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https://github.com/TwilitRealm/dusklight
synced 2026-07-11 21:21:57 -04:00
achievement signal system
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@@ -4,6 +4,8 @@
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#include <functional>
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#include <queue>
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#include <string>
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#include <string_view>
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#include <unordered_set>
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#include <vector>
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#include "nlohmann/json.hpp"
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@@ -14,6 +16,7 @@ enum class AchievementCategory : uint8_t {
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Collection,
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Challenge,
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Minigame,
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Misc,
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Glitched
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};
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@@ -42,6 +45,10 @@ public:
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void clearAll();
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void clearOne(const char* key);
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// Signals are visible to all achievement checks within the same tick, then cleared.
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void signal(const char* key);
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bool hasSignal(const char* key) const;
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std::vector<Achievement> getAchievements() const;
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bool hasPendingUnlock() const { return !m_pendingUnlocks.empty(); }
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std::string consumePendingUnlock();
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@@ -58,6 +65,7 @@ private:
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void processEntry(Entry& e);
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std::vector<Entry> m_entries;
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std::unordered_set<std::string_view> m_signals;
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bool m_loaded = false;
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bool m_dirty = false;
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std::queue<std::string> m_pendingUnlocks;
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@@ -21,6 +21,9 @@
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#include "d/d_lib.h"
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#include "d/d_debug_viewer.h"
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#include "f_op/f_op_kankyo_mng.h"
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#ifdef TARGET_PC
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#include "dusk/achievements.h"
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#endif
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static const cM3dGCylS l_cyl_info[] = {
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{ 0.0f, 0.0f, 0.0f, 30.0f, 100.0f },
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@@ -3582,6 +3585,12 @@ bool daObjCarry_c::cc_damage_proc_ironball() {
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}
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}
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#ifdef TARGET_PC
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if (mCannon && mCyl.ChkAtHit() && mCyl.GetAtHitAc() == daPy_getPlayerActorClass()) {
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dusk::AchievementSystem::get().signal("iron_ball_hit_player");
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}
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#endif
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return var_r26;
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}
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@@ -8,6 +8,7 @@
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#include "d/actor/d_a_player.h"
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#include "d/d_demo.h"
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#include "f_pc/f_pc_name.h"
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#include "f_op/f_op_actor_mng.h"
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#include <filesystem>
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#include <algorithm>
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@@ -273,6 +274,21 @@ std::vector<AchievementSystem::Entry> AchievementSystem::makeEntries() {
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},
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{}
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},
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{
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{
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"friendly_fire",
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"Friendly Fire",
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"Get hit by your own cannonball.",
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AchievementCategory::Misc,
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false, 0, 0, false
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},
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[](Achievement& a, json&) {
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if (AchievementSystem::get().hasSignal("iron_ball_hit_player")) {
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a.progress = 1;
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}
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},
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{}
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},
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{
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{
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"back_in_time",
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@@ -441,6 +457,14 @@ void AchievementSystem::clearAll() {
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save();
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}
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void AchievementSystem::signal(const char* key) {
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m_signals.insert(key);
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}
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bool AchievementSystem::hasSignal(const char* key) const {
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return m_signals.count(key) > 0;
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}
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void AchievementSystem::clearOne(const char* key) {
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for (auto& e : m_entries) {
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if (std::string(e.achievement.key) == key) {
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@@ -485,6 +509,7 @@ void AchievementSystem::tick() {
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for (auto& e : m_entries) {
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processEntry(e);
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}
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m_signals.clear();
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if (m_dirty) {
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save();
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m_dirty = false;
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@@ -111,6 +111,7 @@ void ImGuiAchievements::draw(bool& open) {
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{AchievementCategory::Collection, "Collection", ImVec4(0.3f, 0.85f, 0.4f, 1.0f)},
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{AchievementCategory::Challenge, "Challenge", ImVec4(1.0f, 0.65f, 0.15f, 1.0f)},
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{AchievementCategory::Minigame, "Minigame", ImVec4(0.5f, 0.85f, 1.0f, 1.0f)},
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{AchievementCategory::Misc, "Misc", ImVec4(0.65f, 0.65f, 0.65f, 1.0f)},
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{AchievementCategory::Glitched, "Glitched", ImVec4(0.75f, 0.4f, 1.0f, 1.0f)},
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};
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