Files
dusklight/include/dusk/achievements.h
qwertyquerty 8668474a33 Achievements improvements v2 (#1553)
* make LJA achievement more attainable glitchlessly

* update loach achievement description

* 3 kill rollstab achievement

* update gone fishin description

* gorge skip achievement

* early city achievement

* make goats and snowboarding safety check stage

* fix indomitable requirement, add hero mode achievement

* properly check skybook completion when returned

* prototype ganondorf achievement

* Autospin Annihilation
2026-05-24 12:18:07 -06:00

72 lines
1.6 KiB
C++

#pragma once
#include <cstdint>
#include <functional>
#include <queue>
#include <string>
#include <string_view>
#include <unordered_map>
#include <vector>
#include "nlohmann/json.hpp"
namespace dusk {
enum class AchievementCategory : uint8_t {
Challenge,
Collection,
Minigame,
Misc,
Glitched
};
struct Achievement {
const char* key;
const char* name;
const char* description;
AchievementCategory category;
bool isCounter;
int32_t goal;
int32_t progress;
bool unlocked;
};
// Responsible for updating a.progress.
// Use extra for any per-achievement state that must survive across frames or sessions, extra is saved
using AchievementCheckFn = std::function<void(Achievement& a, nlohmann::json& extra)>;
class AchievementSystem {
public:
static AchievementSystem& get();
void load();
void save();
void tick();
void clearAll();
void clearOne(const char* key);
// Signals are visible to all achievement checks within the same tick, then cleared.
void signal(const char* key);
bool hasSignal(const char* key) const;
int signalCount(const char* key) const;
std::vector<Achievement> getAchievements() const;
private:
struct Entry {
Achievement achievement;
AchievementCheckFn check;
nlohmann::json extra;
};
AchievementSystem();
static std::vector<Entry> makeEntries();
void processEntry(Entry& e);
std::vector<Entry> m_entries;
std::unordered_map<std::string_view, int> m_signals;
bool m_loaded = false;
bool m_dirty = false;
};
} // namespace dusk