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* Achievements now show how many people have unlocked them. (#77083) ## About The Pull Request Checking the achievements UI now shows a line below the Unlocked/Locked status for normal achievements, informing the user of how many players have unlocked said achievement. It also contains a tooltip; within it is a percentile comparison with the most unlocked achievement. Beside that, I've added a check in the achievement unit test to ascertain that all award categories are actually present in the UI, and as well moved all `ui_data` to `static_ui_date` considering it is not the sort of interface that has to be constantly updated like an air alarm or an APC. Here's a screenshot of the UI, with the tooltip where my cursor would be (the hot damn! achievement was var-edited of course):  ## Why It's Good For The Game This should provide some fundamental statistics for achievements, from which contributors and players can deduct the rarity and bragging rights. ## Changelog 🆑 qol: The Achievements UI now shows how many people have unlocked a given achievement. fix: The "Skills" Category for achievements should no longer be hidden. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Jordie0608 <4343468+Jordie0608@ users.noreply.github.com> * Achievements now show how many people have unlocked them. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Jordie0608 <4343468+Jordie0608@ users.noreply.github.com>
104 lines
3.6 KiB
Plaintext
104 lines
3.6 KiB
Plaintext
SUBSYSTEM_DEF(achievements)
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name = "Achievements"
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flags = SS_NO_FIRE
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init_order = INIT_ORDER_ACHIEVEMENTS
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var/achievements_enabled = FALSE
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///List of achievements
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var/list/datum/award/achievement/achievements = list()
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///The achievement with the highest amount of players that have unlocked it.
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var/datum/award/achievement/most_unlocked_achievement
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///List of scores
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var/list/datum/award/score/scores = list()
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///List of all awards
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var/list/datum/award/awards = list()
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/datum/controller/subsystem/achievements/Initialize()
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if(!SSdbcore.Connect())
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return SS_INIT_NO_NEED
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achievements_enabled = TRUE
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var/list/achievements_by_db_id = list()
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for(var/datum/award/achievement/achievement as anything in subtypesof(/datum/award/achievement))
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if(!initial(achievement.database_id)) // abstract type
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continue
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var/datum/award/achievement/instance = new achievement
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achievements[achievement] = instance
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awards[achievement] = instance
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achievements_by_db_id[instance.database_id] = instance
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for(var/datum/award/score/score as anything in subtypesof(/datum/award/score))
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if(!initial(score.database_id)) // abstract type
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continue
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var/instance = new score
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scores[score] = instance
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awards[score] = instance
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update_metadata()
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/**
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* Count how many (unlocked) achievements are in the achievements database
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* then store that amount in the times_achieved variable for each achievement.
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*
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* Thanks to Jordie for the query.
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*/
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var/datum/db_query/query = SSdbcore.NewQuery(
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"SELECT a.achievement_key, COUNT(a.achievement_key) AS count FROM achievements a \
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JOIN achievement_metadata m ON a.achievement_key = m.achievement_key AND m.achievement_type = 'achievement' \
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GROUP BY a.achievement_key ORDER BY count DESC"
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)
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if(query.Execute(async = TRUE))
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while(query.NextRow())
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var/id = query.item[1]
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var/datum/award/achievement/instance = id ? achievements_by_db_id[id] : null
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if(isnull(instance)) // removed achievement
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continue
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instance.times_achieved = query.item[2]
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// the results are ordered in descending orders, so the first in the list should be the most unlocked one.
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if(!most_unlocked_achievement)
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most_unlocked_achievement = instance
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qdel(query)
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for(var/i in GLOB.clients)
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var/client/C = i
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if(!C.player_details.achievements.initialized)
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C.player_details.achievements.InitializeData()
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return SS_INIT_SUCCESS
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/datum/controller/subsystem/achievements/Shutdown()
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save_achievements_to_db()
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/datum/controller/subsystem/achievements/proc/save_achievements_to_db()
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var/list/cheevos_to_save = list()
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for(var/ckey in GLOB.player_details)
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var/datum/player_details/PD = GLOB.player_details[ckey]
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if(!PD || !PD.achievements)
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continue
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cheevos_to_save += PD.achievements.get_changed_data()
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if(!length(cheevos_to_save))
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return
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SSdbcore.MassInsert(format_table_name("achievements"),cheevos_to_save,duplicate_key = TRUE)
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//Update the metadata if any are behind
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/datum/controller/subsystem/achievements/proc/update_metadata()
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var/list/current_metadata = list()
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//select metadata here
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var/datum/db_query/Q = SSdbcore.NewQuery("SELECT achievement_key,achievement_version FROM [format_table_name("achievement_metadata")]")
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if(!Q.Execute(async = TRUE))
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qdel(Q)
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return
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else
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while(Q.NextRow())
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current_metadata[Q.item[1]] = text2num(Q.item[2])
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qdel(Q)
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var/list/to_update = list()
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for(var/T in awards)
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var/datum/award/A = awards[T]
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if(!current_metadata[A.database_id] || current_metadata[A.database_id] < A.achievement_version)
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to_update += list(A.get_metadata_row())
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if(to_update.len)
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SSdbcore.MassInsert(format_table_name("achievement_metadata"),to_update,duplicate_key = TRUE)
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