493 lines
20 KiB
Plaintext
493 lines
20 KiB
Plaintext
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################################################################################
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##
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## Achievements for Ren'Py by Feniks (feniksdev.itch.io / feniksdev.com)
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##
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################################################################################
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## This file contains code for an achievement system in Ren'Py. It is designed
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## as a wrapper to the built-in achievement system, so it hooks into the
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## Steam backend as well if you set up your achievement IDs the same as in
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## the Steam backend.
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##
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## If you use this code in your projects, credit me as Feniks @ feniksdev.com
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##
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## If you'd like to see how to use this tool, check the other file,
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## achievements.rpy!
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##
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## Leave a comment on the tool page on itch.io or an issue on the GitHub
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## if you run into any issues.
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################################################################################
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init -50 python:
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import datetime, time
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from re import sub as re_sub
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TAG_ALPHABET = "abcdefghijklmnopqrstuvwxyz"
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def get_random_screen_tag(k=4):
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"""Generate a random k-letter word out of alphabet letters."""
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# Shuffle the list and pop k items from the front
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alphabet = list(store.TAG_ALPHABET)
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renpy.random.shuffle(alphabet)
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## Add the time onto the end so there are no duplicates
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return ''.join(alphabet[:k] + [str(time.time())])
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class Achievement():
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"""
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A class with information on in-game achievements which can be extended
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to use with other systems (e.g. Steam achievements).
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Attributes:
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-----------
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name : string
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The human-readable name of this achievement. May have spaces,
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apostrophes, dashes, etc.
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id : string
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The code-friendly name of this achievement (which can be used for
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things like the Steam backend). Should only include letters,
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numbers, and underscores. If not provided, name will be sanitized
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for this purpose.
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description : string
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A longer description for this achievement. Optional.
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unlocked_image : Displayable
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A displayable to use when this achievement is unlocked.
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locked_image : Displayable
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A displayable to use when this achievement is locked. If not
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provided, requires an image named "locked_achievement" to be
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declared somewhere.
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stat_max : int
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If provided, an integer corresponding to the maximum progress of
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an achievement, if the achievement can be partially completed
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(e.g. your game has 24 chapters and you want this to tick up
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after every chapter, thus, stat_max is 24). The achievement is
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unlocked when it reaches this value.
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stat_progress : int
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The current progress for the stat.
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stat_modulo : int
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The formula (stat_progress % stat_modulo) is applied whenever
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achievement progress is updated. If the result is 0, the
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progress is shown to the user. By default this is 0 so all updates
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to stat_progress are shown. Useful if, for the supposed 24-chapter
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game progress stat, you only wanted to show updates every time the
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player got through a quarter of the chapters. In this case,
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stat_modulo would be 6 (24//4).
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hidden : bool
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True if this achievement's description and name should be hidden
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from the player.
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hide_description : bool
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True if this achievement's description should be hidden from the
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player. Can be set separately from hidden, e.g. with hidden=True
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and hide_description=False, the player will see the name but not
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the description.
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timestamp : Datetime
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The time this achievement was unlocked at.
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"""
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## A list of all the achievements that exist in this game,
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## to loop over in the achievements screen.
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all_achievements = [ ]
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achievement_dict = dict()
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def __init__(self, name, id=None, description=None, unlocked_image=None,
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locked_image=None, stat_max=None, stat_modulo=None, hidden=False,
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stat_update_percent=1, hide_description=None):
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self._name = name
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# Try to sanitize the name for an id, if possible
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self.id = id or re_sub(r'\W+', '', name)
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self._description = description or ""
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self.unlocked_image = unlocked_image or None
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self.locked_image = locked_image or "locked_achievement"
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self.stat_max = stat_max
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self.stat_modulo = stat_modulo
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if stat_update_percent != 1 and stat_modulo != 0:
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raise Exception("Achievement {} has both stat_update_percent and stat_modulo set. Please only set one.".format(self.name))
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## Figure out the modulo based on the percent
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if stat_update_percent > 1:
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## Basically, if stat_max % stat_modulo == 0, then it updates.
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## So if it updates every 10%, then stat_max / stat_modulo = 10
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self.stat_modulo = int(stat_max * (stat_update_percent / 100.0))
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self.hidden = hidden
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if hide_description is None:
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self.hide_description = hidden
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else:
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self.hide_description = hide_description
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# Add to list of all achievements
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self.all_achievements.append(self)
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# Add to the dictionary for a quick lookup
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self.achievement_dict[self.id] = self
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# Register with backends
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achievement.register(self.id, stat_max=stat_max,
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stat_modulo=stat_modulo or None)
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def get_timestamp(self, format="%b %d, %Y @ %I:%M %p"):
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"""
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Return the timestamp when this achievement was granted,
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using the provided string format.
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"""
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if self.has():
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return datetime.datetime.fromtimestamp(
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self._timestamp).strftime(format)
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else:
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return ""
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@property
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def _timestamp(self):
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if store.persistent.achievement_timestamp is not None:
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return store.persistent.achievement_timestamp.get(self.id, None)
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else:
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return None
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@property
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def timestamp(self):
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"""Return the timestamp when this achievement was granted."""
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if self.has():
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try:
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ts = datetime.datetime.fromtimestamp(self._timestamp)
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except TypeError:
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if config.developer:
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print("WARNING: Could not find timestamp for achievement with ID {}".format(self.id))
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return ""
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return __("Unlocked ") + ts.strftime(__(
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"%b %d, %Y @ %I:%M %p{#achievement_timestamp}"))
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else:
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return ""
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@_timestamp.setter
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def _timestamp(self, value):
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"""Set the timestamp for this achievement."""
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if store.persistent.achievement_timestamp is not None:
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store.persistent.achievement_timestamp[self.id] = value
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@property
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def idle_img(self):
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"""Return the idle image based on its locked status."""
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if self.has():
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return self.unlocked_image
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else:
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return self.locked_image
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@property
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def name(self):
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"""
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Returns the name of the achievement based on whether it's
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hidden or not.
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"""
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if self.hidden and not self.has():
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return _("???{#hidden_achievement_name}")
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else:
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return self._name
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@property
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def description(self):
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"""
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Returns the description of the achievement based on whether it's
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hidden or not.
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"""
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if self.hide_description and not self.has():
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if self.hide_description is True:
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return _("???{#hidden_achievement_description}")
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else:
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return self.hide_description
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else:
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return self._description
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@property
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def stat_progress(self):
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"""Return this achievement's progress stat."""
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return self.get_progress()
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def add_progress(self, amount=1):
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"""
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Increment the progress towards this achievement by amount.
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"""
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self.progress(min(self.stat_progress+amount, self.stat_max))
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## Wrappers for various achievement functionality
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def clear(self):
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"""Clear this achievement from memory."""
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return achievement.clear(self.id)
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def get_progress(self):
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"""Return this achievement's progress."""
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return achievement.get_progress(self.id)
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def grant(self):
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"""
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Grant the player this achievement, and show a popup if this is
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the first time they've gotten it.
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"""
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has_achievement = self.has()
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x = achievement.grant(self.id)
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if not has_achievement:
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# First time this was granted
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self.achievement_popup()
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# Save the timestamp
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self._timestamp = time.time()
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# Callback
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if myconfig.ACHIEVEMENT_CALLBACK is not None:
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renpy.run(myconfig.ACHIEVEMENT_CALLBACK, self)
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# Double check achievement sync
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achievement.sync()
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return x
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def has(self):
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"""Return True if the player has achieved this achievement."""
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return achievement.has(self.id)
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def progress(self, complete):
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"""
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A plugin to the original Achievement class. Sets the current
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achievement progress to "complete".
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"""
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has_achievement = self.has()
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x = achievement.progress(self.id, complete)
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if not has_achievement and self.has():
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# First time this was granted
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self.achievement_popup()
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# Save the timestamp
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self._timestamp = time.time()
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# Callback
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if myconfig.ACHIEVEMENT_CALLBACK is not None:
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renpy.run(myconfig.ACHIEVEMENT_CALLBACK, self)
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return x
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def achievement_popup(self):
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"""
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A function which shows an achievement screen to the user
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to indicate they were granted an achievement.
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"""
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if renpy.is_init_phase():
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## This is init time; we don't show a popup screen
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return
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elif not self.has():
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# Don't have this achievement, so it doesn't get a popup.
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return
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elif not myconfig.SHOW_ACHIEVEMENT_POPUPS:
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# Popups are disabled
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return
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if achievement.steamapi and not myconfig.INGAME_POPUP_WITH_STEAM:
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# Steam is detected and popups shouldn't appear in-game.
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return
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# Otherwise, show the achievement screen
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for i in range(10):
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if store.onscreen_achievements.get(i, None) is None:
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store.onscreen_achievements[i] = True
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break
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# Generate a random tag for this screen
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tag = get_random_screen_tag(6)
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## Play a sound, if provided
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if myconfig.ACHIEVEMENT_SOUND:
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renpy.music.play(myconfig.ACHIEVEMENT_SOUND,
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channel=myconfig.ACHIEVEMENT_CHANNEL)
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renpy.show_screen('achievement_popup', a=self, tag=tag, num=i,
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_tag=tag)
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def AddProgress(self, amount=1):
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"""Add amount of progress to this achievement."""
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return Function(self.add_progress, amount=amount)
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def Progress(self, amount):
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"""Set this achievement's progress to amount."""
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return Function(self.progress, amount)
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def Toggle(self):
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"""
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A developer action to easily toggle the achieved status
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of a particular achievement.
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"""
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return [SelectedIf(self.has()),
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If(self.has(),
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Function(self.clear),
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Function(self.grant))]
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def Grant(self):
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"""
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An action to easily achieve a particular achievement.
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"""
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return Function(self.grant)
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@classmethod
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def reset(self):
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"""
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A class method which resets all achievements and clears all their
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progress.
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"""
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for achievement in self.all_achievements:
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achievement.clear()
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@classmethod
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def Reset(self):
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"""
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A class method which resets all achievements and clears all their
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progress. This is a button action rather than a function.
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"""
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return Function(self.reset)
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@classmethod
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def num_earned(self):
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"""
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A class property which returns the number of unlocked achievements.
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"""
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return len([a for a in self.all_achievements if a.has()])
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@classmethod
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def num_total(self):
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"""
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A class property which returns the total number of achievements.
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"""
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return len(self.all_achievements)
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class LinkedAchievement():
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"""
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A class which can be used as part of an achievement callback to
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trigger an achievement when some subset of achievements is unlocked.
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Attributes:
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-----------
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links : dict
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A dictionary of the form {achievement.id : [list of final
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achievement ids]}. This is a reverse of the dictionary passed in
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to the constructor and is used to look up what final achievements
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are tied to a given achievement.
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final_to_list : dict
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A dictionary of the form {final_achievement.id : [list of
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achievement ids to check]}. This is the same as the dictionary
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passed in to the constructor, and is used to look up what
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achievements are needed to unlock a given final achievement.
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unlock_after_all : string
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If this is set to an achievement ID, then that achievement is
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unlocked after all other achievements are unlocked.
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"""
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def __init__(self, **links):
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"""
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Create a LinkedAchievement to be used as a callback.
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Parameters:
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----------
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links : dict
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A dictionary of the form {final_achievement.id : [list of
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achievement ids to check]}. When all of the achievements in the
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list are unlocked, the final achievement is unlocked.
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"""
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## links comes in the form of
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## {final_achievement.id : [list of achievement ids to check]}
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self.links = dict()
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values = links.values()
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if len(values) == 1 and 'all' in values:
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## Special case for an achievement that's achieved after
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## getting all achievements
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self.unlock_after_all = ''.join(links.keys())
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self.final_to_list = links
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return
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else:
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self.unlock_after_all = False
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## Reverse-engineer a dictionary which corresponds to the things
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## that are checked, and what they tie back to.
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for final_achievement, check_achievements in links.items():
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for check_achievement in check_achievements:
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if check_achievement == final_achievement:
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continue
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if check_achievement not in links:
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self.links[check_achievement] = [final_achievement]
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else:
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self.links[check_achievement].append(final_achievement)
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self.final_to_list = links
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def __call__(self, the_achievement):
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"""
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A method which is called when an achievement is unlocked.
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It checks if the achievement is part of a list of achievements
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which are needed to unlock a given final achievement, and if the
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conditions needed to unlock that final achievement are met.
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If so, it grants that achievement.
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Parameters:
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-----------
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the_achievement : Achievement
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The achievement which was just granted.
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"""
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if self.unlock_after_all:
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## This unlocks after all achievements are earned
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if all([a.has() for a in Achievement.all_achievements
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if a.id != self.unlock_after_all]):
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fa = Achievement.achievement_dict.get(self.unlock_after_all)
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if fa is not None:
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fa.grant()
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return
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## Find which final achievements this is attached to
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final_achievements = self.links.get(the_achievement.id, None)
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if not final_achievements:
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return
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## Otherwise, see if this was the last achievement which was needed
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## to unlock a given final_achievement.
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for final_achievement in final_achievements:
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lst = self.final_to_list.get(final_achievement, None)
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if lst is None:
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continue
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## Check if all the achievements in the list are unlocked
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if all([achievement.has(a) for a in lst]):
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fa = Achievement.achievement_dict.get(final_achievement)
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if fa is not None:
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||
|
fa.grant()
|
||
|
return
|
||
|
|
||
|
## Note: DO NOT change these configuration values in this block! See
|
||
|
## `achievements.rpy` for how to change them. This is just for setup so they
|
||
|
## exist in the game, and then you can modify them with `define` in a different
|
||
|
## file.
|
||
|
init -999 python in myconfig:
|
||
|
_constant = True
|
||
|
## This is a configuration value which determines whether the in-game
|
||
|
## achievement popup should appear when Steam is detected. Since Steam
|
||
|
## already has its own built-in popup, you may want to set this to False
|
||
|
## if you don't want to show the in-game popup alongside it.
|
||
|
## The in-game popup will still work on non-Steam builds, such as builds
|
||
|
## released DRM-free on itch.io.
|
||
|
INGAME_POPUP_WITH_STEAM = True
|
||
|
## The length of time the in-game popup spends hiding itself (see
|
||
|
## transform achievement_popout in achievements.rpy).
|
||
|
ACHIEVEMENT_HIDE_TIME = 1.0
|
||
|
## True if the game should show in-game achievement popups when an
|
||
|
## achievement is earned. You can set this to False if you just want an
|
||
|
## achievement gallery screen and don't want any popups.
|
||
|
SHOW_ACHIEVEMENT_POPUPS = True
|
||
|
## A callback, or list of callbacks, which are called when an achievement
|
||
|
## is granted. It is called with one argument, the achievement which
|
||
|
## was granted. It is only called if the achievement has not previously
|
||
|
## been earned.
|
||
|
ACHIEVEMENT_CALLBACK = None
|
||
|
## A sound to play when the achievement is granted
|
||
|
ACHIEVEMENT_SOUND = None
|
||
|
ACHIEVEMENT_CHANNEL = "audio"
|
||
|
|
||
|
## Track the time each achievement was earned at
|
||
|
default persistent.achievement_timestamp = dict()
|
||
|
## Tracks the number of onscreen achievements, for offsetting when
|
||
|
## multiple achievements are earned at once
|
||
|
default onscreen_achievements = dict()
|
||
|
## Required for older Ren'Py versions so the vpgrid doesn't complain about
|
||
|
## uneven numbers of achievements, but True by default in later Ren'Py versions.
|
||
|
define config.allow_underfull_grids = True
|
||
|
|
||
|
# This, coupled with the timer on the popup screen, ensures that the achievement
|
||
|
# is properly hidden before another achievement can be shown in that "slot".
|
||
|
# If this was done as part of the timer in the previous screen, then it would
|
||
|
# consider that slot empty during the 1 second the achievement is hiding itself.
|
||
|
# That's why this timer is 1 second long.
|
||
|
screen finish_animating_achievement(num):
|
||
|
timer myconfig.ACHIEVEMENT_HIDE_TIME:
|
||
|
action [SetDict(onscreen_achievements, num, None), Hide()]
|
||
|
|