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Bubberstation/code/datums/achievements/_achievement_data.dm
Ghom 8c534a521e Maintenance PDA themes are added to roundstart PDAs on future rounds as well once installed (#92983)
## About The Pull Request
I'm making the ordeal of finding a maint disk (or buying blackmarket
bootleg disk) with a theme in it a slightly more rewarding experience,
while sticking to the concept that it's something you've to find, unlike
default PDA themes.

This PR also proves to be an opportunity to put the progress tab that I
coded a year ago for the 'Fishdex' to good use.

TODO:
~~Refactor preferences to allow specific choices to be shown/hidden
depending on whether the player meets a defined criteria, otherwise
you'll have to do it manually every round, which is lame~~

- [x] Make some simple ui icons associated with each unlockable theme to
be shown in the cheevo progress tab

- [x] Code to validate deserialized DB values, in the remote case that
any theme is removed in the future, as well as unit test code for any
non-abstract theme without ID

- [x] Add sound cue and chat feedback when unlocking a theme (or when
fishing a new kind of fish for the first time, like, the code's similar)

- [x] Test all of this

## Why It's Good For The Game
These themes are basically an end in itself, and I understand the reason
behind their existence is to make for some cute, little maint loot, but
relegating it to chance of finding a disk somewhere in maintenance,
**every single round** really rots whatever little substance this purely
cosmetic feature already has.

## Changelog

🆑
add: Once installed, special PDA themes from maintenance disks will be
present on your roundstart PDA on future rounds (Sadly I couldn't figure
out a way to add those to the preferences UI yet). You can check which
PDA themes you've unlocked in the Progress tab of the achievements UI.
/🆑
2026-01-16 17:18:03 -05:00

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///Datum that handles
/datum/achievement_data
///Ckey of this achievement data's owner
var/owner_ckey
///Up to date list of all achievements and their info.
var/data = list()
///Original status of achievement.
var/original_cached_data = list()
///Have we done our set-up yet?
var/initialized = FALSE
/datum/achievement_data/New(ckey)
owner_ckey = ckey
if(SSachievements.initialized && !initialized)
InitializeData()
/datum/achievement_data/proc/InitializeData()
initialized = TRUE
load_all_achievements() //So we know which achievements we have unlocked so far.
///Gets list of changed rows in MassInsert format
/datum/achievement_data/proc/get_changed_data()
. = list()
for(var/T in data)
var/datum/award/A = SSachievements.awards[T]
if(data[T] != original_cached_data[T])//If our data from before is not the same as now, save it to db.
var/deets = A.get_changed_rows(src)
if(deets)
. += list(deets)
/datum/achievement_data/proc/load_all_achievements()
set waitfor = FALSE
var/list/kv = list()
var/datum/db_query/Query = SSdbcore.NewQuery(
"SELECT achievement_key,value FROM [format_table_name("achievements")] WHERE ckey = :ckey",
list("ckey" = owner_ckey)
)
if(!Query.Execute())
qdel(Query)
return
while(Query.NextRow())
var/key = Query.item[1]
var/value = text2num(Query.item[2])
kv[key] = value
qdel(Query)
for(var/award_type in subtypesof(/datum/award))
var/datum/award/award = SSachievements.awards[award_type]
if(!award || !award.name) //Skip abstract achievements types
continue
award.on_achievement_data_init(src, kv[award.database_id])
///Updates local cache with db data for the given achievement type if it wasn't loaded yet.
/datum/achievement_data/proc/get_data(achievement_type)
var/datum/award/award = SSachievements.awards[achievement_type]
if(!award.name)
return FALSE
if(!data[achievement_type])
award.load(src)
///Unlocks an achievement of a specific type. achievement type is a typepath to the award, user is the mob getting the award, and value is an optional value to be used for defining a score to add to the leaderboard
/datum/achievement_data/proc/unlock(achievement_type, mob/user, value = 1, ...)
set waitfor = FALSE
if(!SSachievements.achievements_enabled)
return
var/datum/award/award = SSachievements.awards[achievement_type]
get_data(achievement_type) //Get the current status first if necessary
var/list/unlock_args = list(user, src, value)
if(length(args) > 3)
unlock_args += args.Copy(4)
award.unlock(arglist(unlock_args))
update_static_data(user)
///Getter for the status/score of an achievement
/datum/achievement_data/proc/get_achievement_status(achievement_type)
return data[achievement_type]
/datum/achievement_data/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet_batched/achievements),
)
/datum/achievement_data/ui_state(mob/user)
return GLOB.always_state
/datum/achievement_data/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Achievements")
ui.open()
/datum/achievement_data/ui_static_data(mob/user)
. = ..()
.["categories"] = GLOB.achievement_categories
.["achievements"] = list()
.["highscores"] = list()
.["progresses"] = list()
.["user_key"] = owner_ckey
var/datum/asset/spritesheet_batched/assets = get_asset_datum(/datum/asset/spritesheet_batched/achievements)
for(var/achievement_type in SSachievements.awards)
var/datum/award/award = SSachievements.awards[achievement_type]
if(!award.name) //No name? we a subtype.
continue
if(isnull(data[achievement_type])) //We're still loading
continue
var/list/award_data = list(
"name" = award.name,
"desc" = award.desc,
"category" = award.category,
"icon_class" = assets.icon_class_name("achievement-[award.icon_state]"),
"value" = data[achievement_type],
)
award_data += award.get_ui_data(award_data, src)
.["achievements"] += list(award_data)
for(var/score_type in SSachievements.scores)
var/datum/award/score/score = SSachievements.scores[score_type]
if(!score.name)
continue
if(istype(score, /datum/award/score/progress))
var/datum/award/score/progress/prog = score
var/list/prog_data = prog.get_progress(src)
if(length(prog_data))
.["progresses"] += list(prog_data)
if(!score.track_high_scores || !length(score.high_scores))
continue
.["highscores"] += list(list("name" = score.name, "scores" = score.high_scores))
/client/verb/checkachievements()
set category = "OOC"
set name = "Check achievements"
set desc = "See all of your achievements!"
persistent_client.achievements.ui_interact(usr)