(const Spell& in_spell, Character& in_attacker, Character& in_defender)
{
TASK_NAME(__FUNCTION__);
// Create condition coroutine that afflicts poison for N seconds
in_attacker.conditions.conditionTasks.push_back(m_taskMgr.Run([](TextGame* self, Character& in_attacker, Character& in_defender) -> Task<> {
TASK_NAME("Poison Condition");
auto token = in_defender.conditions.poisonTokens.TakeToken("Poison Spell");
float poisonDelayTime = 1.2f;
int32_t totalPoisons = Lookup(in_attacker.intelligence, std::vector<int32_t>{0, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6});
while(totalPoisons-- > 0)
{
co_await WaitSeconds(poisonDelayTime);
auto dmg = Lookup(in_attacker.intelligence, std::vector<int32_t>{0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2});
in_defender.health -= dmg; // Heal attacker
in_defender.health = in_defender.health < 0 ? 0 : in_defender.health;
std::stringstream poisonStr;
poisonStr << "*** " << "Poison spell damaged " << in_defender.name << " for " << dmg << " damage! (" << in_defender.health << " / " << in_defender.maxHealth << "HP)";
co_await self->Teletype(poisonStr.str(), 0.0f, 0.0f);
}
}(this, in_attacker, in_defender)));
std::stringstream posionStr;
posionStr << "*** " << in_attacker.name << " casts Poison for " << in_spell.mpCost << " MP!";
co_await Teletype(posionStr.str(), 0.0f, 0.0f);
}
Task<> Spell_Stun(const Spell& in_spell, Character& in_attacker, Character& in_defender)
{
TASK_NAME(__FUNCTION__);
// Create persistent condition task that stuns enemy for N seconds
in_attacker.conditions.conditionTasks.push_back(m_taskMgr.Run([](Character& in_attacker, Character& in_defender) -> Task<> {
TASK_NAME("Stun Condition");
auto token = in_defender.conditions.stunTokens.TakeToken("Stun Spell");
float stunDur = (float)Lookup(in_attacker.intelligence, std::vector<int32_t>{0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2});
co_await WaitSeconds(stunDur);
}(in_attacker, in_defender))); // NOTE: Non-co_awaited lambda coroutines should always pass in their params, rather than capture them!
std::stringstream stunStr;
stunStr << "*** " << in_attacker.name << " casts Stun for " << in_spell.mpCost << " MP!";
co_await Teletype(stunStr.str(), 0.0f, 0.0f);
}
Task<> Spell_Fortify(const Spell& in_spell, Character& in_attacker, Character& in_defender)
{
TASK_NAME(__FUNCTION__);
// Create persistent condition task that fortifies enemy for 5 seconds
in_attacker.conditions.conditionTasks.push_back(m_taskMgr.Run([](Character& in_attacker) -> Task<> {
TASK_NAME("Fortify Condition");
auto token = in_attacker.conditions.fortifyTokens.TakeToken("Fortify Spell");
float fortifyDur = 5.0;
co_await WaitSeconds(fortifyDur);
}(in_attacker))); // NOTE: Non-co_awaited lambda coroutines should always pass in their params, rather than capture them!
std::stringstream fortifyStr;
fortifyStr << "*** " << in_attacker.name << " casts Fortify for " << in_spell.mpCost << " MP!";
co_await Teletype(fortifyStr.str(), 0.0, 0.0);
}
// Enemies
Character GetRandomEnemy(int32_t in_stage)
{
auto Def = [](float pct) {
return (int32_t)((1.0f - pct) / 0.06);
};
Character gobling = {
"Gobling", 5, 5, 0, 0,
1, 1, 1,
1, 0, 0, 0, 1.1f
};
Character fairy = {
"Fairy", 7, 7, 0, 0,
1, 1, 1,
1, 0, Def(0.7f), 0, 0.4f
};
Character banshee = {
"Banshee", 15, 15, 0, 0,
1, 1, 1,
10, 1, 0, 0, 2
};
Character willowisp = {
"Will-O-Wisp", 6, 6, 0, 0,
1, 1, 1,
7, 0, Def(0.1f), 0, 0.25f
};
Character manticore = {
"Manticore", 25, 25, 0, 0,
1, 1, 1,
15, 2, Def(0.85f), 0, 1.25f
};
Character behemoth = {
"Behemoth", 45, 45, 0, 0,
1, 1, 1,
25, 2, 0, 0, 1.33f
};
Character wizard = {
"Wizard", 17, 17, 0, 0,
1, 1, 1,
40, 12, Def(0.3f), 0, 0.6f
};
Character dragon = {
"Dragon", 85, 85, 0, 0,
1, 1, 1,
65, 5, Def(0.4f), 0, 1.2f
};
// Select enemy by stage
switch(in_stage)
{
case 1: return gobling;
case 2: return fairy;
case 3: return banshee;
case 4: return willowisp;
case 5: return manticore;
case 6: return behemoth;
case 7: return wizard;
case 8: return dragon;
default: break;
}
return {
"Thanatos the Undying", 85 + in_stage * 5, 85 + in_stage * 5, 0, 0,
1, 1, 1,
65 + in_stage * 12, (int32_t)(5 + in_stage * 0.2f), Def(0.4f), 0, 1.2f / (1 + (in_stage - 8) / 15)
};
}
// Misc Tasks
Task<std::string> WaitForInput()
{
return m_textInput.WaitForInput();
}
Task<char> WaitForInputChar()
{
return m_textInput.WaitForInputChar();
}
Task<> ConfirmQuit()
{
TASK_NAME(__FUNCTION__);
co_await TeletypeChoice("Are you sure? (Y/N)", 0.0);
auto confirm = co_await WaitForInput();
if(ToLower(confirm) == "y" || ToLower(confirm) == "yes")
{
m_isGameOver = true;
}
}
// Multiple-Choice
struct Choice
{
std::string name;
std::function<Task<>()> taskFn;
};
Task<> MultipleChoice(const std::string& in_prompt, const std::vector<Choice>& in_choices)
{
TASK_NAME(__FUNCTION__);
co_await Teletype(in_prompt);
for(size_t i = 0; i < in_choices.size(); ++i)
{
const auto& choice = in_choices[i];
std::stringstream choiceStr;
choiceStr << (i + 1) << ") " << choice.name;
co_await TeletypeChoice(choiceStr.str(), i == in_choices.size() - 1 ? 0.0f : 0.02f);
}
auto mode = co_await WaitForInput();
for(size_t i = 0; i < in_choices.size(); ++i)
{
const auto& choice = in_choices[i];
int32_t idx = StrToInt(mode).value_or(-1);
if(idx == (i + 1) || ToLower(mode) == ToLower(choice.name))
{
NewLine();
co_await choice.taskFn();
}
}
}
// Random helpers
float Rand()
{
return m_randFloat(m_mersenne);
}
int32_t RandInt()
{
return (int32_t)(Rand() * std::numeric_limits<int32_t>::max());
}
int32_t RandInRange(int32_t in_min, int32_t in_max)
{
int32_t ret = (RandInt() % (in_max - in_min + 1)) + in_min;
return ret;
}
// Data helpers
template <typename T>
static T Lookup(int32_t in_key, const std::vector<T>& in_vals)
{
SQUID_RUNTIME_CHECK(in_vals.size(), "Attempted to lookup into an empty value set");
if(in_key < 0)
{
return in_vals[0];
}
else if(in_key >= (int32_t)in_vals.size())
{
return in_vals.back();
}
else
{
return in_vals[in_key];
}
}
// String helpers
static std::vector<std::string> Split(const std::string in_str, const std::string in_delim)
{
std::vector<std::string> tokens;
size_t start = 0;
size_t end = in_str.find(in_delim);
while(end != std::string::npos)
{
auto token = in_str.substr(start, end - start);
if(token.size() > 0)
{
tokens.push_back(token);
}
start = end + in_delim.size();
end = in_str.find(in_delim, start);
}
auto token = in_str.substr(start, end - start);
if(token.size() > 0)
{
tokens.push_back(token);
}
return tokens;
}
// Text helpers
void NewLine()
{
std::cout << std::endl;
}
std::string ToLower(std::string in_str)
{
std::transform(in_str.begin(), in_str.end(), in_str.begin(), [](unsigned char c) { return std::tolower(c); });
return in_str;
}
bool IsStrNumeric(const std::string& in_str)
{
return !in_str.empty() && std::find_if(in_str.begin(), in_str.end(), [](unsigned char c) { return !std::isdigit(c); }) == in_str.end();
}
std::optional<int32_t> StrToInt(const std::string& in_str)
{
if(IsStrNumeric(in_str))
{
int32_t i = std::stoi(in_str.c_str());
return i;
}
else
{
return {};
}
}
Task<> Teletype(const std::string& in_str, float in_delay = 0.5, float in_rate = 0.03)
{
TASK_NAME(__FUNCTION__);
for(auto c : in_str)
{
std::cout << c;
co_await WaitSeconds(in_rate);
}
co_await WaitSeconds(in_delay);
NewLine();
}
Task<> TeletypeChoice(const std::string& in_str, float in_delay = 0.25, float in_rate = 0.02)
{
return Teletype(in_str, in_delay, in_rate);
}
// Simple spoiler encryption
static std::string Rot13(std::string in_str)
{
const int LOWER_A = 97;
const int LOWER_M = 109;
const int LOWER_N = 110;
const int LOWER_Z = 122;
const int UPPER_A = 65;
const int UPPER_M = 77;
const int UPPER_N = 78;
const int UPPER_Z = 90;
for(size_t index = 0; index < in_str.size(); ++index)
{
auto c = in_str[index];
if(c >= LOWER_A && c <= LOWER_M)
in_str[index] = c + 13;
else if(c >= LOWER_N && c <= LOWER_Z)
in_str[index] = c - 13;
else if(c >= UPPER_A && c <= UPPER_M)
in_str[index] = c + 13;
else if(c >= UPPER_N && c <= UPPER_Z)
in_str[index] = c - 13;
}
return in_str;
}
};