1377 lines
40 KiB
C++
1377 lines
40 KiB
C++
#pragma once
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#include "TextInput.h"
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#include "TaskManager.h"
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#include "TokenList.h"
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#include "FunctionGuard.h"
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#include <sstream>
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#include <random>
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#include <limits>
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#include <iostream>
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#include <map>
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#include <set>
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#include <vector>
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#include <fstream>
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#include <tuple>
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using namespace Squid;
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// GAME IDEAS:
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// - Implement achievements
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// - Implement accuracy/dodge + crits to improve combat non-determinism
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// - If max stage > the last stage, let the player know they have beaten the game!
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// - Implement NG+ (reset all stats, game is harder, you keep your spellbook, and there is a True Last Boss at the end)
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// - Implement "gold" stat
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// - Lose gold when you rest (and extra if you swoon)
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// - Implement basic shop for buying armor with gold
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// - Make training cost gold (in addition to SP, possibly increasing by stat level)
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// [TEXTGAME_ENABLE_PERIODIC_DEBUG]: Periodically print a debug snapshot of tasks running on the TaskManager
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#ifdef SQUID_ENABLE_TASK_DEBUG
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#define TEXTGAME_ENABLE_PERIODIC_DEBUG 0
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#endif //SQUID_ENABLE_TASK_DEBUG
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class TextGameDebugStackFormatter : public TaskDebugStackFormatter
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{
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std::string Indent(int32_t in_indent) override
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{
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return TaskDebugStackFormatter::Indent(in_indent + 1); // Base indentation is 1, (instead of 0)
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}
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};
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// Periodically print a debug snapshot of tasks running on a TaskManager
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Task<> PeriodicallyPrintDebug(float in_delay, TaskManager& in_taskMgr)
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{
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TASK_NAME(__FUNCTION__);
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TextGameDebugStackFormatter formatter;
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while(true)
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{
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co_await WaitSeconds(in_delay);
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std::cout << "Currently running tasks:" << std::endl << in_taskMgr.GetDebugString(formatter) << std::endl;
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}
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}
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class TextGame
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{
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public:
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TextGame()
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: m_mersenne(m_randDev())
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{
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m_taskMgr.RunManaged(MainLoop());
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#if TEXTGAME_ENABLE_PERIODIC_DEBUG
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m_taskMgr.RunManaged(PeriodicallyPrintDebug(10.0f, m_taskMgr));
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#endif //TEXTGAME_ENABLE_PERIODIC_DEBUG
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}
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~TextGame()
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{
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}
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void Update()
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{
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m_taskMgr.Update();
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}
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bool IsGameOver() const
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{
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return m_isGameOver;
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}
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private:
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// Random Numbers
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std::random_device m_randDev;
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std::mt19937 m_mersenne;
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std::uniform_real_distribution<float> m_randFloat = std::uniform_real_distribution<float>(0.0, 1.0);
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// Task Management
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TaskManager m_taskMgr;
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TextInput m_textInput;
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bool m_isGameOver = false;
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// Spell Archive
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struct Character;
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struct Spell
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{
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using tTaskFn = std::function<Task<>(const Spell&, Character&, Character&)>; // (Spell, Attacker, Defender)
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tTaskFn taskFn;
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char shortcut = 0;
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std::string name;
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int32_t mpCost = 5;
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float cooldown = 1.0;
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std::string desc;
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bool operator<(const Spell& in_other) const
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{
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return name < in_other.name;
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}
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};
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std::set<Spell> m_spellArchive;
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// Character Data
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struct Character
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{
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static constexpr int32_t SAVE_FORMAT_VERSION = 0;
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// Vital Stats
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std::string name;
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int32_t health = 20;
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int32_t maxHealth = 20;
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int32_t mana = 0;
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int32_t maxMana = 0;
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// Progression Stats
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int32_t xp = 0;
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int32_t level = 1;
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int32_t maxStage = 1;
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// Combat Stats
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int32_t strength = 1; // Base damage
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int32_t armor = 0; // Subtractive (prior to defense)
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int32_t defense = 0; // Applied as a percentage (after armor), 4% damage reduction per level
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int32_t speed = 0; // Reduces delay between attacks, 0.02sec reduction per level
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float baseAttackDelay = 1.0; // Base delay between attacks (in seconds)
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// Magic Stats
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int32_t intelligence = 1; // Base magic scalar
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std::map<char, Spell> spellBook;
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void LearnSpell(const Spell& in_spell)
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{
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spellBook[in_spell.shortcut] = in_spell;
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}
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// Skill Stats
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int32_t skillPoints = 0; // Training/studying requires 1 skill point
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int32_t maxSkillPoints = 0; // Maximum skill points to accumulate
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float skillPointRegenRate = 60.0; // Seconds that must pass to earn another skill point
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// Conditions
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struct Conditions
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{
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std::list<TaskHandle<>> conditionTasks;
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TokenList<> poisonTokens;
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TokenList<> regenTokens;
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TokenList<> hasteTokens;
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TokenList<> fortifyTokens;
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TokenList<> stunTokens;
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} conditions;
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// Helper functions
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void ClearConditions()
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{
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conditions = {};
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}
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// Save/Load
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void SaveToFile()
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{
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std::ofstream saveFile("saves/" + name + ".gqs");
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auto WriteToFile = [&saveFile](const auto& in_val) {
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saveFile.write((char*)&in_val, sizeof(in_val));
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};
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auto WriteStrToFile = [&saveFile, WriteToFile](const std::string& in_val) {
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WriteToFile((int32_t)in_val.size());
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saveFile.write(&in_val[0], in_val.size());
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};
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if(saveFile.is_open())
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{
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WriteToFile(SAVE_FORMAT_VERSION);
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WriteStrToFile(name);
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WriteToFile(health);
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WriteToFile(maxHealth);
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WriteToFile(mana);
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WriteToFile(maxMana);
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WriteToFile(xp);
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WriteToFile(level);
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WriteToFile(maxStage);
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WriteToFile(strength);
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WriteToFile(armor);
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WriteToFile(defense);
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WriteToFile(speed);
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WriteToFile(baseAttackDelay);
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WriteToFile(intelligence);
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WriteToFile(skillPoints);
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WriteToFile(maxSkillPoints);
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WriteToFile((int32_t)spellBook.size());
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for(const auto& spell : spellBook)
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{
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WriteStrToFile(spell.second.name);
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}
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}
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}
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bool LoadFromFile(TextGame* in_game)
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{
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std::ifstream saveFile("saves/" + name + ".gqs");
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auto ReadFromFile = [&saveFile](auto& out_val) {
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saveFile.read((char*)&out_val, sizeof(out_val));
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};
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auto ReadStrFromFile = [&saveFile, ReadFromFile](std::string& out_val) {
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int32_t strSize = 0;
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ReadFromFile(strSize);
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out_val.resize(strSize);
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saveFile.read(&out_val[0], strSize);
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};
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if(saveFile.is_open())
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{
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int32_t version = 0;
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ReadFromFile(version);
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ReadStrFromFile(name);
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ReadFromFile(health);
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ReadFromFile(maxHealth);
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ReadFromFile(mana);
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ReadFromFile(maxMana);
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ReadFromFile(xp);
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ReadFromFile(level);
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ReadFromFile(maxStage);
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ReadFromFile(strength);
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ReadFromFile(armor);
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ReadFromFile(defense);
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ReadFromFile(speed);
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ReadFromFile(baseAttackDelay);
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ReadFromFile(intelligence);
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ReadFromFile(skillPoints);
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ReadFromFile(maxSkillPoints);
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int32_t spellBookSize = 0;
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ReadFromFile(spellBookSize);
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while(spellBookSize-- > 0)
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{
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std::string spellName;
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ReadStrFromFile(spellName);
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auto spell = in_game->GetSpellByName(spellName);
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if(spell)
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{
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LearnSpell(spell.value());
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}
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}
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return true;
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}
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return false;
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}
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// Stats debug output
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std::string GetStatsString()
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{
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std::stringstream statsStr;
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statsStr << name << " - " << health << "/" << maxHealth << " HP";
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if(maxMana > 0)
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{
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statsStr << ", " << mana << "/" << maxMana << " MP";
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}
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if(maxSkillPoints > 0)
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{
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statsStr << ", " << skillPoints << " SP";
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}
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return statsStr.str();
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}
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std::string GetFullStatsString()
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{
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std::stringstream statsStr;
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statsStr << name << " - Level " << level << ", " << health << "/" << maxHealth << " HP";
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if(maxMana > 0)
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{
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statsStr << ", " << mana << "/" << maxMana << " MP";
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}
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if(maxSkillPoints > 0)
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{
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statsStr << ", " << skillPoints << " SP";
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}
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statsStr << ", " << xp << "/" << (level * level) << " XP";
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return statsStr.str();
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}
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};
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// Game Data
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struct GameData
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{
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using tWords = std::vector<std::vector<std::string>>;
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tWords words;
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std::vector<std::tuple<std::string, std::string>> riddles;
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std::vector<std::tuple<std::string, std::vector<std::string>, std::vector<std::string>>> nyms;
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void LoadData(TextGame* in_game)
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{
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// Load words list
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std::string line;
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std::ifstream wordsFile("gamedata/words.txt");
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words.resize(16);
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for(auto& wordList : words)
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{
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wordList.reserve(100);
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}
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while(std::getline(wordsFile, line))
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{
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line.erase(remove_if(line.begin(), line.end(), std::isspace), line.end());
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size_t len = line.size() - 1;
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len = len >= words.size() ? words.size() - 1 : len;
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auto& wordList = words[len];
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wordList.push_back(line);
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}
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// Load antonyms list
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std::ifstream nymsFile("gamedata/nyms.csv");
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while(std::getline(nymsFile, line))
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{
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auto wordStart = 0;
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auto wordEnd = line.find('\t');
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auto synEnd = line.find('\t', wordEnd + 1);
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auto word = line.substr(wordStart, wordEnd);
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auto synLine = line.substr(wordEnd + 1, synEnd - (wordEnd + 1));
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auto antLine = line.substr(synEnd + 1);
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auto syns = Split(synLine, ", ");
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auto ants = Split(antLine, ", ");
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nyms.push_back({ word, syns, ants });
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}
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// Load riddles list
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bool encodeRiddles = false;
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std::ifstream riddlesFile(encodeRiddles ? "gamedata/riddles.csv" : "gamedata/riddles_enc.csv");
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while(std::getline(riddlesFile, line))
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{
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auto riddleStart = line.find('\"') + 1;
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auto riddleEnd = line.find('\"', riddleStart);
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auto answerStart = line.find(',', riddleEnd + 1) + 1;
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auto riddle = line.substr(riddleStart, riddleEnd - riddleStart);
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auto answer = line.substr(answerStart);
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answer.erase(remove_if(answer.begin(), answer.end(), [](char c) { return c == '.'; }), answer.end());
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if(!encodeRiddles)
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{
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riddle = Rot13(riddle);
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answer = Rot13(answer);
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}
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answer.erase(remove_if(answer.begin(), answer.end(), std::isspace), answer.end());
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riddles.push_back({ riddle, answer });
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}
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if(encodeRiddles)
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{
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std::ofstream riddlesEncFile("gamedata/riddles_enc.csv");
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for(const auto& riddleTuple : riddles)
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{
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std::string riddle, answer;
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std::tie(riddle, answer) = riddleTuple;
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riddlesEncFile << '\"' << Rot13(riddle) << "\"," << Rot13(answer) << std::endl;
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}
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}
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}
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};
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GameData m_data;
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// Main game loop
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Task<> MainLoop()
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{
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TASK_NAME(__FUNCTION__);
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// Generate spell archive
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GenerateSpellArchive();
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// Load game data
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m_data.LoadData(this);
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// Create player character
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Character player;
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player.maxSkillPoints = 3;
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// Intro
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bool showIntro = true;
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if(showIntro)
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{
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co_await Teletype("*** GeneriQuest 0.1 ***");
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NewLine();
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co_await Teletype("What is your name?", 0.0);
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player.name = co_await WaitForInput();
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NewLine();
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if(!player.LoadFromFile(this))
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{
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co_await Teletype(std::string("Welcome, ") + player.name + ", to GeneriQuest!");
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player.SaveToFile();
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}
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else
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{
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co_await Teletype(std::string("Welcome back, ") + player.name + "!");
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}
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}
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else
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{
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player.name = "Player";
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}
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// Start task that earns skill points
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auto skillPointRegen = m_taskMgr.Run([](Character& player) -> Task<> {
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TASK_NAME("SkillPointRegenLambda");
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while(true)
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{
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co_await WaitSeconds(player.skillPointRegenRate);
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if(player.skillPoints < player.maxSkillPoints)
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{
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player.skillPoints += 1;
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}
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}
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}(player));
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// Action loop
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auto saveGuard = MakeFnGuard([&player] { player.SaveToFile(); });
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while(!m_isGameOver)
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{
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co_await Teletype(player.GetFullStatsString());
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NewLine();
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co_await MultipleChoice("What would you like to do next?", {
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{ "Battle", [this, &player]() -> Task<> { co_await Mode_Battle(player); } },
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{ "Train", [this, &player]() -> Task<> { co_await Mode_Practice(player); } },
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{ "Sleep", [this, &player]() -> Task<> { co_await Mode_Sleep(player); } },
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{ "Quit", [this]() -> Task<> { co_await ConfirmQuit(); } },
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});
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// Auto-save
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player.SaveToFile();
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}
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}
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// Modes
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Task<> Mode_Battle(Character& player)
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{
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TASK_NAME(__FUNCTION__);
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// Cannot battle if health is 0
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if(player.health <= 0)
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{
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co_await Teletype("You are too wounded to battle. Get some sleep!");
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co_return;
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}
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// Select stage
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int32_t stage = 1;
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if(player.maxStage > 1)
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{
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stage = 0; // Invalidate stage
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while(stage < 1 || stage > player.maxStage)
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{
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std::stringstream promptStr;
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promptStr << "Select a stage [1-" << player.maxStage << "]:";
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co_await Teletype(promptStr.str(), 0.0);
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auto stageStr = co_await WaitForInput();
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stage = StrToInt(stageStr).value_or(0);
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}
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}
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// Simple combat simulator against an enemy (scaled by stage)
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Character enemy = GetRandomEnemy(stage);
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// Engage in combat until enemy or player have 0 HP
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{
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std::stringstream combatStr;
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combatStr << "You encounter a monster! (" << enemy.GetStatsString() << ")";
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co_await Teletype(combatStr.str(), 0.0);
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auto enemyCombatTask = m_taskMgr.Run(Combat(enemy, player));
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auto playerCombatTask = m_taskMgr.Run(Combat(player, enemy));
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auto playerMagicTask = m_taskMgr.Run(PlayerMagic(player, enemy));
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while(enemy.health > 0 && player.health > 0)
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{
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co_await Suspend();
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}
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}
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// Give XP for a successful completion (including level)
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if(player.health > 0)
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{
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NewLine();
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Teletype("Victory!");
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auto xpLevel = player.level - 1;
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xpLevel = xpLevel < 0 ? 0 : xpLevel;
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auto xpEarned = (stage * stage) - (xpLevel * xpLevel) + stage;
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if(xpEarned > 0)
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{
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player.xp += xpEarned;
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std::stringstream combatStr;
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combatStr << "Gained " << xpEarned << " XP";
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co_await Teletype(combatStr.str());
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}
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else
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{
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co_await Teletype("No XP earned! (Try a higher stage)");
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}
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while(player.xp >= player.level * player.level)
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{
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co_await Teletype("Level Up!");
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++player.level;
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// Unlocked magic
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if(player.level == 3)
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{
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co_await Teletype("You feel your mind awakening...");
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NewLine();
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co_await Teletype("!!! You can now train to learn magic!");
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NewLine();
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player.mana += 5;
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player.maxMana += 5;
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}
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else
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{
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player.maxMana += player.level - 2;
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}
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// Give level stats bonuses
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player.maxHealth += player.level - 1;
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player.strength += 1;
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player.defense += 1;
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player.speed += 1;
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}
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std::stringstream xpToNextLevelStr;
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xpToNextLevelStr << (player.level * player.level) - player.xp << " XP to reach next level";
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co_await Teletype(xpToNextLevelStr.str());
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// Increment max stage if this is our highest stage
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if(player.maxStage == stage)
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{
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co_await Teletype("Max stage increased!");
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++player.maxStage;
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}
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}
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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;
|
|
}
|
|
};
|