377 lines
11 KiB
Text
377 lines
11 KiB
Text
# Copyright 2004-2019 Tom Rothamel <pytom@bishoujo.us>
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#
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# Permission is hereby granted, free of charge, to any person
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# obtaining a copy of this software and associated documentation files
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# (the "Software"), to deal in the Software without restriction,
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# including without limitation the rights to use, copy, modify, merge,
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# publish, distribute, sublicense, and/or sell copies of the Software,
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# and to permit persons to whom the Software is furnished to do so,
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# subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be
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# included in all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
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# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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init -1500 python in achievement:
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from store import persistent, renpy, config, Action
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# A list of backends that have been registered.
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backends = [ ]
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class Backend(object):
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"""
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Achievement backends should inherit from this class, so new methods
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will be ignored.
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"""
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def register(self, name, **kwargs):
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"""
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Called to register a new achievement.
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"""
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def grant(self, name):
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"""
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Grants the achievement with `name`, if it has not already been
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granted.
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"""
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def clear(self, name):
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"""
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Clears the achievement with `name`, if it has been granted.
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"""
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def clear_all(self):
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"""
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Clears all achievements.
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"""
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def progress(self, name, complete):
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"""
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Reports progress towards the achievement with `name`.
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"""
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def has(self, name):
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"""
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Returns true if the achievement with `name` is unlocked.
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"""
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return False
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class PersistentBackend(Backend):
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"""
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A backend that stores achievements in persistent._achievements.
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"""
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def __init__(self):
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if persistent._achievements is None:
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persistent._achievements = _set()
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if persistent._achievement_progress is None:
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persistent._achievement_progress = _dict()
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def grant(self, name):
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persistent._achievements.add(name)
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def clear(self, name):
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persistent._achievements.discard(name)
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def clear_all(self):
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persistent._achievements.clear()
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def has(self, name):
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return name in persistent._achievements
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def progress(self, name, complete):
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old = persistent._achievement_progress.get(name, 0)
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persistent._achievement_progress[name] = max(complete, old)
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def merge(old, new, current):
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if old is None:
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old = set()
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if new is None:
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new = set()
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return old | new
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def merge_progress(old, new, current):
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if old is None:
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old = { }
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if new is None:
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new = { }
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rv = _dict()
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rv.update(old)
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for k in new:
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if k not in rv:
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rv[k] = new[k]
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else:
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rv[k] = max(new[k], rv[k])
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return rv
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renpy.register_persistent("_achievements", merge)
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renpy.register_persistent("_achievement_progress", merge_progress)
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backends.append(PersistentBackend())
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steam_maximum_framerate = 15
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# The position of the steam notification popup. One of "top left", "top right",
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# "bottom left", or "bottom right".
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steam_position = None
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class SteamBackend(Backend):
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"""
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A backend that sends achievements to Steam. This is only used if steam
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has loaded and initialized successfully.
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"""
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def __init__(self):
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# A map from achievement name to steam name.
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self.names = { }
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self.stats = { }
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steam.retrieve_stats()
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renpy.maximum_framerate(steam_maximum_framerate)
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def register(self, name, steam=None, steam_stat=None, stat_max=None, stat_modulo=1, **kwargs):
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if steam is not None:
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self.names[name] = steam
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self.stats[name] = (steam_stat, stat_max, stat_modulo)
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def grant(self, name):
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name = self.names.get(name, name)
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renpy.maximum_framerate(steam_maximum_framerate)
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steam.grant_achievement(name)
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steam.store_stats()
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def clear(self, name):
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name = self.names.get(name, name)
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steam.clear_achievement(name)
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steam.store_stats()
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def clear_all(self):
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for i in steam.list_achievements():
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steam.clear_achievement(i)
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steam.store_stats()
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def progress(self, name, completed):
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orig_name = name
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completed = int(completed)
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if name not in self.stats:
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if config.developer:
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raise Exception("To report progress, you must register {} with a stat_max.".format(name))
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else:
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return
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current = persistent._achievement_progress.get(name, 0)
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steam_stat, stat_max, stat_modulo = self.stats[name]
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name = self.names.get(name, name)
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if (current is not None) and (current >= completed):
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return
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renpy.maximum_framerate(steam_maximum_framerate)
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if completed >= stat_max:
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steam.grant_achievement(name)
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else:
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if (stat_modulo is None) or (completed % stat_modulo) == 0:
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steam.indicate_achievement_progress(name, completed, stat_max)
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steam.store_stats()
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def has(self, name):
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name = self.names.get(name, name)
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return steam.get_achievement(name)
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try:
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import _renpysteam as steam
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renpy.write_log("Imported steam.")
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except Exception as e:
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steam = None
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renpy.write_log("Importing _renpysteam: %r", e)
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if steam is not None:
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want_version = 2
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if steam.version < want_version:
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raise Exception("_renpysteam module is too old. (want version %d, got %d)" % (steam.version, want_version))
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if steam.init():
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renpy.write_log("Initialized steam.")
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backends.insert(0, SteamBackend())
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else:
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renpy.write_log("Failed to initialize steam.")
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steam = None
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def register(name, **kwargs):
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"""
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:doc: achievement
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Registers an achievement. Achievements are not required to be
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registered, but doing so allows one to pass information to the
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backends.
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`name`
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The name of the achievement to register.
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The following keyword parameters are optional.
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`steam`
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The name to use on steam. If not given, defaults to `name`.
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`stat_max`
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The integer value of the stat at which the achievement unlocks.
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`stat_modulo`
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If the progress modulo `stat_max` is 0, progress is displayed
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to the user. For example, if stat_modulo is 10, progress will
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be displayed to the user when it reaches 10, 20, 30, etc. If
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not given, this defaults to 0.
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"""
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for i in backends:
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i.register(name, **kwargs)
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def grant(name):
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"""
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:doc: achievement
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Grants the achievement with `name`, if it has not already been
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granted.
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"""
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if not has(name):
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for i in backends:
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i.grant(name)
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def clear(name):
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"""
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:doc: achievement
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Clears the achievement with `name`.
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"""
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if has(name):
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for i in backends:
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i.clear(name)
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def clear_all():
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"""
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:doc: achievement
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Clears all achievements.
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"""
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for i in backends:
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i.clear_all()
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def progress(name, complete, total=None):
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"""
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:doc: achievement
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:args: (name, complete)
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Reports progress towards the achievement with `name`, if that
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achievement has not been granted. The achievement must be defined
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with a completion amount.
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`name`
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The name of the achievement. This should be the name of the
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achievement, and not the stat.
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`complete`
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An integer giving the number of units completed towards the
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achievement.
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"""
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if has(name):
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return
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for i in backends:
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i.progress(name, complete)
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def grant_progress(name, complete, total=None):
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progress(name, complete)
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def has(name):
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"""
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:doc: achievement
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Returns true if the player has been granted the achievement with
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`name`.
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"""
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for i in backends:
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if i.has(name):
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return True
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return False
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def sync():
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"""
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:doc: achievement
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Synchronizes registered achievements between local storage and
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other backends. (For example, Steam.)
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"""
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for a in persistent._achievements:
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for i in backends:
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if not i.has(a):
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i.grant(a)
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class Sync(Action):
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"""
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:doc: achievement
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An action that calls achievement.sync(). This is only sensitive if
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achievements are out of sync.
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"""
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def __call__(self):
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sync()
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def get_sensitive(self):
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for a in persistent._achievements:
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for i in backends:
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if not i.has(a):
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return True
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return False
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init 1500 python in achievement:
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# Steam position.
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if steam is not None:
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if steam_position == "top left":
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steam.set_overlay_notification_position(steam.POSITION_TOP_LEFT)
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elif steam_position == "top right":
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steam.set_overlay_notification_position(steam.POSITION_TOP_RIGHT)
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elif steam_position == "bottom left":
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steam.set_overlay_notification_position(steam.POSITION_BOTTOM_LEFT)
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elif steam_position == "bottom right":
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steam.set_overlay_notification_position(steam.POSITION_BOTTOM_RIGHT)
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